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Notice check (1d20 + 8=14) Yeah, I'll HP that, which gives me a minimum of 19.



OOC wrote:I'll just roll Curt's Initiative.
Initiative [GM Rolled]: (1d20+4=15)
Initiative Order:
Melissa - 19
Curt -15
Amend -13 (Bruised)
Graham - 11 (higher dex mod)
Girl in Danger - 11
So right now it's Curt's turn, I'll give him a few days to get caught up & do a post before moving things along.

OOC wrote:Notice Checks for everyone, DC 10

OOC: Notice: 1d20+7=21


Richard gives the hall a long look before muttering, "Didn't I see this in a horror movie once?"

Vibration Blast (penetrating 4) Vibration Blast: Attack Roll: 1d20+6 → [8,6] = (14)
HP to re-roll: 1d20+6 → [11,6] = (17)
DC 25 if that hits…

OOC wrote:Curt's attack misses, and that'll bring us to Amend's turn.
He's attacking Melissa, Melee Attack: (1d20+8=26), that hits. It's a Toughness DC 20 for her.
Graham's Snare attack does hit, so that's a Reflex DC 18.
Amend's Reflex Save: (1d20+8=23), but he beats that.
I want to wait and let Shock have a chance to roll Melissa's Toughness Save against Amend's attack before getting to what the Notice check was for so I'm going hold off on finishing the rest of the round for the moment. So once he's posted that I'll wrap this round up.



OOC wrote:Once again you manage to make the Notice check, so no Surprise attack on Melissa.
But there's still another attack.
Her Melee Attack: (1d20+8=24), that should be a hit. Melissa needs to roll against a Will DC 18.




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