olopi Posted April 22, 2016 Posted April 22, 2016 okay, feel free to have some dialogue between bonfire and marie, or just cut to the graveyard, whatever you feel works better
Supercape Posted April 22, 2016 Author Posted April 22, 2016 A bit of Marie, then cut, but give me direction on the matter!
olopi Posted April 22, 2016 Posted April 22, 2016 okay, a few posts with marie sound good, then a travel thing there / skip to the graveyard!
Supercape Posted April 22, 2016 Author Posted April 22, 2016 May want a diplomacy roll soon: Casey is Friendly at the moment.
olopi Posted April 22, 2016 Posted April 22, 2016 1d20 + 20 = 26 Eh, good enough. The post itself will probably have to wait until tomorrow, I'm already a bit too tired to write
Supercape Posted April 22, 2016 Author Posted April 22, 2016 No worries. Its enough to make her helpful.
olopi Posted April 25, 2016 Posted April 25, 2016 Hopefully I didn't skip through too much. I'm assuming Cass does all of this real quick so nobody really has time to say anything. If you want to do some more interaction before the scene outside the church, tell me and I'll edit the post accordingly.
Supercape Posted April 25, 2016 Author Posted April 25, 2016 Fine by me! Casy sneaking into recording position, Marie just behind you.
Supercape Posted April 26, 2016 Author Posted April 26, 2016 Fort DC 15 Save please, and you may wish to roll for initiative!
olopi Posted April 27, 2016 Posted April 27, 2016 Fortitude: 1d20 + 7 = 15 Ooof, close one. Initiative: 1d20 + 5 = 17
Supercape Posted April 27, 2016 Author Posted April 27, 2016 Fort Save: 1d20+8 27 Marie also makes her save. For ease/narrative flow, Casey drops down fast asleep. Initiative INitiative: 1d20+10 16 for the Gasman Initiative vs Gasman: 1d20+4 5 Round 1: 17 - Bonfire - Unharmed - 1 HP 16 - Gasman - Unharmed 5 - Marie - Unharmed Bonfire is up. The gas grenade is full of a sleeping gas poison. This means another Fort Save in round 11 (or after combat).
olopi Posted April 27, 2016 Posted April 27, 2016 Feinting as a move action, so it's just +14: 1d20 + 14 = 32 And then a Suffocate 8 Ranged, if it's a surprise attack due to him failing the sense motive/bluff, add in that bonus 1d20 + 8 = 25 So if it hits that's a DC18 Fort, and if he fails that, further effects. That is of course, assuming he isn't immune to this.
Supercape Posted April 27, 2016 Author Posted April 27, 2016 (edited) That will hit irrespective of feint (which would technically flat foot him rather than surprise him, but irrelevant!) Save vs Suffocation: 1d20+8 15 fails the save. The Gas Man is now Suffocating, which means -1 Attack/Defence/Reflex, and only one action / round. Must also make a DC 10 CON check, which: CON Check vs Suffocation: 1d20+2 3 He spectacularly fails, and drops unconscious. Combat over! I am presuming you dont maintain the suffocation (to cause dying / death) - let me know otherwise - You should probably also roll for the poison effect of Fatigue Fort save vs poison: 1d20+6 21 which Marie makes. Edited April 27, 2016 by Supercape
olopi Posted April 27, 2016 Posted April 27, 2016 Will not maintain, correct. Fortitude: 1d20 + 7 = 13 Yeah, probably failing that one. Fine with that for now however.
Supercape Posted April 27, 2016 Author Posted April 27, 2016 For record then, Bonfire - 1 HP - Fatigued...
Supercape Posted April 27, 2016 Author Posted April 27, 2016 Ill presume the Gas Man will be unconscious for a few minutes. There is nothing in the vehicle to notice, but you may wish to make computer or search rolls to scour the interior or the computer. Or whatever else you fancy, Ill roll with!
Supercape Posted April 27, 2016 Author Posted April 27, 2016 Cutter searches: Searching for clues: 1d20+6 24!
olopi Posted April 27, 2016 Posted April 27, 2016 Search: 1d20+4 = 21 What is up with my rolls today? This is using up all of my luck, that's bad!
olopi Posted April 28, 2016 Posted April 28, 2016 As a quick note for later, I took 1 for that thing above. Diplomacy roll: 1d20 + 20 = 36 These rolls, yo
Supercape Posted April 28, 2016 Author Posted April 28, 2016 (edited) Ok, the Zumbies (U for uranium) have an initiative of 1, as per standard horror fare. Which means you dont really have to roll for initiative. You may wish too. Ill say Casey and Marie have a nominal initiative of 10, but its rather academic as they are immune to Marie and Casey wont fight. So Bonfire is up! Edited April 28, 2016 by Supercape
olopi Posted April 29, 2016 Posted April 29, 2016 Area attack 8 again, so a DC18 Reflex for all the zumbies!
Supercape Posted April 29, 2016 Author Posted April 29, 2016 I am going to say Zumbies automatically fail all reflex saves in the spirit of "Zombies slooow" TOughness Save: 3#1d20+6 17 24 22 Toughness Saves As they are minions, only one survives, and responds by blasting you with zombie vision: Eye Beams blast Bonfire: 1d20+6 26 a hit! DC 23 Toughness Save of Bonfire
olopi Posted April 29, 2016 Posted April 29, 2016 1d20 + 10 = 25 These rolls, yo. I'm still waiting for Orokos to turn around and give me the rolls I actually deserve.
Recommended Posts