Tale_Weaver
First Post
The Brewery 2:45am
Notes from the battlefield:
[sblock]
Tale Weaver (GM):Ghoul 3 swings his bat at Meredith as she comes out of the stares and charges blindly ahead not noticing the two men flanking the stairwell.
rolling 1d20 + 8 (20)+8 = 28
CRITICAL HIT!!
I drew the "Knockback" card. Double damage and target is pushed 1d6 squares backward.
rolling 1d6 + 6 (2)+6 = 8
rolling 1d6 (1) = 1
Tale Weaver (GM):Meredith takes 16 damage and falls 5 ft backwards on the stairs
It is now Meredith's turn
Sheriff yells "Great shot man! Hit that bitch again if she's dumb enough to come back!"
Father Koln:in nome du pere'. du filet, e' du spiri sancti... Allons-y!
Tale Weaver (GM):you get 2 attacks of opportunity on you
Tale Weaver (GM):Ghoul 3 AoO
Tale Weaver (GM): rolling 1d20 + 8(19)+8=27
Tale Weaver (GM): rolling 1d6 + 6(3)+6=9
Tale Weaver (GM):Meredith takes 9 damage
Father Koln:what are they attacking with?
Tale Weaver (GM):these guys have bats
Father Koln:who's got shotguns?
Tale Weaver (GM):but the ones near the flame have guns Ghoul 2 and Ghoul 5
Tale Weaver (GM):now are you attacking?
Meredith.:yes Ghoul 5 with my claws
Tale Weaver (GM)
k, roll to attack, you only get 1 attack this time because you moved
Meredith.: rolling 1d20 + 14 (8)+14 =22
Tale Weaver (GM): ok you hit him, now you roll the damage
Meredith.:rolling 1d8 + 4(5)+4=9
Tale Weaver (GM):Ghoul 5 takes 9 damage from claws
Ghoul 1's turn
Meredith get's an attack of opportunity on him
Meredith.:yay I use my claws
Father Koln:what a shock gangrel uses her claws
Meredith.:
Meredith.: rolling 1d20 + 14 (11)+14 = 25
Tale Weaver (GM):that hits too, so roll damage
Meredith.: rolling 1d8 + 4 (3)+4 = 7
Meredith:Get out of my way before you morons set this place on fire!
Tale Weaver (GM):Ghoul 1 swings his bat at Meredith
Sheriff "That's kinda the point darlin'"
rolling 1d20 + 8 (11)+8 = 19
Ghoul 1's swing just catches Meredith
rolling 1d6 + 6 (1)+6 = 7
Tale Weaver (GM):Ghoul 2 attacks Meredith with his bat he uses 1 bloodpoint for Potence I
Tale Weaver (GM): rolling 1d20 + 8(2)+8 =10
Tale Weaver (GM):he flubbed that one
Tale Weaver (GM):he gets another +2 for flanking but that wouldn't have helped him
Meredith.:no. do i need to be next to or in the same square as the torch to move it?
Tale Weaver (GM):Alright, Ghoul 4. Burns blood for Potence I. Same square, it's small.
Father Koln:Koln sticks his chin out, daring him
Tale Weaver (GM):Batter Up! rolling 1d20 + 8 (12)+8 = 20
Father Koln:strike 1
Tale Weaver (GM): rolling 1d20 + 1 (7)+1 = 8
Tale Weaver (GM):2nd attack misses too
Father Koln: unarmed damage is only 1d3?
Tale Weaver (GM):yeah, plus STR
Father Koln
lus stuff right
Father Koln: Koln wants to try to play some baseball
Father Koln:Sooo.. im putting two bloodpoints to my STR, moving up and gonna try to disarm him
Tale Weaver (GM):you can only spend 1 bloodpoint but yes, you get a +4 to STR
Meredith.:can you only use one bp a turn?
Tale Weaver (GM):yes, at your generation anyway
Father Koln: alright fine 1.
rolling 1d20 + 14 (14)+14 = 28
Tale Weaver (GM):lol, I believe he gets an attack of opportunity
Tale Weaver (GM)
k so he gets to make an attack roll with a +4 bonus because he has a weapon 1 size larger than your fist
rolling 1d20 + 12 (19)+12 = 31
Tale Weaver (GM):and he wins
Father Koln:not for the attack of opportunity though
Tale Weaver (GM):no
rolling 1d20 + 8 (4)+8 = 12
his AoO misses
Tale Weaver (GM):so Ghoul 5's turn
Meredith.:yay more beating Meredith up or do i get to heal a little first
Father Koln:you heal on your next turn but you can blood heal
Tale Weaver (GM):Ghoul 5 spends 1 bp on Potence I. You can spend blood to heal anytime during the round if you haven't used blood for anything else. Then you regenerate at the top of the round.
Meredith.: what about fortitude? Can i do that whenever?
Tale Weaver (GM):yeah
Ghoul 5 will use his shotgun
rolling 1d20 + 8 (5)+8 = 13
Tale Weaver (GM): rolling 1d20 + 1(8)+1 = 9
Father Koln:isnt that an AoO for jen?
Tale Weaver (GM):I don't agree with their rules on the shotgun, it should be handled like a flamethrower at close range. No, he has combat reflexes. I might make a house rule after this though that shotguns at close range require reflex saves for half you can't possibly miss with a shotgun at 5 ft away.
Father Koln
r something or holding the gun backwards
Meredith.:hahahaha
Tale Weaver (GM):celerity gives them crazy reflex saves anyway and uncanny dodge. So top of the round, everyone roll regen or else I will.
Father Koln:im still fresh as a daisy
Meredith.:how?
Tale Weaver (GM):it's on the back of your sheet. it's 2d4 at your level it's under core abilities.
Meredith.: rolling 2d4 + 0 (2+2)+0 = 4
