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angrydurf, September 5, 2015 in Archives
The OOC for Autumn in the Park
Knowledge(Arcane) 1d20+15 = 25
Summoning Magic! that can't be good!
ouroboros stealth check 1d20+15 = 23
At the ritual circle is the Lead cultist and his four top aides, the grounds are being prowled by 10 to 15 lay cultists hard to get an accurate count as they wander all dressed the same.
SetInitiative: 1d20+3 11
Ouroboros 21; held to 16
Ouroboros will hold his action to follow Sets lead.
Demon will arrive and Drain Con on one of the ranking cultists 1d20+10 vs. DC 14 attack = 29 Hit, Fort Save for cultist 1d20+1 DC20 Fort Save = 11 Fail by nine nine con lost from Ranked cultist 2
Ouroboros will bind the Demon using create object: Demon Ref Save VS. being trapped = 5 Demon is trapped
Ranked cultist 2 will try to stab the demon Attack Check 1d20+3 = 10 DC 16 Miss; Other Ranked Cultists Attack Set DC 20 Attack Rolls = 7, 6, 14 all Miss; High Cultist Will Attack Ouroboros 1d20+6 = 9 Miss
Lesser Cultists Stand from prone or move from outer statues to central area as a move action and draw their daggers as move actions.
Set is up. I'll get the IC up shortly feel free to put up a zero round soliloquy if you want Giz otherwise I'll put the rest after caffeine and food.
SetMove Action: Configure Shapeshift: Immunity 5 (Scales of Ammit; Drain Effects) [5PP]Standard Action: Sand Snare vs Cultists Snare 7 (Extras: Area [General, Shapeable], Selective, Power Feats: Obscure Senses [All Senses], Variable Descriptor 1 [sand or shadows]) [34PP] (darkness aspect/desert aspect)
Set is going to try to position this to catch as many of the cultists in one go as she can. It's a DC 17 Reflex Save to halve the effect, then a DC 17/13 Reflex Save against the Snare itself.
You can get all of them but the demon and the drained cultist.
Basic cultists Save VS Snare 1d20+1 = 8 all caught in it; 1d20+1 = 9 All bound and helpless
Ranked cultists saves VS snare 1d20+1 = 9, 15, 6 all get hit; 1d20+1 = 16, 20, 13 1 free 2 entangled
High cultist Save VS Snare 1d20+1 = 21 saves for half effect; 1d20+1 = 13 manages to keep free.
So the low level cultists are out of commission two ranking cultists are entangled and the final ranked cultist and high cultists manage to evade the snare.
I'll fiat the Demon grabbing the drained cultist to use as a bludgeon on its prison so an HP each for it doubling up actions and all.
So the wall makes a toughness save DC 22 1d20+7 = 13; so injured and disabled.
Huang will reinforce his created object as a standard action.
High Cultist will stab at Ouroboros once more DC 21 1d20+6 = 16; and a miss.
Free cultist Stabs at thee! 1d20+3 = 23; Critical Hit 15 + 4 (dagger) + 5 (Crit) = DC 24 Toughness save.
Entangled cultists try to stab Set as well 1d20+1 = 11, 12; both miss
SetReaction: Luck Control; Force Reroll on dagger attack.
Alright Reroll: 1d20+3 = 8; Much less effective
SetMove Action: Taunt Ranked Cultist: 1d20+16 19Standard Action: Lightning Bolt vs. Ranked Cultist: 1d20+7 26
That should be a DC 22 Toughness Save, plus any Autofire!
Thats enough to get full autofire, so DC 26 Toughness save 1d20+1 = 17; bruised and dazed.
Did the Taunt go through?
Sense motive 1d20+5 = 6; Taunt goes through spectacularly, sorry I saw taunt and thought feint which the attack was high enough to not matter if he was flat footed or not.
With the -2 saves that will be Staggered and Dazed as he hits a DC 15 failing by 11
Demon will power attack the barrier 1d20+5 = 16; good enough to hit the broadside of a barn, 15 + 10(strike) + 5 power attack = DC 30 Toughness save
Barrier toughness save DC 30 1d20+7 = 19; barrier is disabled again so holes punched through it.
Ouroboros tries to ID what dimension this thing comes from DC 20 Knowledge Cosmology 1d20+15 = 25; Success
Ouroboros will power stunt:
Super Movement 2 (Banish; Dimensional movement to a magical dimension; Extras: Attack +0(Will Save), Range(Perception) +2, Flaws: Limited(Only to targets native dimension) Feats: Progression(Save DC) 9 (+11 DC total); Drawback(Must make a DC 20 Knowledge arcane/cosmology check after observation) -1) [14PP] (Magic, Dimensional)
Demon Will Save DC 21 1d20+1 = 6; Nope Banished!
Zorched Cultist will try to slowly crawl away scrabbling on the sand
Entangled cultists Standard action attempt to break free from snare; 2 DC 17 Toughness saves, Snare passes Taking ten (for simplicity) they are stuck
High Cultist begins A full round action to activate Morph.
SetMove Action: Feint High Cultist: 1d20+16 31Standard Action: Shadow Globule vs High Cultist: 1d20+7 9Shadow Globule vs High Cultist, HP Reroll: 1d20+7 9
Oof. That's a 19, which... might still hit, depending on the Feint?
Sense Motive 1d20+13 = 14; yuuuup that happened
19 will hit by six so autofire +3 DC 20 Reflex save 1d20+1 = 17; Fail so blinded
Ouroboros will continue to be fatigued (also pretty)
High Cultist will complete his transformation into a snake and attempt to flee with all his snakey might navigating by acute olfactory sense.
Entangled Ranked Cultists might as well be immobilized for all they can get free and will struggle uselessly.
Zorched Cultist gaining her feet will lurch away in a somewhat pitiful escape attempt. Still staggered so one move action worth of movement.
Can Set catch the two free cultists with a single Snare or are they too far apart?
Uhm yea though snake dude might be hard to snag with sand. (though I'm not sure how that would be represented in terms of rules.)
Fortunately this time Set will be using the shadow descriptor for her snare!
SetMove Action: Taunt High Cultist: 1d20+16 22Standard Action: Shadow Snare vs Cultists:
Sense Motive 1d20+13 = 30
Reflex Save DC 17 1d20+1 = 16, 18; Ranked Cultist saves for half effect High Cultist full effect
Reflex Save DC 14, 17 1d20+1 = 18, 6; Ranked Cultist boss at evading snares and nothing else Snakey High Cultist is Bound
Ouroboros will Initiate a grapple with Move object the cultist can not beat his grapple so not gonna bother rolling. Upon winning the grapple he'll execute the throw maneuver to toss her back in the vicinity of the Horus statue.
Hitting the stone base will be a DC 20 Toughness save 1d20+1 = 3; KO