EviscerusNox Posted September 6, 2017 Author Posted September 6, 2017 feel free to describe whatever part of this riverboat you want, i just made it up so it can look like anything we want
EviscerusNox Posted September 6, 2017 Author Posted September 6, 2017 ok, going to have the Gangsters roll notice vs Bugbear's stealth Stealth: 1d20+6 12 Stealth of a terrible 12 Perception: 1d20+0 11 Barely miss his presence I guess he'll take a swing at a lowly thug and then do initiative oooh, that's no good Ghost Strike Attack: 1d20+9 10 so initiative! Initiative: 1d20+2 7 Bugbear is slowwwww Initiative: 1d20+1 3 Thugs are actually slower Brigandine i'm gonna rule can hear the ruckus so go ahead and roll initiative as well, will only take her a move to get there if she uses her speed power, but more like a full round if not and tries to extricate herself incognito like
Raveled Posted September 6, 2017 Posted September 6, 2017 (edited) I think Brig's going to start by making a Bluff check to get away from her date with grace. Then she'll Stealth down there. No powers as yet, since that involves getting big and glowy. Results 10#1d20: 10 # 18 [1d20=18] 12 [1d20=12] 19 [1d20=19] 5 [1d20=5] 19 [1d20=19] 17 [1d20=17] 9 [1d20=9] 2 [1d20=2] 1 [1d20=1] 19 [1d20=19] Bluff has Skill Mastery, so that's 22 to slip away. Stealth is 10+18 = 28 to avoid being detected by any mob guards. Edited September 20, 2017 by Raveled
EviscerusNox Posted September 6, 2017 Author Posted September 6, 2017 Ok so the date is turned out but oblivious and there's no way the guards can spot her
EviscerusNox Posted September 7, 2017 Author Posted September 7, 2017 Ok so Declan's gonna take a swing at the skinny one Attack Roll vs Fingers: 1d20+9 22 Hits so Finger's will save vs the attack: Will Save vs Ghost Punch: 1d20+2 7 Ooh, not good, failed by 13 so that makes him unconscious as he's a minion As for the rest of the thugs, they will all pull out pistols and unload into Declan to no affect as he is insubstantial. The 4 PL2 thugs are frightened enough by the display that they will bolt out the door right into the path of Brigandine as she was approaching said door, she gets surprise of course due to both her stealth check, and that it is very surprising to run into her!
Raveled Posted September 7, 2017 Posted September 7, 2017 Fffff-- She can't Hide in Plain Sight because she doesn't have that. What happens if she goes Large size in the corridor? Is there room for that?
EviscerusNox Posted September 7, 2017 Author Posted September 7, 2017 Yeah she's got the room, barely, but she has it. she'll basically fill the corridor
Raveled Posted September 7, 2017 Posted September 7, 2017 Oh-kay. Brig's gonna turn her armor on and go Large. Taking her full round action to try and get the gangsters to run away from her. Initiative is 2 + 12 = 14. Intimidate is 19 + 6 = 25, against the entire group.
EviscerusNox Posted September 7, 2017 Author Posted September 7, 2017 Alrighty! Will Save Vs Intimidate: 1d20 10 Only on a natural 20 would that have succeeded so they are running for their lives!
EviscerusNox Posted September 7, 2017 Author Posted September 7, 2017 Ok here's where things get interesting Giving Brig an HP for the bad guys calling in hired muscle. Also the man is dropping a flashbang, so going to need a reflex save and a fort save from Brigandine as well as Declan Reflex save vs flashbang: 1d20+4 20 That's his reflex, now for Fort Fort Save DC 14: 1d20+7 10 so makes the reflex save but fails the fortitude, he is deafened and blinded!
EviscerusNox Posted September 7, 2017 Author Posted September 7, 2017 actually it's 2 reflex saves for dc 14, but he would have definitely failed a second reflex so instead he's just blinded the fort is for sleep gas which isn't what he used (doi!) so 2 reflex saves are needed for Brig, not a fort and a reflex
Raveled Posted September 8, 2017 Posted September 8, 2017 Brig's first save is 5 + 3 = 8, so fail on that. Her second save is 19 + 3 = 22, so a success on that one!
Raveled Posted September 8, 2017 Posted September 8, 2017 Her action this round, then? Brig's going to try and grapple this bozo. Melee attack check and then grapple check. 17 + 7 = 24 melee attack check, Grapple check is 9 + 21 = 30.
EviscerusNox Posted September 8, 2017 Author Posted September 8, 2017 Ok, the attack hits, let's see about that opposed grapple check Grapple Check: 1d20+10 24 He is successfully grappled! What effect would you like to apply?
Raveled Posted September 8, 2017 Posted September 8, 2017 By the board's house rules he's now Bound & Helpless. Guess it's time to start yelling at him.
EviscerusNox Posted September 8, 2017 Author Posted September 8, 2017 ok, forgot to roll for Toes for the flashbang Reflex save vs flashbang: 2#1d20+4 7 5 Both super failed so he's both blind and deafened, and the fight has left him so we're out of the combat essentially go ahead and post IC the badass grappling moves of Brigandine and we'll go from there
Raveled Posted September 20, 2017 Posted September 20, 2017 If Toes is out and Brig grabbed the ninja, does she have to roll to grab Toes?
EviscerusNox Posted September 20, 2017 Author Posted September 20, 2017 Yeah she has a chance before he bolts out the door to grab him
Raveled Posted September 20, 2017 Posted September 20, 2017 Okay, Brig makes a melee attack on Toes. 1 + 7 = 8, that sucks. Spending a HP to reroll that, 2 + 7 = 9. Well at least I get to add 10 to that to make 19. That should hit, grapple check is 19+21 = 40. If that doesn't nab him I'll hat my hat. New numbers! More science! Results 10#1d20: 10 # 10 [1d20=10] 19 [1d20=19] 13 [1d20=13] 16 [1d20=16] 18 [1d20=18] 2 [1d20=2] 9 [1d20=9] 12 [1d20=12] 18 [1d20=18] 3 [1d20=3]
EviscerusNox Posted September 20, 2017 Author Posted September 20, 2017 Alright that man is grappled. No way he can beat it so I won't roll. Post it up sir!
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