Tale Weaver (GM):Meredith gets back 4
rolling 1d4 (1) = 1
Meredith.:yay can i do fortitude II
Tale Weaver (GM):Ghoul 1 gets back 1
rolling 1d4 (1) = 1
Ghoul 5 gets back 1
it's still Ghoul 3's turn btw
Tale Weaver (GM): alright swinging with flanking!
rolling 1d20 + 10 (6)+10 = 16
Tale Weaver (GM): rolling 1d20 + 3 (10)+3 = 13
and misses all around
Sheriff "My granny can swing better than that! Oh hey, look at them flames!"
Tale Weaver (GM): the flame starts to spread. Meredith, make a will save
Meredith.: rolling 1d20 + 2 (17)+2 = 19
Tale Weaver (GM):Meredith makes her save
Tale Weaver (GM):Meredith's turn
Meredith.:Grabs for the torch
Tale Weaver (GM)
k so you can pick it up this round and that's about it
Meredith:O wonderful
Tale Weaver (GM):Ghoul 1 will use 1 bloodpoint on Celerity I. He'll drop his bat and attempt to disarm
rolling 1d20 + 8 (10)+8 = 18
Meredith.: rolling 1d20 + 10 (3)+10 = 13
Tale Weaver (GM):yeah, she rolled a 3 so he takes the torch he wrestles it from Meredith.
Meredith:Idiot! Give that back
Tale Weaver (GM):Sheriff "Stop playin' with the dang thing and throw it!"
Ghoul 2's turn he shoots with his shotgun, let's see if he misses!
rolling 1d20 + 8 (8)+8 = 16
yup, apparently they're distracted. Maybe they see naked girls across the street or something.
Tale Weaver (GM): rolling 1d20 + 1 (18)+1 = 19
Meredith:what does my fortitude do?
Tale Weaver (GM):+8 I think, let me see here
You give yourself a +4 enhancement bonus to Constitution and the benefits of the
Diehard and Endurance feats. (The extra hit points from the Constitution bonus are not lost first the way temporary hit points are.) ok so just more hitpoints then you get +8 to CON.
Tale Weaver (GM): rolling 3d6 + 0 (2+1+1)+0 = 4
Meredith takes 4 dmg
Ghoul 4's turn
he drops his bat and attempts to grapple Koln
Tale Weaver (GM): rolling 1d20 + 12 (19)+12 = 31
Father Koln: rolling 1d20 + 14 (17)+14 = 31
Meredith.:nice
Tale Weaver (GM):alright, that certainly hits lol roll for damage and the grapple fails.
Father Koln: rolling 1d3+8 (2)+8 = 10
Tale Weaver (GM)
k 10 damage. Koln punches the ghoul in the stomach making him groan and stumble.
Tale Weaver (GM):so you'll have to grapple him.
Father Koln:and if that succeeds i can toss him?
Tale Weaver (GM):yes
Father Koln
k gonna grapple him, after his attempt to fight me off
Tale Weaver (GM): ok so here goes their AoO
Ghoul 1
rolling 1d20 + 8 (13)+8 = 21
well that ends that, he punches Koln
Father Koln:dont i get a second attempt?
Tale Weaver (GM):Ghoul 2
rolling 1d20 + 8 (4)+8 = 12
Father Koln:since i get two attacks per round?
Tale Weaver (GM):yes it varies but you can't do it twice just because you have 2 attacks
Father Koln:if i get multiple attacks per round, i can start a grapple multiple times
at successively lower base attack bonuses of course
Tale Weaver (GM):meh, ok. yes you would have to use your 2nd attack bonus
Father Koln:right so they get to try to hit me again
Tale Weaver (GM):and then only the guy you're grappling would get AoO
Father Koln
k
Tale Weaver (GM): Ghoul 1 AoO
rolling 1d20 + 8 (17)+8 = 25
Tale Weaver (GM):Ghoul 1 damage
rolling 1d6 + 12 (4)+12 = 16
that's 14
rolling 1d6 + 12 (1)+12 = 13
and 13
27 dmg
Tale Weaver (GM):Ghoul 5 will do a full attack on Meredith
rolling 1d20 + 8 (13)+8 = 21
Tale Weaver (GM):his first attack hits
rolling 1d20 + 1 (18)+1 = 19
Meredith.:so both hit
Tale Weaver (GM):yes
rolling 1d6 + 12 (2)+12 = 14
rolling 1d6 + 12 (6)+12 = 18
so 32 dmg!
Meredith.:i use 1 bp for blood heal
Sheriff" Heh heh, you might wanna consider runnin' lady"
Meredith has 13 bps now
Ghoul 3, same thing on Koln
rolling 1d20 + 8 (7)+8 = 15
rolling 1d20 + 1 (17)+1 = 18
those are 17 and 20 cuz I keep forgetting flank bonus they both miss Koln though
don't forget to roll regeneration both of you ghouls don't get it this round
Father Koln:
rolling 2d4 (4+1) = 5
Meredith.:
rolling 2d4 + 0 (4+3)+0= 7
Tale Weaver (GM):if you stand in its space you can stamp out the fires without the torch there
Meredith heals 7
Meredith.:how mnay of those could i do a turn
Tale Weaver (GM):Koln heals 5. Only 1
Meredith.
k i use one bp to heal
Tale Weaver (GM)
k so Meredith spends 1 bp to gain 10hp
Tale Weaver (GM):she has 12 now
Meredith.:i stamp out the flame
Tale Weaver (GM)
k
Meredith.:have any of the vampires in the buldiing come up the stairs or do we still hear people trying to get out below us?
Tale Weaver (GM):Ghoul 1 is going to toss the torch. You hear the door burst open (the front door). They managed to get out through the front.
Meredith.
k good im out next turn
Tale Weaver (GM):Sheriff "Dang it, the party is over boys!"
Tale Weaver (GM): You hear a helicopter approaching
Meredith:


