KnightDisciple Posted October 9, 2010 Share Posted October 9, 2010 Right. Move action to get to the group. Free to talk. Standard to use TK to attempt a grapple on the thug. TK Grapple: 9+14=23. Link to comment
rpgronin Posted October 9, 2010 Author Share Posted October 9, 2010 Just for the sake of clarity, combat is over. No need to wait for proper initiative order and all that to post :) Link to comment
Raveled Posted October 9, 2010 Share Posted October 9, 2010 Clad is taking 10 on her Knowledge check. Gives her a check of 21 to identify the guns and discern if there's anything weird about them. Link to comment
KnightDisciple Posted October 9, 2010 Share Posted October 9, 2010 CT is flying around the mall, looking for hostages. Notice: 8+7=15 Search: 3+5=8 :? Link to comment
Faust Posted October 9, 2010 Share Posted October 9, 2010 If The Courier may: Diplomacy Diplomacy on the hooded perp (1d20+8=10) siiigh, another low roll and a Gather Information if it's possible Gather Information on the perp (1d20+6=24) That's better..hope it's enough with that low diplomacy Link to comment
Faust Posted October 10, 2010 Share Posted October 10, 2010 Edited my last post to fix a typo. Lol, I thought the captive still had her mask on Link to comment
rpgronin Posted October 10, 2010 Author Share Posted October 10, 2010 The one who surrendered doesn't (which is the one I'm assuming you're talking to, since she's at least semi-complacent), while the other (the one CT hoisted up recently) still does. Link to comment
Faust Posted October 10, 2010 Share Posted October 10, 2010 I see. Well, if his diplomacy couldn't work with the more cooperative one, then the more it wouldn't work on the other. Hehe Hopefully I get better rolls next time Link to comment
rpgronin Posted October 10, 2010 Author Share Posted October 10, 2010 No one's saying you can't try again, or Take 10 since you're not under pressure; though you might be under a very finite time limit to do so... Link to comment
Faust Posted October 10, 2010 Share Posted October 10, 2010 The Courier Another crack at diplomacy (1d20+8=25) And another crack at Gathering Information (1d20+6=20) yay for better rolls Link to comment
Faust Posted October 11, 2010 Share Posted October 11, 2010 The Courier Yet another Gather Information for the location of the hostages (1d20+6=12) I don't think I would be getting much info for that :| Link to comment
rpgronin Posted October 11, 2010 Author Share Posted October 11, 2010 Cobalt Templar and Kid Cthulhu have stumbled upon the rest of the hostages, whom are as of yet unharmed by the crazy crone and her meaty friend... for now. The mooks, however, are not so fortunate; and are now little more than living paperweights. In their way stands a burly Japanese fellow in traditional karate garb, ready to brawl should the heroes be so eager to attempt and rescue the remaining twelve hostages before something terrible befalls them! The SWAT Leader is also on his way, but won't arrive for a good bit since he's not nearly as fast as the other two heroes. You are free to roll Initiative should those entering the fracas feel compelled to duke it out with the large oriental gentlemen, or try and move past him to reach the old lady and the hostages. Link to comment
Lone Star Posted October 11, 2010 Share Posted October 11, 2010 KC brings only pain! http://invisiblecastle.com/roller/view/2719957/ Link to comment
rpgronin Posted October 11, 2010 Author Share Posted October 11, 2010 Dekai the Super-Sumo's Initiative = 4, should you gentlemen in the boiler room feel particularly hard-boiled and eager to duke it out. Link to comment
Lone Star Posted October 11, 2010 Share Posted October 11, 2010 KC will now bring the pain! Mental Blast. Perception Range, DC 21 Will. Link to comment
rpgronin Posted October 11, 2010 Author Share Posted October 11, 2010 Dekai's Will Save +9 = 27 - Saves! Cultist Leader's Initiative +0 = 7 Combat is now official, courtesy of Kid Cthulhu's attempted mental assault. Cobalt Templar needs to roll initiative; as does anyone else joining the fray downstairs. Boiler Room Round #1 Cobalt Templar - 20 (Up in Initiative!) Cultist Leader - 7 (No Action This Round!) Kid Cthulhu [bruised 1] - 4 (Action Taken!) Dekai the Super-Sumo - 4 Link to comment
KnightDisciple Posted October 11, 2010 Share Posted October 11, 2010 Sorry, was out gaming this afternoon/evening. Will roll and post and such after I sleep. :? Link to comment
KnightDisciple Posted October 11, 2010 Share Posted October 11, 2010 Sorry about that, folks. Here's my roll. Initiative: 18+2=20. :D Link to comment
KnightDisciple Posted October 11, 2010 Share Posted October 11, 2010 Okay. I'm going to use Create Object to put up a wall between the hostages and everything else. I can make up to 5 10ft cubes of material. Since they seem to be grouped inside that design on the floor, I'm just going to put a rough dome of material around them. It'll be the equivalent of Steel, with some air holes scattered around so they don't suffocate. Free Action: Talk Standard Action: Create Object Move Action: Step to one side so others can do stuff. Link to comment
Faust Posted October 12, 2010 Share Posted October 12, 2010 The Courier: Initiative Roll (1d20+2=6) Link to comment
Faust Posted October 12, 2010 Share Posted October 12, 2010 Note: Raveled gave me permission during chat to take Ironclad along with The Courier when they teleport near the boiler room. Link to comment
Raveled Posted October 12, 2010 Share Posted October 12, 2010 Clad's new Ini 1d20+3=8 :smash: Link to comment
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