Conjure base difficulty Easy, Additional Summon +1, Medium Summon +1 (assuming Sil 1 boulder would be enough to plug a hole), Range +1 (to summon it at Short Range, don't want to get too close) - so that'll be a Daunting Check (4 x Difficulty dice) then?
[IC] Graveyard Shift: Session 2
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Conjure base difficulty Easy, Additional Summon +1, Medium Summon +1 (assuming Sil 1 boulder would be enough to plug a hole), Range +1 (to summon it at Short Range, don't want to get too close) - so that'll be a Daunting Check (4 x Difficulty dice) then?
You can still try to dump the holy water cisterns down the holes if you want. It'd take a Daunting (PPPP) Athletics check to carry each of the heavy stone bowls over to the open coffins and dump them.
Don't forget that there is at least one heavy stone slab in there that could be put back where it goes. It's a Hard (PPP) Athletics check to do so.
Are you otherwise leaving the crypt open?
Let's resolve this today hopefully so the fun can begin. >:D
Rolls
Arcana (daunting)
2 Success, 4 Advantage, 2 Failure, 2 Threat
Total: 2 Advantage
Bruv and Tronus can try something if they'd like. If not, we'll move to Initiative.
Rolls
Augment+Primal Fury
4 Success, 4 Advantage, 3 Failure, 1 Threat
Total: 1 Success, 3 Advantage
Remnant, feel free to try something with Tronus if you'd like. To keep us moving forward, can everyone please give me a Cool check for initiative. (No difficulty dice; just roll your Cool skill, or raw Presence if you have no ranks.)
Rolls
Mystery figure Cool
2 Success, 2 Advantage
Total: 2 Success, 2 Advantage
mystery creatures Cool
1 Success, 1 Advantage
Total: 1 Success, 1 Advantage
mystery creatures Cool 2
2 Success, 1 Triumph
Total: 2 Success, 1 Triumph
You'd think as a GM of this system I'd be better at remembering to spend the symbols after my roll...
Rolls
Initiative, Cool
4 Success
Total: 4 Success
Rolls
Cool
3 Success, 1 Advantage
Total: 3 Success, 1 Advantage
Rolls
Cool
3 Success, 1 Advantage
Total: 3 Success, 1 Advantage
and boosting
1 Success, 1 Advantage
Total: 1 Success, 1 Advantage
Continuing effects
Counterspell: All spells cast by PCs are upgraded once (change a P to a R).
PC -- We are here.
PC
PC
PC
NPC
PC
NPC
NPC

Do note that there is a Counterspell in effect, which means any spells cast are automatically upgraded (changing a P to a R).
Rolls
Cool
2 Success, 1 Advantage
Total: 2 Success, 1 Advantage
Will wait to see what you want to do with the threats before I take my turn. For the Triumph can we say the amount of traffic on the underground passages has weakened them and caused a partial collapse, delaying the other things arrival by a turn???
Rolls
Discipline
3 Success, 1 Triumph, 1 Failure, 3 Threat
Total: 2 Success, 3 Threat, 1 Triumph
Rolls
disciplined cat
3 Success, 2 Advantage, 2 Failure, 2 Threat
Total: 1 Success
Sorry, Vizeron is not immediately ringing a bell to me. Is that a name Bruv should know from any briefings he's received on the case? Is that the name of our missing guy?
Will recover Strain with the Advantage.
Rolls
Discipline, Average Diff
3 Advantage, 1 Failure, 2 Threat
Total: 1 Failure, 1 Advantage
OK, Fear Check results...
Nekurr: No effect. You hold in your fear.
Hildar: You feel a momentary flush of adrenaline, granting you a boost on your next check. You manage to suppress the fear. However, your pounding heart costs you 3 strain.
For the Triumph, I'd like for it to relate to the fear in some way... What if we say that you are able to determine that this thing is human-sized and was presumably in the tunnels, so you estimate that they must be big enough for a human-sized thing to fit within them. This knowledge will give you an upgrade to any attempts to collapse the tunnels or otherwise obstruct them.
Bruv: You are unnerved by this... thing. You get a setback to all checks related to it until the end of the encounter, or unless someone can rally you with a Leadership action vs. your Discipline (RR). [By the way: Did you roll an extra green on accident? Looks like you've got Willpower 2, Discipline 2, right?]
3 PCs are up!
...
Bruv: You are unnerved by this... thing. You get a setback to all checks related to it until the end of the encounter, or unless someone can rally you with a Leadership action vs. your Discipline (RR). [By the way: Did you roll an extra green on accident? Looks like you've got Willpower 2, Discipline 2, right?]
As for the extra green, that's Augment:
I'll go ahead and make my Brawl Attack in one if the first 3 Slots? Not clear on the positioning, so I will:
1. Maneuver to Engage, Action to Brawl, IF already within Short Range of the ghoulie.
2. Maneuver to Short, second Maneuver to Engage (2 Strain), and Action to Brawl, IF starting at Medium Range.
3. Maneuver to Aim, Action to Brawl, IF already Engaged with the ghoulie.
I'm assuming Scenario 1., let me know if it's one of the others. We'll scratch the last Green of this roll if I'm wrong about how Augment works. Hopefully it doesn't have Adversary or anything, as I've not accounted for that here...
1. Add a Setback to ghoulie's next Check, IF I didn't have to double move to Engage.
2. To recover 2 Strain, IF I had to double move to Engage.
Rolls
Brawl vs. Ghoul-thing
3 Success, 2 Advantage, 2 Failure
Total: 1 Success, 2 Advantage
difficulty fix