!
Furry S.:*facepalms*
Tale Weaver (GM):Ghoul 2 steps in to attack Meredith
rolling 1d20 + 8 (12)+8 = 20
Father Koln:Ah Ha! Now you are, how you say... Nailed, is it? For our Savior is here!! *Koln points upward at the big light in the sky*
Tale Weaver (GM):Ghoul 2 punches Meredith (he dropped his gun earlier)
Father Koln:Indeed, you must have known monsieur that doing this would implicate you in ze eyes of ze Almighty. Now repent!
Tale Weaver (GM):
rolling 1d3+12 (3)+12 = 15
Meredith takes 15 dmg
Meredith: oof! Koln let's get out of here!
Tale Weaver (GM): Ghoul 4 is going to make a full retreat
Father Koln:You go on green Marie. I will NOT retreat. For I will see these fiends of the Almighty return to-..HEY GET BACK HERE
Tale Weaver (GM):Koln's turn
Meredith: Koln! Clover will kill me if I return without you, what good will that do me than?
Father Koln:im blood buffing and charging at ghoul 4
Tale Weaver (GM)
k
Father Koln:
rolling 1d20+16 (15)+16 = 31
Tale Weaver (GM):make an attack roll with a +2 bonus
Father Koln:yep
Tale Weaver (GM)
k, you hit him, Koln knocks Ghoul 4 off the roof
Meredith.:hahaha
Furry S.:hopefully into a mob of very angry anarchs
Tale Weaver (GM):I don't want to calculate that damage, let's put him at 1
Furry S.:did he drop his baseball bat there?
Tale Weaver (GM):lucky for him it was the back of the building and not the front lol
he dropped his baseball bat where he was before. I'll put it on the map
Meredith.:nice has spikes and evrything
Sheriff "Now why did ya have to go an' do that? Do I have to teach you a lesson boy?"
Father Koln:Boy...? That is FATHER to you, monsieur...
Father Koln:And while I may be ze "Malkavian" even I know that starting a war with ze Pirates and risking Masquerade Ball violations iz abosulte-ly CRAZZYYY
Tale Weaver (GM):Ghoul 5 will take another shot at Meredith
Meredith.:great. lets see if she passes out and koln has to rescue her
Furry S.:That helicopter still up there?
Tale Weaver (GM):it's getting closer
Tale Weaver (GM):
rolling 1d20 + 8 (8)+8 = 16
Tale Weaver (GM):Well Ghoul 5 missed, what a surprise
rolling 1d20 + 1 (11)+1 = 12
Tale Weaver (GM):he missed again and now he's empty
Father Koln:Ah tres' bien monsieur! While i do not like you, i must admit that was an outstanding shot!
at ze air. Take THAT ozone!
Tale Weaver (GM):Ghoul 3's turn
Father Koln:
rolling 2d4 (1+1) = 2
Tale Weaver (GM):let's see, he takes a 5ft step to the left and ZOOM!
bull rush Koln
rolling 1d20 + 10 (3)+10 = 13
Tale Weaver (GM):worst bull rush ever
Meredith.:
rolling 2d4 + 0 (4+3)+0 = 7
Tale Weaver (GM): Meredith regenerates 7hp
Meredith.:use 1 bp to heal again
Tale Weaver (GM):Ghoul 1
rolling 1d4 (1) = 1
Ghoul 5
rolling 1d4 (1) = 1
The helicopter drops down to the edge of the building where Sheriff is standing
a door opens and a ladder drops down
Tale Weaver (GM):Sheriff "Well folks, it's been fun!"
Furry S.:anyway.. he boards his whirly bird in the stereotypical villain manner
Meredith.:does he laugh meniaclly
Tale Weaver (GM):anyway, Sheriff boards his helicopter in stereotypical bad guy style
Father Koln:Is severely tempted. Even edges closer to the edge. Ever since Ruby died, Koln's natural instinct for self-preservation has deteriorated some, even though he hasn't shown it too overtly. Now he stands and debates with himself... until he hears a squeak, all the wall in Meredith's pocket, whom is now surrounded by flames
Tale Weaver (GM):Koln "I'm flying ze baloon!!"
Furry S.:dont tempt me
*wall - way
Tale Weaver (GM):the Sheriff's bodyguard hops in the helicopter next
Meredith.:man we need guns
Furry S.:...
Tale Weaver (GM):there's a shotgun on the ground somewhere lol
Meredith.:where?
Tale Weaver (GM):I think it was there
anyway, Meredith's turn
Meredith.:how far cna a shot gun shoot?
Tale Weaver (GM)
h, make a Will Save
Tale Weaver (GM):shotgun with shot can hit at 20ft
Meredith.:
rolling 1d20 + 8 (8)+8 = 16
Tale Weaver (GM): ok Meredith is overtaken with fear she will do nothing but run from the flames.
Meredith.:does she frenzy?
Tale Weaver (GM):kind of yes
Meredith.:like official gangrel frenzy?
Tale Weaver (GM):no
Meredith.
k good
Tale Weaver (GM):the fear of fire frenzy. You can spend a willpower point to not run if you want to
Meredith.:no its her first encounter so it makes sense in character
Tale Weaver (GM):I believe there's even an achievement for it lol
you should be proud
Meredith.:if i use the willpower to get away from the fear?
Tale Weaver (GM):no, if you succumb to the fear
Meredith.
good well there we go
Tale Weaver (GM):it's like 5xp
Tale Weaver (GM):Ghoul 1 gets in the helicopter. Ghoul 2 goes and picks up his shotgun.
Meredith.: how long am i scared.
Tale Weaver (GM):Ghoul 4 "My spine!"
Tale Weaver (GM)
nly for as long as you are close to the fire. You're not scared anymore
Tale Weaver (GM):Koln's turn
Furry S.:can i get to meredith if i charge from where i am? i think i'd be just short
Tale Weaver (GM):you can double move for 60
Tale Weaver (GM):Ghoul 3 gets an AoO though
Furry S.:Green Marie, this existence away from God is ugly and detestable. Make no mistake about it, but control your self
Tale Weaver (GM):
rolling 1d20 + 8 (5)+8 = 13
and he misses
Meredith: Too...too many flames. But I'm..I'm ok now.
Tale Weaver (GM):Ghoul 5 moves to the helicopter and gets in.
Tale Weaver (GM):so does Ghoul 3
top of the round
Meredith:
rolling 2d4 + 0 (4+2)+0 = 6
Furry S.:
rolling 2d4 (3+1) = 4
Tale Weaver (GM): Meredith regenerates 6hp
Koln Regenerates 4hp
Meredith's turn
Father Koln:Marie, you land on your feet, don't you? Hop down and see if our friend is still on his backside... I want to inquire into his faith.
Father Koln: How's that fire looking now?
Tale Weaver (GM): pretty bad
Meredith.:I double move to get to the edge of the roof and look down.
Tale Weaver (GM):you can get to the edge but you can't jump down yet
Meredith.:yep but I can yell down
Meredith:How yuh doin down there?
Tale Weaver (GM):no answer
Meredith:Aw i was hoping for a vulgar reply. Ah well
Tale Weaver (GM):nope, too busy dying
Tale Weaver (GM):Ghoul 2's turn he warped
Tale Weaver (GM):The ladder goes up on the helicopter as soon as Ghoul 2 gets in
koln's turn
Meredith.:Any markings on the helicopter
Tale Weaver (GM):nothing distinguishable
Meredith.:color?
Father Koln:did that ghoul leave behind his shotgun?
Tale Weaver (GM):it's grey, looks like a personal vehicle
Tale Weaver (GM):no, he picked it up. the only thing there is a baseball bat.
Father Koln
k im gonna move up and look at the helicopter's civil registration number
Tale Weaver (GM)
k, make a spot check, it's dark and the thing is moving
Father Koln:heightened senses
rolling 1d20+22 (5)+22 = 27
Father Koln:still, i figure it's moving and it's dark -6ish that's still a 20
and they are pretty big
Tale Weaver (GM):well the DC is 30
Father Koln:right under the propeller
Tale Weaver (GM):so no
Tale Weaver (GM):you did roll a 5 though lol
Father Koln:true, but that wasnt my total. I should be able to make out a few letters at least or think i can.
Tale Weaver (GM):you think you can. But not enough to get a complete number
Father Koln: no but some would help
Tale Weaver (GM):some, I'm not gonna give specifics because it would just be me making it up. Let's say if Koln can research more he might have something to work off of
Father Koln:he can
Tale Weaver (GM)
k so helicopter takes off, fire grows bigger. Koln has to make a Will Save
Father Koln:
rolling 1d20+10 (3)+10 = 13
Tale Weaver (GM): Koln is overcome with fear and runs from the flames
Meredith.:
rolling 2d4 + 0 (2+4)+0 = 6
Tale Weaver (GM):Meredith's turn
Meredith heals 6
Father Koln:thought we were done
rolling 2d4 (1+3) = 4
Tale Weaver (GM):well, that ghoul is technically still there
Meredith.:yes can i drop down next to him and than put my shoe to his neck in one turn
Tale Weaver (GM):and you're not off the rooftop yet
Tale Weaver (GM):yes. let's roll for him here
Meredith
rops cat like to the ground
Tale Weaver (GM):
rolling 1d20 + 2 (1)+2 = 3
aww sweet
make me a jump check
Meredith.:
rolling 1d20 + 4 (18)+4 = 22
Tale Weaver (GM)
k, you jump down land next to him
Meredith
uts her sneaker to the Ghouls neck "You guys sure now how to rile up a party."
know*
Tale Weaver (GM):There's no response, he is just lying there
Meredith:*sigh* Koln!
[/sblock]
Notes from the battlefield:
[sblock]
Tale Weaver (GM):Ghoul 3 swings his bat at Meredith as she comes out of the stares and charges blindly ahead not noticing the two men flanking the stairwell.
rolling 1d20 + 8 (20)+8 = 28
CRITICAL HIT!!
I drew the "Knockback" card. Double damage and target is pushed 1d6 squares backward.
rolling 1d6 + 6 (2)+6 = 8
rolling 1d6 (1) = 1
Tale Weaver (GM):Meredith takes 16 damage and falls 5 ft backwards on the stairs
It is now Meredith's turn
Sheriff yells "Great shot man! Hit that bitch again if she's dumb enough to come back!"
Father Koln:in nome du pere'. du filet, e' du spiri sancti... Allons-y!
Tale Weaver (GM):you get 2 attacks of opportunity on you
Tale Weaver (GM):Ghoul 3 AoO
Tale Weaver (GM): rolling 1d20 + 8(19)+8=27
Tale Weaver (GM): rolling 1d6 + 6(3)+6=9
Tale Weaver (GM):Meredith takes 9 damage
Father Koln:what are they attacking with?
Tale Weaver (GM):these guys have bats
Father Koln:who's got shotguns?
Tale Weaver (GM):but the ones near the flame have guns Ghoul 2 and Ghoul 5
Tale Weaver (GM):now are you attacking?
Meredith.:yes Ghoul 5 with my claws
Tale Weaver (GM)

