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Chris
whit10
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    Bugs, I hate Bugs!

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    Post  whit10 Sun Sep 21, 2014 11:33 am

    Bugs, I hate Bugs! Encoun27


    Just waiting on initiative checks and any brief questions before this starts.
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    Post  Chris Sun Sep 21, 2014 12:54 pm

    JT

    Perception check
    Roll(1d20)+11:
    7,+11
    Total:18

    Initiative
    Roll(1d20)+5:
    17,+5
    Total:22
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    Post  Arcturus2 Sun Sep 21, 2014 2:29 pm

    Elliot perception: 1d20=2

    Initiative: 1d20 + 4 (10+4)=14
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    Post  Chris Sun Sep 21, 2014 3:10 pm

    whit10 wrote:
    "YOU HAVE BEEN ENOUGH OF A NUISANCE TO THE CIRCLE... NOW YOU MUST DIE... ARISE MY CHILDREN!"  a disembodied voice thunders, breaking the silence of the evening.  

    2 Huge Scorpions have unearthed themselves... Initiative please.  (I will allow Perception checks on the off chance you can figure out where the shot and voice came from)

    I will give you 3 guesses where the shot and voice came from.....

    whit10 wrote:
    Bugs, I hate Bugs! Pyrami12
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    Post  whit10 Sun Sep 21, 2014 4:01 pm

    actually, that's not a representative shot.... they're over a mile away.
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    Post  navyik Sun Sep 21, 2014 8:17 pm

    Init 2+4=6
    Perception was 30. cyclops

    CR3 was on top of the truck...
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    Post  MAS Sun Sep 21, 2014 9:14 pm

    init -

    Result of the throw of dice "1d20 +7" :

    19 + 7 = 26
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    Post  whit10 Mon Sep 22, 2014 12:22 pm

    Anybody know what's holding up Rob?
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    Post  Chris Mon Sep 22, 2014 12:37 pm

    whit10 wrote:Anybody know what's holding up Rob?

    a giant scorpion?
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    Post  whit10 Mon Sep 22, 2014 12:39 pm

    lol... maybe Olivia is terrified of big bugs
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    Post  Arcturus2 Mon Sep 22, 2014 12:40 pm

    Robyo wrote:Jeez, what happened to our lookouts?

    Olivia Perception: 11 + 9 = 20

    Initiative: 4 + 17 = 21

    Olivia's Perception/Initiative was on the 'Cairo Express' thread.
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    Post  Arcturus2 Mon Sep 22, 2014 12:41 pm

    whit10 wrote:lol... maybe Olivia is terrified of big bugs

    Nah, she was probably looking for her human tongue and scorpion tail soup recipe affraid
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    Post  Chris Mon Sep 22, 2014 12:53 pm

    Arcturus2 wrote:
    Nah, she was probably looking for her human tongue and scorpion tail soup recipe affraid

    I have actually eaten scorpion, in China, once.... once. A street vendor was selling deep fried scorpion and cicada. We couldn't resist! You hold the tail and head from the head down. It was just like an over-fried, extra-thick potato chip. Not much flavor, mostly just crunch.
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    Post  whit10 Mon Sep 22, 2014 3:56 pm

    oh, it was? My mistake. I'll get this rolling tonight then... whenever I actually get home from work to watch the Bears.
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    Post  whit10 Mon Sep 22, 2014 7:58 pm

    Rob's question about lookouts.... uh, Invisibility? Wink


    Initiative order:

    Colonel Corbett -26
    JT - 22
    Olivia - 21
    ??? - 15
    ??? -12
    Elliot - 14
    Scorpions - 7
    CR III - 6 (CR III has been moved to on top of the truck, my bad)

    Olivia, you're pretty sure that the shot came from somewhere to the northeast of your position.

    Colonel Corbett is up, then JT and Olivia.

    Go. Map is proper for the moment.

    Bugs, I hate Bugs! Encoun28

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    Post  MAS Mon Sep 22, 2014 9:00 pm

    Do I need to do a skill check to ID what these would be classified as - i.e Aberrations/ Animals/ Magical beasts etc. ???


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    Post  whit10 Mon Sep 22, 2014 9:01 pm

    you can do so if you'd like. Although I think it's kind of obvious what they are... your choice
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    Post  Robyo Mon Sep 22, 2014 9:19 pm

    whit10 wrote:Rob's question about lookouts.... uh, Invisibility? Wink

    Attacking ends invisibility.
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    Post  whit10 Mon Sep 22, 2014 9:45 pm

    uh, not always.   Twisted Evil
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    Post  MAS Tue Sep 23, 2014 10:34 am

    whit10 wrote:you can do so if you'd like.  Although I think it's kind of obvious what they are... your choice

    GM - I am asking because I have to be able to properly classify them by type to use an ability. If you require a skill check to ID them, please tell me what skill you want me to use for the check. If not, please tell me what category they fall into.
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    Post  whit10 Tue Sep 23, 2014 10:44 am

    make your check
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    Post  MAS Tue Sep 23, 2014 11:16 am

    You'll take a Knowledge Nature check and like it, then.

