Dr Archeville Posted February 24, 2011 Share Posted February 24, 2011 Gonna try to work my way back into this, if that's okay. Link to comment
Quinn Posted February 24, 2011 Share Posted February 24, 2011 Knowledge (Arcane Lore) check. (1d20+7=14) Well, he's only really studied Fae-type stuff... Link to comment
trollthumper Posted February 24, 2011 Author Share Posted February 24, 2011 Gonna try to work my way back into this, if that's okay. Certainly! Link to comment
Dr Archeville Posted February 24, 2011 Share Posted February 24, 2011 And combat's over. Now for Knowledge (arcane lore) rolls! Knowledge/Arcane check (1d20+5=16) Not bad, I'll keep it Link to comment
Ecalsneerg Posted February 25, 2011 Share Posted February 25, 2011 I'll elect not to roll. Link to comment
Aoiroo Posted February 25, 2011 Share Posted February 25, 2011 Sil can't, she doesn't know anything about arcane. Link to comment
Ecalsneerg Posted February 25, 2011 Share Posted February 25, 2011 Shapeshift into horrifying alien wolf! 15/15PP Abilities: Dexterity +4 (total 18 [+4]) [4PP] Skills: Survival 12 (+16) [3PP] Powers: Strike 3 (Mighty; horrifying alien maw) [4PP], Speed 2 (25 MPH) [2PP], Super-Senses 2 (Scent [Acute, Tracking]) [2PP] Link to comment
trollthumper Posted February 25, 2011 Author Share Posted February 25, 2011 All right, given the ranks in Survival and the sheer quantity of wolf, I can't possibly see how either Scholar or Lukos could fail to track the werewolves back to where they dwell. Everyone okay with moving it forward? Link to comment
Aoiroo Posted February 25, 2011 Share Posted February 25, 2011 Posted, so you have my blessing to move it along. Link to comment
Ecalsneerg Posted February 25, 2011 Share Posted February 25, 2011 Let's hunt some or- wolf. Link to comment
Aoiroo Posted February 26, 2011 Share Posted February 26, 2011 Right, Silhouette is going to go on ahead with Nick, so Stealth Roll 35, woah, critical stealth there. Also Notice check, 25, pretty good too. Link to comment
Dr Archeville Posted February 27, 2011 Share Posted February 27, 2011 Unless there's some ward barring his way, Mutt will go invisible (well, more than that, completely Concealed) & Incorporeal, and head into the villain's lair. Link to comment
Quinn Posted February 27, 2011 Share Posted February 27, 2011 Crow does his teleport thang, and formulates a battle plan. Master Plan check (1d20+2=13) And we've got a +1 for the first turn of combat on all skill checks or attack rolls. Provided Crow gets enough time to ponder (1-2 minutes). Link to comment
trollthumper Posted February 27, 2011 Author Share Posted February 27, 2011 Guessing we want to roll Initiative, just in case. Nick rolls an 8. Marinette gets a 15. The werewolves... also get 15. Link to comment
Dr Archeville Posted February 27, 2011 Share Posted February 27, 2011 Dead Head's initiative (1d20+2=21) Mutt's initiative (1d20+2=12) Link to comment
Aoiroo Posted February 27, 2011 Share Posted February 27, 2011 Silhouettes Initiative 25. Link to comment
Quinn Posted February 27, 2011 Share Posted February 27, 2011 Ok, after the edit, everyone now can take the +1 benefit for the first turn. Sorry about that. Crow: Initiative Roll. (1d20+8=17) Link to comment
quotemyname Posted February 28, 2011 Share Posted February 28, 2011 Jesus. This thread just exploded... Init (1d20+1=20) puts Lukos ... second I think? Link to comment
quotemyname Posted February 28, 2011 Share Posted February 28, 2011 I think for my part, I'd prefer the wolf on wolf combat to be off screen if possible. Link to comment
trollthumper Posted February 28, 2011 Author Share Posted February 28, 2011 Indeed. So Lukos and his pack will take the Rojos, leaving a clear window for the rest of the group versus Marinette. Link to comment
Ecalsneerg Posted March 1, 2011 Share Posted March 1, 2011 Initiative (1d20+10=11) Eep. Link to comment
trollthumper Posted March 1, 2011 Author Share Posted March 1, 2011 All right, as Lukos and his pack are taking on the Rojos, the werewolves (on both sides) are effectively out of the Initiative order. If you want to interact with the hounds, let me know. Otherwise, it's the PCs versus erratic wolf queen loa. Silhouette: 25, Unharmed, 2 HP Dead Head: 21, Unharmed, 1 HP Crow: 17, Unharmed, 2 HP Marinette: 15, Unharmed, 0 HP Mutt: 12, Unharmed, 0 HP Scholar: 11, Unharmed, 2 HP Nick Cimitiere: 8, Unharmed, 1 HP For the record, Nick, Scholar, and Dead Head are outside, Silhouette's in the halls around the room, and Crow's in the room with Marinette. For convenience's sake, we'll say it takes 1 move action to get in the room with Marinette, and 1 to close with her. Sil is up first. Link to comment
Aoiroo Posted March 1, 2011 Share Posted March 1, 2011 Okay, well if Sil's already close I guess I'll use the move action to get close to her, though, that means I can't use it to feint as the move action, so no attack this round, so I'll pay a hp for another standard action. Using acrobatic bluff to feint, so, 30, and now, an attack, 29 :shock: , critical. Link to comment
trollthumper Posted March 1, 2011 Author Share Posted March 1, 2011 All right. Assuming you're going with the Extra Damage option, which means that's a DC29 Toughness save for Marinette. And that's a 15 right there. Wow. She's Stunned and Staggered on the first blow. I'd say this is a good time for a Fiat. Everyone take a Hero Point, and Marinette will be Bruised x2 instead of Bruised, Stunned and Staggered. Silhouette: 25, Unharmed, 3 HP Dead Head: 21, Unharmed, 2 HP Crow: 17, Unharmed, 3 HP Marinette: 15, Bruised x2, 0 HP Mutt: 12, Unharmed, 0 HP Scholar: 11, Unharmed, 3 HP Nick Cimitiere: 8, Unharmed, 2 HP Dead Head is up next. Link to comment
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