Meredith.: rolling 1d20 + 14 (8)+14 =22
Tale Weaver (GM): ok you hit him, now you roll the damage
Meredith.:rolling 1d8 + 4(5)+4=9
Tale Weaver (GM):Ghoul 5 takes 9 damage from claws
Ghoul 1's turn
Meredith get's an attack of opportunity on him
Meredith.:yay I use my claws
Father Koln:what a shock gangrel uses her claws
Meredith.:

Meredith.: rolling 1d20 + 14 (11)+14 = 25
Tale Weaver (GM):that hits too, so roll damage
Meredith.: rolling 1d8 + 4 (3)+4 = 7
Meredith:Get out of my way before you morons set this place on fire!
Tale Weaver (GM):Ghoul 1 swings his bat at Meredith
Sheriff "That's kinda the point darlin'"
rolling 1d20 + 8 (11)+8 = 19
Ghoul 1's swing just catches Meredith
rolling 1d6 + 6 (1)+6 = 7
Tale Weaver (GM):Ghoul 2 attacks Meredith with his bat he uses 1 bloodpoint for Potence I
Tale Weaver (GM): rolling 1d20 + 8(2)+8 =10
Tale Weaver (GM):he flubbed that one
Tale Weaver (GM):he gets another +2 for flanking but that wouldn't have helped him
Meredith.:no. do i need to be next to or in the same square as the torch to move it?
Tale Weaver (GM):Alright, Ghoul 4. Burns blood for Potence I. Same square, it's small.
Father Koln:Koln sticks his chin out, daring him
Tale Weaver (GM):Batter Up! rolling 1d20 + 8 (12)+8 = 20
Father Koln:strike 1
Tale Weaver (GM): rolling 1d20 + 1 (7)+1 = 8
Tale Weaver (GM):2nd attack misses too
Father Koln: unarmed damage is only 1d3?
Tale Weaver (GM):yeah, plus STR
Father Koln