    Result of the throw of dice "1d20 +7" :

    13 + 7 = 20
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    Post  whit10 Tue Sep 23, 2014 11:19 am

    what do you know... they're Giant Animals (monstrous)
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    Post  Chris Tue Sep 23, 2014 11:20 am

    MAS wrote:You'll take a Knowledge Nature check and like it, then.

    lol!
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    Post  MAS Tue Sep 23, 2014 11:34 am

    Swift action, Bane: Rifle is now Animal (monstrous) Bane.
    Move action: To end under cover of vehicle in hex 0812.
    Cast Spell: See invisibility




    COL Corbett hustles to put distance between himself and the newly arrived beasts, preparing his weapon to deal with them as he goes.

    While the thought of giant claw bearing insects is quite alarming, of more concern to the COL is the disembodied voice proclaiming his impending doom.

    He arrives into position and peers into the darkness, feeling his eyes adjust and dilate to a very particular focus....
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    Post  Chris Tue Sep 23, 2014 12:02 pm

    JT will quick draw his MW Tommy gun and open up on the giant bug to his left

    whit10 wrote:Guns:  
    Sub-machine Guns (Thompson, Schmeisser)
    1d8 damage, Critical Modifier: x4, Range Increment: 40', Ammo: 20 round magazines or 50 round drums. Multi-Fire capable (see SW corebook - page 165)  Miss-fire on attack roll of 1 for a Thompson, 1 or 2 for a Schmeisser.

    Bugs, I hate Bugs! Multi_10

    2 shots at -4\-4 +1\+1 for PBS and the bug is flatfooted, so no dex bonus

    1st shot
    Result of the throw of dice "1d20 +9" :

    20 + 9 = 29 -4

    SNAP!
    roll to confirm
    Result of the throw of dice "1d20 +9" :

    14 + 9 = 23 -4 = 19

    damage 1d8+1 x4 if a crit
    Result of the throw of dice "1d8 +1" :

    7 + 1 = 8  
    8x4 = 32 if crit

    sneak attack
    Result of the throw of dice "3d6" :

    4 + 2 + 6 = 12

    2nd shot
    Result of the throw of dice "1d20 +9" :

    4 + 9 = 13 -4 = 9

    if hit
    Result of the throw of dice "1d8 +1" :

    3 + 1 = 4

    sneak attack
    Result of the throw of dice "3d6" :

    1 + 5 + 3 = 9
    Robyo
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    Post  Robyo Tue Sep 23, 2014 1:11 pm

    Olivia casts Summon Monster II. She waves her arms and chants to her patron of the occult. Her fetish mask lights up with an eerie reddish glow. Suddenly a Giant Celestial Centipede appears and immediately attacks the nearest scorpion (one on the right side of the map, I guess).

    Centipede bite: 16 + 2 = 18

    If that hits, damage: 6 - 1 = 5, plus Poison.

    Poison (EX) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

    Bugs, I hate Bugs! Images?q=tbn:ANd9GcTdWQZA1Q5WBoZ4oqdoCs_Rp5rx1_j9AhDMUUJ10BWpaWcAhpLh
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    Post  whit10 Tue Sep 23, 2014 8:05 pm

    gonna be a minute until I update... stuck at work for a while tonight. sorry
    navyik
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    Post  navyik Tue Sep 23, 2014 8:07 pm

    Stupid work... Quit your job and DM full time!
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    Post  whit10 Tue Sep 23, 2014 8:17 pm

    yeah, I'll get right on that
    Chris
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    Post  Chris Tue Sep 23, 2014 10:05 pm

    whit10 wrote:gonna be a minute until I update... stuck at work for a while tonight.  sorry

    I hear ya, I was serving subpoenas in the Old Town Pub (burger night = 1/2 price old cow) at 7pm after my TKD classes No
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    Post  whit10 Tue Sep 23, 2014 11:27 pm

    subs... lol, yeah, that's routine for me. I have interviews after 5 (and other things) all week. I hate this fucking jurisdiction, the DAs and the cops. Hell, this week has sucked so bad that I quit quitting smoking for now.

    ...but I digress.

    Colonel Corbett... you see two figures due East of you positions behind a low sand dune. (no one else can see them currently) One is dressed in black robes with silver runes on them... the other appears to be a Black soldier of some kind with a rifle.

