[IC] Graveyard Shift: Session 2

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Dec 2, 2019 2:27 pm
Tronus lets out a growl from deep within his gut as he gives chase. If the man or thing wanted help he went about it wrong from Tronus' perspective.

"Maybe you shouldn't have let them out! Now Sit!" He retorts back.
OOC:
Manuver, burn strain second maneuver, Sword attack on his spindly legs. -7 Dmg from the attack if I got things right.
Last edited December 2, 2019 2:28 pm

Rolls

TH'ing the runner

3 Success, 2 Advantage, 2 Failure, 2 Threat

Total: 1 Success

Dec 2, 2019 4:39 pm
Tronus's sword sweeps where the figure's legs should be. The blade slashes through the flowing robes and connect with bone and tissue. The figure lets out a gasp of pain, eyes wide, as its legs buckle from underneath it. It falls to the graveyard soil and doesn't move.
OOC:
Remnant, please roll 1d100 for a critical injury, as this thing is past Wound Threshold.
[ +- ] Initiative Order
Dec 2, 2019 4:44 pm
The two visible creatures seem confused for a moment as their targets surge with new vigor. But they notice Nekurr's holy symbol--even if it's only a coin--and bound over toward the Half-Catfolk, claws and teeth seeking flesh. The cleric manages to weave out of harm's way, however, keeping his fur for now.

A rumble comes from below the ground, near the large headstone. You can't help but think it's probably not a good sound.
OOC:
Maneuver to engage with Nekurr, action to attack. Spending the advantage on bad things...
[ +- ] Initiative Order
OOC:
Nera's up!

Rolls

Brawl

4 Advantage, 2 Threat

Total: 2 Advantage

Dec 2, 2019 6:33 pm
OOC:
Rolls

Rolls

crit - (1d100)

(85) = 85

Dec 2, 2019 7:01 pm
OOC:
Winded: The target cannot voluntarily suffer strain to activate any abilities or gain additional maneuvers until this Critical Injury is healed.

The figure is out, but that Crit pretty much makes magic use impossible for them should they be revived.
Dec 2, 2019 7:05 pm
OOC:
So I can damsel them on my shoulder when I get a chance after putting away my sword.
Dec 2, 2019 7:07 pm
Remnant says:
OOC:
So I can damsel them on my shoulder when I get a chance after putting away my sword.
OOC:
Yep. Once Nera goes, we'll have minion action and loop back around to PCs.
Dec 2, 2019 9:34 pm
OOC:
I am rapidly losing track of where the minions are in relation to Nera. Help my dum dum brain please.
Dec 2, 2019 9:55 pm
OOC:
Nera's at medium range to the two minions over by the headstone, Bruv, and Nekurr. They're engaged with Nekurr, so one P gets upgraded to R for a ranged attack.
Dec 2, 2019 10:02 pm
Seeing as everyone expect for Nera is in very bad condition, she decides to leap to their defense best she can. Closing the distance between her and the minions she fires once, twice, at them! One strikes center mass, and the next skewers their feet.
OOC:
Using painful blow, +2 strain every time they make a maneuver. It's probably very unfair if I start using my newly improved ranged roll now.

Using the 2 advantage to add two whopping boosts to whoever goes next, as I think everyone could benefit.
Last edited December 2, 2019 10:05 pm

Rolls

Ranged

5 Success, 3 Advantage, 2 Failure, 1 Threat

Total: 3 Success, 2 Advantage

Dec 3, 2019 1:44 am
OOC:
I'm perfectly OK with y'all gaining the benefits of newly purchased skill ranks and talents, even if we're in the middle of an encounter. But you rolled really well, so I doubt you'll want to preroll one of your ability dice! However, there is an automatic upgrade I mentioned for shooting into a melee. Rerolling your second purple as a red:

Rolls

reroll red

2 Failure

Total: 2 Failure

Dec 3, 2019 1:53 am
Nera's aim proves true once again, and her volley of arrows pierces both creatures, one in the shoulder, the other in the calf. Both manage to keep fighting for the moment.

Meanwhile, you hear a scuttling sound from beneath your feet, this time seemingly moving toward the locked tomb. The clicking and scraping and banging in the tomb continues, as the creatures inside try to find a way out.
[ +- ] Initiative Order
OOC:
I'll strain the group inside the tomb for the 1 threat unless y'all have a better idea.
OOC:
Back to the PCs. 4 of you can go!