Father Koln: Koln wants to try to play some baseball
Father Koln:Sooo.. im putting two bloodpoints to my STR, moving up and gonna try to disarm him
Tale Weaver (GM):you can only spend 1 bloodpoint but yes, you get a +4 to STR
Meredith.:can you only use one bp a turn?
Tale Weaver (GM):yes, at your generation anyway
Father Koln: alright fine 1.
rolling 1d20 + 14 (14)+14 = 28
Tale Weaver (GM):lol, I believe he gets an attack of opportunity
Tale Weaver (GM)

rolling 1d20 + 12 (19)+12 = 31
Tale Weaver (GM):and he wins
Father Koln:not for the attack of opportunity though
Tale Weaver (GM):no
rolling 1d20 + 8 (4)+8 = 12
his AoO misses
Tale Weaver (GM):so Ghoul 5's turn
Meredith.:yay more beating Meredith up or do i get to heal a little first
Father Koln:you heal on your next turn but you can blood heal
Tale Weaver (GM):Ghoul 5 spends 1 bp on Potence I. You can spend blood to heal anytime during the round if you haven't used blood for anything else. Then you regenerate at the top of the round.
Meredith.: what about fortitude? Can i do that whenever?
Tale Weaver (GM):yeah
Ghoul 5 will use his shotgun
rolling 1d20 + 8 (5)+8 = 13
Tale Weaver (GM): rolling 1d20 + 1(8)+1 = 9
Father Koln:isnt that an AoO for jen?
Tale Weaver (GM):I don't agree with their rules on the shotgun, it should be handled like a flamethrower at close range. No, he has combat reflexes. I might make a house rule after this though that shotguns at close range require reflex saves for half you can't possibly miss with a shotgun at 5 ft away.
Father Koln