    JT blasts away wit his Tommy gun... shredding the scorpion, though it's still alive and moving.

    Olivia conjures a nasty, enormous centipede that quickly attacks and hits the northern scorpion (JT shot the other one). It makes it's save, but just barely.

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    Post  whit10 Tue Sep 23, 2014 11:36 pm

    The Black rifleman aims at Colonel Corbett and takes his shots...

    Roll(1d20)+7:
    20,+7
    Total:27

    Ooh... there's my dice.  Crit threat on the Colonel:

    Confirm:

    Roll(1d20)+7:
    3,+7
    Total:10

    You lucky bastard...

    Damage:

    Roll(1d10)+4:
    2,+4
    Total:6  

    2nd Shot:

    Roll(1d20)+7:
    13,+2
    Total:15

    Miss.

    I missed something with Initiative:  Elliot is next, then one of my bad guys.

    Bugs, I hate Bugs! Encoun30

    Elliot is up.
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    Post  whit10 Tue Sep 23, 2014 11:38 pm

    Matt, you're where you specified, at 0812. The map is just being cranky. I'll get it fixed for the next posting at the top of the next round.
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    Post  Arcturus2 Wed Sep 24, 2014 1:06 pm

    Sorry for the delay..

    When the shot and the voice boom out over the desert, Elliot dives for cover, throwing himself prone in the grave with the assassinated bandit.

    He simultaneously unslings his rifle, his training and muscle memory from the trenches taking over. He peers over the edge of the grave and takes aim at the evil looking, monstrous beast he can see profiled against the night sky.. (Scorpion centered in about hex 0307)

    Attack 1 1d20+9 (12+9)= 21
    If that hits, damage 1d12+6 +6 electric (10+6 +5 electric)=21

    He quickly works the bolt of his rifle, ejecting his spent brass and chambering a second shot..

    Attack 2 1d20+4 (11+4)=15
    If that hits, damage 1d12+6+6 electric ( 7+6 +3 electric) 16

    His rifle crackles with magical electricity and the sound of his rifle is like thunder, echoing over the cool, night time desert air.
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    Post  whit10 Wed Sep 24, 2014 9:11 pm

    Nice use of terrain!  

    Your target takes two devastating shots to the abdomen... but keeps moving to the attack.

    Second baddie that only the Colonel can see...

    Two rays of burning energy emanate from a dune to the east targeted at JT

    Ranged Touch Attacks:

    Roll(1d20)+7:
    13,+7
    Total:20

    Roll(1d20)+7:
    10,+7
    Total:17

    I believe that those both hit.

    Damage:

    Roll(4d6)+0:
    2,3,3,3,+0
    Total:11

    Roll(4d6)+0:
    4,3,3,6,+0
    Total:16

    JT is burned badly by the magical fire....

    The two scorpions advance and attack the nearest targets with their claws, though one is so dumb that it goes after the centipede (nearest target, and all that)

    The other charges at CR III who is somewhat more visible than the Dwarf, at this point.

    Attack on CR III

    Roll(1d20)+10:
    6,+10
    Total:16

    a miss!

    The attacks against the summoned centipede, full attack:

    Two claws to grab him...

    Roll(1d20)+10:
    17,+10
    Total:27

    Roll(1d20)+10:
    12,+10
    Total:22

    Damage:

    Roll(1d8)+8:
    2,+8
    Total:10

    Roll(1d8)+8:
    7,+8
    Total:15

    Both hit... it is grabbed and takes 25 pts of damage (assuming max HP) it is cut into three pieces. the scorpion pivots itself back around to the group.

    Bugs, I hate Bugs! Encoun31
    It is CR III's turn


    Last edited by whit10 on Wed Sep 24, 2014 9:30 pm; edited 1 time in total
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    Post  Chris Wed Sep 24, 2014 9:26 pm

    JT jumps in surprise as his ass gets burned by an unknown fire blast. All those around him smell the distinct odor of burnt hair.

    JT takes 27 fire damage
    current HP 35\62

    see post in questions for the GM
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    Post  MAS Wed Sep 24, 2014 9:40 pm

    whit10 wrote:Matt, you're where you specified, at 0812.  The map is just being cranky.  I'll get it fixed for the next posting at the top of the next round.

    All good, I can see him.

    CJC takes 6 dmg.
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    Post  whit10 Wed Sep 24, 2014 9:50 pm

    Chris brought up a good point about line of sight and targets for touch attack spells...

    Take 11 instead of 16 damage. That was my mistake. No retcons
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    Post  Chris Wed Sep 24, 2014 10:06 pm

    whit10 wrote:Chris brought up a good point about line of sight and targets for touch attack spells...

