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Vampire: The Masquerade - Who Wants To Live Forever?

The Brewery 2:45am

Notes from the battlefield:
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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):ok, 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:plus 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):ok 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:or 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):ok 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):ok 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:ok 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:ok

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.:ok i use one bp to heal

Tale Weaver (GM):ok so Meredith spends 1 bp to gain 10hp

Tale Weaver (GM):she has 12 now

Meredith.:i stamp out the flame

Tale Weaver (GM):ok

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.:ok 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):ok

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):ok, 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):oh, 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.:ok 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.:o 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):only 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:ok im gonna move up and look at the helicopter's civil registration number

Tale Weaver (GM):ok, 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):ok 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:Drops 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):ok, you jump down land next to him

Meredith:Puts 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!
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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):ok, 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:plus 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):ok 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:or 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):ok 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):ok 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:ok 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:ok

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.:ok i use one bp to heal

Tale Weaver (GM):ok so Meredith spends 1 bp to gain 10hp

Tale Weaver (GM):she has 12 now

Meredith.:i stamp out the flame

Tale Weaver (GM):ok

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.:ok 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):ok

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):ok, 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):oh, 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.:ok 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.:o 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):only 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:ok im gonna move up and look at the helicopter's civil registration number

Tale Weaver (GM):ok, 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):ok 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:Drops 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):ok, you jump down land next to him

Meredith:Puts 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]


OOC: Do we actually get achievements for being scared of the flames?
 


"Socrates, si'l vouis plait?" Koln asks with his hand open. As Meredith hands him back his friend he continues looking in the direction that the helicopter has flown. "Ze whirly-birdee is an odd choice of transport, is it not? Green Marie, I can still see its lights in ze sky! Perhaps you should try following it on foot as long as you can, and see if you can find approximately where she sleeps. Meanwhile, I will see to this one's sins..."

Koln turns, his gaze lowering to the ghoul, looking at his aura.

What's this one's cream filling?
 

Clover got a sudden, faraway look in her eyes, "You know, I get the feeling that an epic battle just occurred. But I just don't have the concentration to read the rather LONG post of running notes. Hopefully someone will fill us in on it later. Now, Lacey, are we going or not?" She motioned to her door impatiently.
 



The Brewery 3:00am

"Socrates, si'l vouis plait?" Koln asks with his hand open. As Meredith hands him back his friend he continues looking in the direction that the helicopter has flown. "Ze whirly-birdee is an odd choice of transport, is it not? Green Marie, I can still see its lights in ze sky! Perhaps you should try following it on foot as long as you can, and see if you can find approximately where she sleeps. Meanwhile, I will see to this one's sins..."

Koln turns, his gaze lowering to the ghoul, looking at his aura.

What's this one's cream filling?

Koln
[sblock]
The ghoul has no aura. You can see that he is dead.
[/sblock]

If Meredith wants to try to follow the helicopter it would be a survival check. The helicopter is fast and doesn't have to follow the roads.
 

The Cave 3:00am

Clover got a sudden, faraway look in her eyes, "You know, I get the feeling that an epic battle just occurred. But I just don't have the concentration to read the rather LONG post of running notes. Hopefully someone will fill us in on it later. Now, Lacey, are we going or not?" She motioned to her door impatiently.

Lacey sighs and says "A book is always better understood when you read it from the beginning."

She takes the paper on the table and turns it over to a page without any pictures. She takes out a pen from her purse. "Sweety, look. Sit next to me." Lacey starts to draw on the newspaper she starts drawing a diagram on the newspaper with three boxes. She says "You...that's you with the pretty hair. You have to get from the puppet theater, to the back stage, and to the puppet master. Someone holds the key. And then, when we see the puppet master we can continue on with our mission which is to go to Disney Land. See? I'm there with you, and we have those cute little hats made from mouse heads."

Lacey's Drawing
[sblock]
laceys-plan.png

[/sblock]

OOC: Seriously, if you still don't get it, we're leaving.
 

Koln
[sblock]
The ghoul has no aura. You can see that he is dead.
[/sblock]

If Meredith wants to try to follow the helicopter it would be a survival check. The helicopter is fast and doesn't have to follow the roads.

Father Koln sighs. "You were to be Pierre.. my first disciple. Sadly you did not survive to see the Kingdom of Heaven on Earth.* He makes the sign of the cross over the body and silently prays for the forgiveness of this one's soul.

"Green Marie, hurry! Stay low and out of sight. It should not be too hard, given ze city landscape. She is fast, but flies very high, so keeping it still in your sight should be simple. You do not have to follow it completely, just enough to get an idea of the direction she is headed. From that, we can research the closest and most likely landing spot. Now go sister, there isn't much time!"

As Koln speaks he frantically thinks. The City of Angels has proven to be more dangerous than he thought. He is almost missing Denver. He doesn't fully trust Meredith nor Alex yet, and Clover and Lacey can only do so much. It becomes apparent he needs to find more allies...

He needs to raise an army.. no! A BROTHERHOOD. A New Brotherhood that will rise AGAINST this corrupt order that the spawns of Satan propose. One He will lead in Glorious Crusade. One built on equality and faith, not of arcane heretical law...

There are Christians dying and starving... and these bedfellows of Beelzebub can afford to fly around in helicopters?! Their decedent lifestyle is an affront to God. Wealth must be redistributed, and the Kingdom of God must be fully realized. Then he may free himself from Cain's shackles. Then he may be reunited with Ruby in the Glory of the Lord. Then he will have finally hunted down the Devil, and slain him for the salvation of all humanity. And, most of all, will he be worthy of Father's love.

Indeed, Revolution AND Revelation are needed.

As Koln bounces the idea around in his head about turning all of LA's down-and-out to His Call through the "Blood of Christ," he searches the possessions of the dead ghoul, and uses his Spirit's Touch ability on everything he can.
 

Into the Woods

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