Thevshi Posted January 19, 2013 Share Posted January 19, 2013 For when its needed, the OOC for this thread. Link to comment
Supercape Posted January 20, 2013 Share Posted January 20, 2013 Harry is going to make a few calls out of camera. With contacts feat, he is going to spend a minute making a few calls. Then, take 10 on Gather information for a roll of 22. See if he can find anything out about Mr. Klaus Business (or Mr. Klaus). Link to comment
Supercape Posted January 20, 2013 Share Posted January 20, 2013 The Hound is making a search check for clues, taking 10 for 21 Notice rolls if you need them: 1d20+11=14 for the Hound. 1d20+5=7 Some detectives they are! Link to comment
Supercape Posted January 20, 2013 Share Posted January 20, 2013 If there is enough accelerant to scoop up, I think Hound might take that back and investigate it. I think thats a base DC of 15, +5 for outdoors, and probably several additional difficulties (as pert Investigate skill). He could take 20 for a full 27 roll. Of course that is depending on the answers of Eliska - I'm just sounding this out! Link to comment
Thevshi Posted January 20, 2013 Author Share Posted January 20, 2013 Taking 20, Harry should be able to collect at least a trace amount of the accelerant. Link to comment
Supercape Posted January 20, 2013 Share Posted January 20, 2013 He will probably do that then! but first, a few questions for our mysterious employer as per IC! :) Link to comment
Supercape Posted January 21, 2013 Share Posted January 21, 2013 Do the Hound / Mess (probably Mess) know any street gossip about local gangs? (Lets call it taking 10 on check for 17). Of course, that may be irrelevant. On the way back to the Barn, Hound will make a few more phone calls to gather information (again, taking 10 for 22). See if anybody around the Fens has heard talk of accelerants or incendiary devices. Link to comment
Supercape Posted January 21, 2013 Share Posted January 21, 2013 Rolls if needed! The Hound: 1d20+11=30 Notice 1d20+11=21 for Search Mess is just going to ask some locals if they have any info. In case its needed, Ill throw in a diplomacy roll. 1d20+1=8 pfah, well it wont make them any less inclined to talk, anyway! Link to comment
Supercape Posted January 21, 2013 Share Posted January 21, 2013 So, can the Hound follow the new scent? Link to comment
Supercape Posted January 24, 2013 Share Posted January 24, 2013 Notice rolls! 1d20+5=24 for the Mess 1d20+11=20 for the Hound they are on the ball! Link to comment
Supercape Posted January 24, 2013 Share Posted January 24, 2013 A not particularly good intimidate! 1d20+7=9 Link to comment
Thevshi Posted January 24, 2013 Author Share Posted January 24, 2013 Supercape, just to confirm, that is an intimidate roll for Bloody Mess? (if so, it should be an 11, as he has +9 on his sheet). Thanks :) Link to comment
Supercape Posted January 24, 2013 Share Posted January 24, 2013 it is! i just added the wrong bonus! Link to comment
Thevshi Posted January 24, 2013 Author Share Posted January 24, 2013 Intimidation rolls for Mobsters vs Mess’ roll: most make it. Oh, and Mess picks up a Hero Point for his mob complication. IC post coming up. Link to comment
Thevshi Posted January 24, 2013 Author Share Posted January 24, 2013 Okay, initiative for the mobsters two have 19, one a 15 and the last a 4. Mobster 2: 19 (will not act on round 1 due to failed Intimidate roll) Mobster 3 : 19 (big guy) Mobster 4: 15 (guy between Mess and Hound) Mobster 1: 4 (guy standing at the front door) Time for Mess (and maybe Hound’s) initiative rolls. Link to comment
Supercape Posted January 25, 2013 Share Posted January 25, 2013 1d20+7=20 for Mess 1d20+6=21 for Hound So I guess they go first! Hound will simply use a total defence option to increase his defence to +14 as a standard action As a move action he will taunt (Bluff Initimidate!) the nearest goon, who I think stands between him and Mess.. 1d20+5=25 Link to comment
Thevshi Posted January 25, 2013 Author Share Posted January 25, 2013 Yep, they are first Mobster 4 fails his Intemidate roll to resist with a 13. So he is shaken. Go ahead and make an IC post for Hound, then let me know what Mess is doing. Link to comment
Supercape Posted January 26, 2013 Share Posted January 26, 2013 the Mess is gonna whallop the big guy. He isn't pumped up, and further more he will pull his strength a bit, only using his base strength as this guy doesn't appear a super. And he is cocky. So attack roll is 1d20+10=21 which shold hit for a DC 21 toughness roll! Link to comment
Thevshi Posted January 26, 2013 Author Share Posted January 26, 2013 Mobster 3 gets a poor toughness roll with a 19 and takes a bruise. Link to comment
Thevshi Posted January 26, 2013 Author Share Posted January 26, 2013 Okay, Mobster 2 isn’t doing anything right now due to Mess’ intimidation roll success. Mobster 3 is going to try to grab Mess, gets a 22 for his attack roll, which hits. He goes for a grapple, getting a 32 for his grapple check. Need an opposed grapple check for Mess. Link to comment
Thevshi Posted January 26, 2013 Author Share Posted January 26, 2013 Pool tables toughness save is an 11, which fails and the table is broken. Need a toughness save from Mess, we will call it DC 19. Link to comment
Supercape Posted January 26, 2013 Share Posted January 26, 2013 1d20+10=19 Just made it. Link to comment
Thevshi Posted January 26, 2013 Author Share Posted January 26, 2013 Bikers roll initiative, one gets a 21, two get a 9 . Round 2: Hound : 21 (wins tie due to higher Dex) Biker 2: 21 Mess: 20 (prone) (2 HP) Mobster 2: 19 (now heading towards front door) Mobster 3: 19 (bruised) (up by bar) Mobster 4: 15 (up near Harry) Biker 1: 9 Biker 3: 9 Mobster 1: 4 (coming down to sunken area) So, Hound is up. Link to comment
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