Rolls

Athletics

1 Success, 2 Advantage, 2 Failure, 3 Threat

Total: 1 Failure, 1 Threat

Dec 4, 2019 7:39 am
Suddenly finding himself surrounded, the half-catfolk quickly waves his dagger at random, dropping his lucky coin dropping. As the coin touches the ground, holy energies flow through the earth, the creatures bursting into dust.
OOC:
I can still call the critical right? 2 advantages to crit, 1 to note something about the figure and another to add a bonus for that tricky knowledge check if someone tries it (PPPBBBK). I may also flip a point to say the crypt door is now properly locked, as Nekurr's quick efforts paid off when the earthquake happened :D
Last edited December 4, 2019 7:45 am

Rolls

divine attack + holy (free) + close + deadly

3 Success, 4 Advantage, 3 Failure

Total: 4 Advantage

Dec 4, 2019 2:53 pm
OOC:
Unfortunately, you can only crit on a successful attack, but this one failed. Let's do it this way: SP flip = Nekurr inadvertently jostles the shovel back into place, so the creatures will get an upgraded difficulty to break out this round (PPP goes to PPR for them). Next, 2 advantage jostles the door more securely into place, removing the boost die they've been getting from here on out. Then 1 advantage will give you an insight about the current encounter, and the remaining advantage passes a boost to the next PC to go.
If you looked just right at the ground, you might have noticed a surge of energy coming from Nekurr's lucky coin as it touches the earth. Unfortunately, the two creatures seem to have noticed it as well, as they leap from the ground just in time to avoid touching the energy wave.

Nevertheless, in his move to get away from the creatures, Nekurr accidentally jostles the shovel barring the crypt door, setting it much more firmly in place. At the same time, he hears a loud clang, suggesting that the door is more securely in its frame now. The sound seems to have distracted the creatures somewhat, giving the Half-Catfolk's allies a slight edge against them.

What's more, Nekurr realizes something: the creatures seem to be "spawning"—for lack of a better term—from somewhere below the large headstone. Maybe there's a way to stop them at the source?
OOC:
3 more PCs are up. Next person gets a boost from Nekurr.
Dec 4, 2019 4:13 pm
OOC:
I think Nekurr should have got to roll a Boost from Nera... too late to add that? Could change the check to a success, but that'd cause a whole bunch of retconning...

Also, it's not clear to me who is inside the tomb (I've just been tracking things by Range), and therefore who is getting Strain from the Threat.
Dec 4, 2019 5:07 pm
OOC:
Nice catch! Let's roll the boosts. So, that's 1 Success and 2 more advantages. Enough to crit, do damage, and keep all the things from the previous post! That 1 minion was at threshold, so the pair are wiped out.
But perhaps Nekurr looked too soon -- As the two creatures touch the ground once more, they touch the last ripple of the divine wave and fall lifeless to the ground, just piles of dust!
OOC:
OK! Three more PCs are up, but there are no immediate threats on the board. There are two minion groups of monsters inside the crypt (Medium from Bruv), which is now locked and barred with a shovel. However, Nekurr suspects they are spawning from beneath the large headstone a short ways away (engaged with Bruv). The party. previously discovered that there's a system of tunnels running beneath the graveyard, which would be how they're getting from the headstone to the locked crypt.

You have a moment to breathe, but they will continue to try to break down that door...

Rolls

forgotten boosts

1 Success, 2 Advantage

Total: 1 Success, 2 Advantage

Dec 4, 2019 7:17 pm
emsquared says:
OOC:
I think Nekurr should have got to roll a Boost from Nera... too late to add that? Could change the check to a success, but that'd cause a whole bunch of retconning...

Also, it's not clear to me who is inside the tomb (I've just been tracking things by Range), and therefore who is getting Strain from the Threat.
OOC:
Random forgotten effect to the rescue!!! :) I think these earth guys are just popping up until we do whatever vizeron wanted to do before being knocked unconscious. One group is in the crypt and the other is underneath, in the tunnels? (so no immediate threat to us now I think...)
Last edited December 4, 2019 7:17 pm
Dec 5, 2019 12:42 pm
Hildar moves upto the doors of the crypt and begins to focus again
OOC:
Ok wanting to use my Signature Spell:

Hildars Helpers
Conjure (1), Additional Summon (+1), Grand Summon (+2) Summon Ally (+1)
Base Difficulty of above would be 5 dice, down to 4 due to the Talent or 3 with the wand.

I'll need to move to engaged range to cast this up against the door so is that possible with my movement?
Dec 5, 2019 7:31 pm
OOC:
What's the idea? Summon some critters to start clearing out the crypt? Your math looks right, but there'll be an automatic upgrade for not being able to see the spot you want to summon them to. Also, I should clarify that the spawn point is under the headstone where your dog got turned evil, not in the crypt. But having some allies in there isn't a bad idea.
Dec 5, 2019 8:26 pm
OOC:
Bruv could make a Lore check to see if he's ever heard of such a thing as we're observing? And what to do about it? Diff?
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