Meredith.:hahahaha
Tale Weaver (GM):celerity gives them crazy reflex saves anyway and uncanny dodge. So top of the round, everyone roll regen or else I will.
Father Koln:im still fresh as a daisy
Meredith.:how?
Tale Weaver (GM):it's on the back of your sheet. it's 2d4 at your level it's under core abilities.
Meredith.: rolling 2d4 + 0 (2+2)+0 = 4
Tale Weaver (GM):Meredith gets back 4
rolling 1d4 (1) = 1
Meredith.:yay can i do fortitude II
Tale Weaver (GM):Ghoul 1 gets back 1
rolling 1d4 (1) = 1
Ghoul 5 gets back 1
it's still Ghoul 3's turn btw
Tale Weaver (GM): alright swinging with flanking!
rolling 1d20 + 10 (6)+10 = 16
Tale Weaver (GM): rolling 1d20 + 3 (10)+3 = 13
and misses all around
Sheriff "My granny can swing better than that! Oh hey, look at them flames!"
Tale Weaver (GM): the flame starts to spread. Meredith, make a will save
Meredith.: rolling 1d20 + 2 (17)+2 = 19
Tale Weaver (GM):Meredith makes her save
Tale Weaver (GM):Meredith's turn
Meredith.:Grabs for the torch
Tale Weaver (GM)

Meredith:O wonderful
Tale Weaver (GM):Ghoul 1 will use 1 bloodpoint on Celerity I. He'll drop his bat and attempt to disarm
rolling 1d20 + 8 (10)+8 = 18
Meredith.: rolling 1d20 + 10 (3)+10 = 13
Tale Weaver (GM):yeah, she rolled a 3 so he takes the torch he wrestles it from Meredith.
Meredith:Idiot! Give that back
Tale Weaver (GM):Sheriff "Stop playin' with the dang thing and throw it!"
Ghoul 2's turn he shoots with his shotgun, let's see if he misses!
rolling 1d20 + 8 (8)+8 = 16
yup, apparently they're distracted. Maybe they see naked girls across the street or something.
Tale Weaver (GM): rolling 1d20 + 1 (18)+1 = 19
Meredith:what does my fortitude do?
Tale Weaver (GM):+8 I think, let me see here
You give yourself a +4 enhancement bonus to Constitution and the benefits of the
Diehard and Endurance feats. (The extra hit points from the Constitution bonus are not lost first the way temporary hit points are.) ok so just more hitpoints then you get +8 to CON.
Tale Weaver (GM): rolling 3d6 + 0 (2+1+1)+0 = 4
Meredith takes 4 dmg
Ghoul 4's turn
he drops his bat and attempts to grapple Koln
Tale Weaver (GM): rolling 1d20 + 12 (19)+12 = 31
Father Koln: rolling 1d20 + 14 (17)+14 = 31
Meredith.:nice
Tale Weaver (GM):alright, that certainly hits lol roll for damage and the grapple fails.
Father Koln: rolling 1d3+8 (2)+8 = 10
Tale Weaver (GM)

Tale Weaver (GM):so you'll have to grapple him.
Father Koln:and if that succeeds i can toss him?
Tale Weaver (GM):yes
Father Koln

Tale Weaver (GM): ok so here goes their AoO
Ghoul 1
rolling 1d20 + 8 (13)+8 = 21
well that ends that, he punches Koln
Father Koln:dont i get a second attempt?
Tale Weaver (GM):Ghoul 2
rolling 1d20 + 8 (4)+8 = 12
Father Koln:since i get two attacks per round?
Tale Weaver (GM):yes it varies but you can't do it twice just because you have 2 attacks
Father Koln:if i get multiple attacks per round, i can start a grapple multiple times
at successively lower base attack bonuses of course
Tale Weaver (GM):meh, ok. yes you would have to use your 2nd attack bonus
Father Koln:right so they get to try to hit me again
Tale Weaver (GM):and then only the guy you're grappling would get AoO
Father Koln

Tale Weaver (GM): Ghoul 1 AoO
rolling 1d20 + 8 (17)+8 = 25
Tale Weaver (GM):Ghoul 1 damage
rolling 1d6 + 12 (4)+12 = 16
that's 14
rolling 1d6 + 12 (1)+12 = 13
and 13
27 dmg
Tale Weaver (GM):Ghoul 5 will do a full attack on Meredith
rolling 1d20 + 8 (13)+8 = 21
Tale Weaver (GM):his first attack hits
rolling 1d20 + 1 (18)+1 = 19
Meredith.:so both hit
Tale Weaver (GM):yes
rolling 1d6 + 12 (2)+12 = 14
rolling 1d6 + 12 (6)+12 = 18
so 32 dmg!
Meredith.:i use 1 bp for blood heal
Sheriff" Heh heh, you might wanna consider runnin' lady"
Meredith has 13 bps now
Ghoul 3, same thing on Koln
rolling 1d20 + 8 (7)+8 = 15
rolling 1d20 + 1 (17)+1 = 18
those are 17 and 20 cuz I keep forgetting flank bonus they both miss Koln though
don't forget to roll regeneration both of you ghouls don't get it this round
Father Koln:
rolling 2d4 (4+1) = 5
Meredith.:
rolling 2d4 + 0 (4+3)+0= 7
Tale Weaver (GM):if you stand in its space you can stamp out the fires without the torch there
Meredith heals 7
Meredith.:how mnay of those could i do a turn
Tale Weaver (GM):Koln heals 5. Only 1
Meredith.