    Take 11 instead of 16 damage.  That was my mistake.  No retcons

    all good, thanks mr GM

    current HP then is 51\62
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    Post  navyik Wed Sep 24, 2014 11:22 pm

    CR3 tumbles around to flank @ 109.
    12+8=20 tumble.
    Kick to soft tissue near a joint. (stun dc16).
    14+10+2=26 to hit.
    Dmg: 8+4 (+5snk att)=17
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    Post  whit10 Thu Sep 25, 2014 9:20 am

    You missed on the Tumble check.... something to note about AoOs and Tumble, you need to make a check for EACH square that an opponent threatens.

    In this case it doesn't really matter since it only gets one AoO a round anyway.

    AoO on CR III:

    Roll(1d20)+10:
    14,+10
    Total:24


    Hit!

    Damage:

    Roll(1d10)+4:
    3,+4
    Total:7

    You do, however, hit him back and it's tottering badly with blood starting to pour out of it all over... still on it legs though.

    Bugs, I hate Bugs! Encoun32

    Top of Round 2.  JT is up, map is current
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    Post  Chris Thu Sep 25, 2014 9:56 am

    GM - I need clarification on the baddies.... I think the wizard is inviso

    whit10 wrote:
    Second baddie that only the Colonel can see...

    Two rays of burning energy emanate from a dune to the east targeted at JT

    but he hit JT with magic missiles or scorching rays or something right - Did JT notice (perception check?) where the spell originated?  There would still be a clear point in space where glowing purple darts (or flaming rays would be even more evident since it is a long ray) appear and originate from, as the GM described above.  

    also, is the rifleman also inviso or can we all see him ?
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    Post  Robyo Thu Sep 25, 2014 10:32 am

    Still think attacking cancels invisibility spell. Per the PF rules.
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    Post  Chris Thu Sep 25, 2014 10:36 am

    Robyo wrote:Still think attacking cancels invisibility spell. Per the PF rules.

    not improved inviso, lvl 4 spell. summoning does not even cancel the lvl 2 spell, since it is not an attack spell.
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    Post  whit10 Thu Sep 25, 2014 10:49 am

    yeah, that would be the spell. No offense, but you might want to assume that I actually know what I'm doing (though I'm by no means perfect)

    Only the Colonel can see both targets right now... they are invisible currently to everyone else (though you know that something is out there)

    However, you can attack the space that you think one of them might be in. See below:

    Total Concealment: If you have line of effect to a target but not line of sight, he is considered to have total concealment from you. You can't attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).

    You can't execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.
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    Post  Chris Thu Sep 25, 2014 11:04 am

    whit10 wrote:
    Only the Colonel can see both targets right now... they are invisible currently to everyone else (though you know that something is out there)

    However, you can attack the space that you think one of them might be in.  

    Gotcha, I was just asking as a practical question if JT had seen the general area where the spell originated.  I didn't want to assume he did, without asking.

    JT will quick sheathe his Tommy gun

    JT will move 30ft to 1209 drawing a stick of TNT as part of his move action.  

    JT will light and throw the TNT (grenade rules) at square 2110, which happens to be the obvious middle of the sand dune.  DC to hit a sq is 5, range increment on a grenade is 20ft, so he takes a -4 penalty for range - effective DC is 9

    throw
    Result of the throw of dice "1d20 +7" :

    9 + 7 = 16

    damage 4d6+1
    Result of the throw of dice "4d6 +1" :

    5 + 5 + 4 + 4 + 1 = 19

    to both baddies

    JT slings his rifle over his shoulder and charges the nearby sand dune to the east, calling out to his friends, "Snipers on the dunes - on my mark!"  as he lights up the dune with a bright explosion.
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    Post  whit10 Thu Sep 25, 2014 11:10 am

    Nice idea! Let me look through something before I post the damage.

    Actually, since you know SW better than me Chris, are there saves involved with grenades? (this is essentially the same thing)
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    Post  Chris Thu Sep 25, 2014 11:23 am

    whit10 wrote:Nice idea!  Let me look through something before I post the damage.

    Actually, since you know SW better than me Chris, are there saves involved with grenades?  (this is essentially the same thing)

    yup, reflex save DC15 for half damage, sorry I forgot to add that
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    Post  whit10 Thu Sep 25, 2014 11:37 am

    thank you sir.

    Reflex save (I'm sorry if I haven't been posting all of the opponents dice rolls, some of them need to be secret but most do not need to be)

    Reflex save for mage guy:

    Roll(1d20)+5:
    19,+5
    Total:24

    Success. he takes 9 damage

    Soldier guy:

    Roll(1d20)+8:
    7,+8
    Total:15

    Success for him as well. he takes 9 damage (for a brief moment, muddled shapes are visible as the TNT explodes)

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