Tale Weaver (GM)

Tale Weaver (GM):she has 12 now
Meredith.:i stamp out the flame
Tale Weaver (GM)

Meredith.:have any of the vampires in the buldiing come up the stairs or do we still hear people trying to get out below us?
Tale Weaver (GM):Ghoul 1 is going to toss the torch. You hear the door burst open (the front door). They managed to get out through the front.
Meredith.

Tale Weaver (GM):Sheriff "Dang it, the party is over boys!"
Tale Weaver (GM): You hear a helicopter approaching
Meredith:




Furry S.:*facepalms*
Tale Weaver (GM):Ghoul 2 steps in to attack Meredith
rolling 1d20 + 8 (12)+8 = 20
Father Koln:Ah Ha! Now you are, how you say... Nailed, is it? For our Savior is here!! *Koln points upward at the big light in the sky*
Tale Weaver (GM):Ghoul 2 punches Meredith (he dropped his gun earlier)
Father Koln:Indeed, you must have known monsieur that doing this would implicate you in ze eyes of ze Almighty. Now repent!
Tale Weaver (GM):
rolling 1d3+12 (3)+12 = 15
Meredith takes 15 dmg
Meredith: oof! Koln let's get out of here!
Tale Weaver (GM): Ghoul 4 is going to make a full retreat
Father Koln:You go on green Marie. I will NOT retreat. For I will see these fiends of the Almighty return to-..HEY GET BACK HERE
Tale Weaver (GM):Koln's turn
Meredith: Koln! Clover will kill me if I return without you, what good will that do me than?
Father Koln:im blood buffing and charging at ghoul 4
Tale Weaver (GM)

Father Koln:
rolling 1d20+16 (15)+16 = 31
Tale Weaver (GM):make an attack roll with a +2 bonus
Father Koln:yep
Tale Weaver (GM)

Meredith.:hahaha
Furry S.:hopefully into a mob of very angry anarchs
Tale Weaver (GM):I don't want to calculate that damage, let's put him at 1
Furry S.:did he drop his baseball bat there?
Tale Weaver (GM):lucky for him it was the back of the building and not the front lol
he dropped his baseball bat where he was before. I'll put it on the map
Meredith.:nice has spikes and evrything
Sheriff "Now why did ya have to go an' do that? Do I have to teach you a lesson boy?"
Father Koln:Boy...? That is FATHER to you, monsieur...
Father Koln:And while I may be ze "Malkavian" even I know that starting a war with ze Pirates and risking Masquerade Ball violations iz abosulte-ly CRAZZYYY
Tale Weaver (GM):Ghoul 5 will take another shot at Meredith
Meredith.:great. lets see if she passes out and koln has to rescue her
Furry S.:That helicopter still up there?
Tale Weaver (GM):it's getting closer
Tale Weaver (GM):
rolling 1d20 + 8 (8)+8 = 16
Tale Weaver (GM):Well Ghoul 5 missed, what a surprise
rolling 1d20 + 1 (11)+1 = 12
Tale Weaver (GM):he missed again and now he's empty
Father Koln:Ah tres' bien monsieur! While i do not like you, i must admit that was an outstanding shot!
at ze air. Take THAT ozone!
Tale Weaver (GM):Ghoul 3's turn
Father Koln:
rolling 2d4 (1+1) = 2
Tale Weaver (GM):let's see, he takes a 5ft step to the left and ZOOM!
bull rush Koln
rolling 1d20 + 10 (3)+10 = 13
Tale Weaver (GM):worst bull rush ever
Meredith.:
rolling 2d4 + 0 (4+3)+0 = 7
Tale Weaver (GM): Meredith regenerates 7hp
Meredith.:use 1 bp to heal again
Tale Weaver (GM):Ghoul 1
rolling 1d4 (1) = 1
Ghoul 5
rolling 1d4 (1) = 1
The helicopter drops down to the edge of the building where Sheriff is standing
a door opens and a ladder drops down
Tale Weaver (GM):Sheriff "Well folks, it's been fun!"
Furry S.:anyway.. he boards his whirly bird in the stereotypical villain manner
Meredith.:does he laugh meniaclly
Tale Weaver (GM):anyway, Sheriff boards his helicopter in stereotypical bad guy style
Father Koln:Is severely tempted. Even edges closer to the edge. Ever since Ruby died, Koln's natural instinct for self-preservation has deteriorated some, even though he hasn't shown it too overtly. Now he stands and debates with himself... until he hears a squeak, all the wall in Meredith's pocket, whom is now surrounded by flames
Tale Weaver (GM):Koln "I'm flying ze baloon!!"
Furry S.:dont tempt me
*wall - way
Tale Weaver (GM):the Sheriff's bodyguard hops in the helicopter next
Meredith.:man we need guns
Furry S.:...
Tale Weaver (GM):there's a shotgun on the ground somewhere lol
Meredith.:where?
Tale Weaver (GM):I think it was there
anyway, Meredith's turn
Meredith.:how far cna a shot gun shoot?
Tale Weaver (GM)

Tale Weaver (GM):shotgun with shot can hit at 20ft
Meredith.:
rolling 1d20 + 8 (8)+8 = 16
Tale Weaver (GM): ok Meredith is overtaken with fear she will do nothing but run from the flames.
Meredith.:does she frenzy?
Tale Weaver (GM):kind of yes
Meredith.:like official gangrel frenzy?
Tale Weaver (GM):no
Meredith.

Tale Weaver (GM):the fear of fire frenzy. You can spend a willpower point to not run if you want to
Meredith.:no its her first encounter so it makes sense in character
Tale Weaver (GM):I believe there's even an achievement for it lol
you should be proud
Meredith.:if i use the willpower to get away from the fear?
Tale Weaver (GM):no, if you succumb to the fear
Meredith.

Tale Weaver (GM):it's like 5xp
Tale Weaver (GM):Ghoul 1 gets in the helicopter. Ghoul 2 goes and picks up his shotgun.
Meredith.: how long am i scared.
Tale Weaver (GM):Ghoul 4 "My spine!"
Tale Weaver (GM)

Tale Weaver (GM):Koln's turn
Furry S.:can i get to meredith if i charge from where i am? i think i'd be just short
Tale Weaver (GM):you can double move for 60
Tale Weaver (GM):Ghoul 3 gets an AoO though
Furry S.:Green Marie, this existence away from God is ugly and detestable. Make no mistake about it, but control your self
Tale Weaver (GM):
rolling 1d20 + 8 (5)+8 = 13
and he misses
Meredith: Too...too many flames. But I'm..I'm ok now.
Tale Weaver (GM):Ghoul 5 moves to the helicopter and gets in.
Tale Weaver (GM):so does Ghoul 3
top of the round
Meredith:
rolling 2d4 + 0 (4+2)+0 = 6
Furry S.:
rolling 2d4 (3+1) = 4
Tale Weaver (GM): Meredith regenerates 6hp
Koln Regenerates 4hp
Meredith's turn
Father Koln:Marie, you land on your feet, don't you? Hop down and see if our friend is still on his backside... I want to inquire into his faith.
Father Koln: How's that fire looking now?
Tale Weaver (GM): pretty bad
Meredith.:I double move to get to the edge of the roof and look down.
Tale Weaver (GM):you can get to the edge but you can't jump down yet
Meredith.:yep but I can yell down
Meredith:How yuh doin down there?
Tale Weaver (GM):no answer
Meredith:Aw i was hoping for a vulgar reply. Ah well
Tale Weaver (GM):nope, too busy dying
Tale Weaver (GM):Ghoul 2's turn he warped
Tale Weaver (GM):The ladder goes up on the helicopter as soon as Ghoul 2 gets in
koln's turn
Meredith.:Any markings on the helicopter
Tale Weaver (GM):nothing distinguishable
Meredith.:color?
Father Koln:did that ghoul leave behind his shotgun?
Tale Weaver (GM):it's grey, looks like a personal vehicle
Tale Weaver (GM):no, he picked it up. the only thing there is a baseball bat.
Father Koln

Tale Weaver (GM)

Father Koln:heightened senses
rolling 1d20+22 (5)+22 = 27
Father Koln:still, i figure it's moving and it's dark -6ish that's still a 20
and they are pretty big
Tale Weaver (GM):well the DC is 30
Father Koln:right under the propeller
Tale Weaver (GM):so no
Tale Weaver (GM):you did roll a 5 though lol
Father Koln:true, but that wasnt my total. I should be able to make out a few letters at least or think i can.
Tale Weaver (GM):you think you can. But not enough to get a complete number
Father Koln: no but some would help
Tale Weaver (GM):some, I'm not gonna give specifics because it would just be me making it up. Let's say if Koln can research more he might have something to work off of
Father Koln:he can
Tale Weaver (GM)

Father Koln:
rolling 1d20+10 (3)+10 = 13
Tale Weaver (GM): Koln is overcome with fear and runs from the flames
Meredith.:
rolling 2d4 + 0 (2+4)+0 = 6
Tale Weaver (GM):Meredith's turn
Meredith heals 6
Father Koln:thought we were done
rolling 2d4 (1+3) = 4
Tale Weaver (GM):well, that ghoul is technically still there
Meredith.:yes can i drop down next to him and than put my shoe to his neck in one turn
Tale Weaver (GM):and you're not off the rooftop yet
Tale Weaver (GM):yes. let's roll for him here
Meredith

Tale Weaver (GM):
rolling 1d20 + 2 (1)+2 = 3
aww sweet
make me a jump check
Meredith.:
rolling 1d20 + 4 (18)+4 = 22
Tale Weaver (GM)

Meredith

know*
Tale Weaver (GM):There's no response, he is just lying there
Meredith:*sigh* Koln!
[/sblock]