[IC] Death & Taxes (Session 4)

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Sep 25, 2020 8:30 pm
Hildar points his wand at the figures as he rushes forwards.....a giant snake suddenly appearing next to them. "Grab one please!" Hildar yells to it as he rushes forwards.
OOC:
Using 2 x manoeuvres to move up to medium. Trying to Conjure a giant snake, thinking it may be able to grab one of them...

Base difficulty Easy, Conjure Ally from wand, +2 difficulty for Grans Summons (Sil 3), +1 diff for Range (Medium). Total diff Daunting +3 boosts as noted above

Will use the Advantage to pass a boost die onto Bruv and I've taken 3 Strain (2 for the spell and 1 for the extra manoeuvre if Remnants last comment counts)
[ +- ] Current Status
Last edited September 25, 2020 8:33 pm

Rolls

Conjure big snek

4 Success, 4 Advantage, 3 Failure, 3 Threat

Total: 1 Success, 1 Advantage

Sep 26, 2020 3:04 am
OOC:
Snake's a good idea, but should the range upgrade not be +PP? The default is that a summoned creature is engaged with the caster, so to get the snake out to medium range from Hildar would be +PP. Of course, you could keep the roll as is, and just have the snake make a move maneuver to engage the Creepers.

Once we get that sorted, go ahead and roll its attack. YYYG x RP+2 setbacks for darkness. (I'm upgrading its attack with a Story Point.)
Sep 26, 2020 7:35 am
OOC:
Ooops, yeah you're right - would just have it move up and try and snag one
The snake appears and slithers towards the figures.....
OOC:
Oooof, net no success, not looking forward to the despair though! Can the Advantages be that it's positioned itself to block at least one of them from fleeing any further?
Last edited September 26, 2020 7:36 am

Rolls

Snek attack (Constricting Coils)

2 Success, 4 Advantage, 2 Failure, 1 Threat, 1 Despair

Total: 3 Advantage, 1 Despair

Sep 28, 2020 1:12 am
OOC:
I'm hesitant to Immobilize one of the Night Creepers, since that would more or less achieve what the snake failed to do by stopping one from getting away. How about we use 3 advantage to inflict 3 strain? That goes pretty far toward tiring one of these guys out.

The Despair means that the "summon ally" part of the spell didn't quite take, so this thing is not necessarily friendly. It will get one more go before Hildar does, at which point he can dispel it if he wishes.
In the dark, it's hard to see what happened. But the clouds part just long enough for Hildar and the others to see moonlight reflect off the dark scales of a massive creature as it writhes toward the Night Creepers. There's a muffled sound of startle, with one of the figures nearly tripping over itself as it stumbles free of the coils. The serpent hisses in rage, its maw opening like the lid of a chest. But then its head turns as it seems to sense potential prey hiding in the corn. The clouds move in front of the moon again, casting everything back into darkness.
OOC:
Bruv is up with 1 boost. Long range to the snake and night creepers.
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[ +- ] Initiative
Sep 28, 2020 2:55 pm
OOC:
I'll double Maneuver to edge of the corn/Medium, then cast Augment spell+Swift.
Bruv pursues the fleeing figures, drawing on the power of nature spirits around himself to empower himself and move with ease through it's hindering features.
OOC:
Will use the Advantage to perform an immediate free Maneuver to move to Short with night walkers, and will recover the 2 Strain from the earlier extra Maneuver.
Last edited September 28, 2020 2:59 pm

Rolls

Augment + Swift

4 Success, 5 Advantage, 2 Failure, 1 Threat

Total: 2 Success, 4 Advantage

Sep 28, 2020 9:01 pm
OOC:
Can't exceed two maneuvers in a turn, though. Or am I missing something with Swift?
Sep 28, 2020 11:25 pm
OOC:
Ah, sure. I'll put a Setback on the Night Walker(s) then. Snek-Strained one specifically if they're not in a Minion Group.
Sep 29, 2020 12:28 am
OOC:
It's a minion group, and they won't be rolling this round, so let's put the setback on the snake? Nera will thank you.
A flash of heat lightning in the clouds illuminates the massive serpentine form as it is briefly startled by Bruv's swift appearance nearby. Nevertheless, it turns its attentions back on the cornfield. Half its mass seems to disappear into the stalks as it seems to detect prey with senses other than sight...

...From the field, Nera doesn't see it coming. The serpent's jaws clamp down on the Catfolk's head and torso, biting hard into her abdomen. The creature thrashes its head back and forth and then spits Nera back onto the ground.
OOC:
Snake is moving to engage Nera and attack. It will suffer 2 strain to do so.

Rolling with and without a SP flip. Will hide the SP flip version, but let me know if you'd like to use one here, somebox.

So, Nera is looking at 10 wounds before soak on the basic roll. Let me know if you would like to upgrade its difficulty with the SP flip. Hildar is also free to dispel the snake now, or to try another spell at decreased difficulty to regain control of it (Average [PP] Conjure spell with no benefits from the wand).

Rolls

Snake attack on Nera

5 Success, 2 Advantage, 1 Failure, 2 Threat

Total: 4 Success

Snake attack on Nera (with SP to upgrade difficulty)

missed setback on 2nd roll

Sep 29, 2020 12:38 am
Still rattled by the giant snake, the Night Creepers run along the edge of the corn for several yards before darting back into the concealment of the tall stalks...
OOC:
Back around to 3 PCs!
[ +- ] Spoiler
Sep 29, 2020 9:00 am
OOC:
Nere is augmented, not sure if that's work another setback :)

Quickly check if this works before posting. My plan is to move twice (two maneuvres) and then cast a spell. What is the range at the moment?

I was considering attack with lightning (PP), but I'm not sure what the stun does (can't find the quality/conditions rules :( ).
Alternatively, there's the riskier PPPPP(P) paralyse.
Sep 29, 2020 1:59 pm
OOC:
Nekurr is at extreme range to the bad guys now, since these guys just moved again. Essentially, we've got the Creepers in a clump, Nera and the snake in a clump, Bruv and Hildar in a clump, and Nekurr and Tronus back at the house. (The guard is inside.)

For 2 move maneuvers, you can get to where Hildar and Bruv are, a few dozen yards further away from the manor and technically within spellcasting distance of the Creepers at long range, but for added difficulty, of course.

Lightning effect gives the attack Stun quality equal to your Knowledge (Lore) (or [Forbidden] if you have the talent that allows that). This basically means the attack will do additional stun damage on top of wound damage. If your goal is to kill these guys, that works, but at this point, all they've done is look at you and run away. ;)
Sep 29, 2020 4:45 pm
OOC:
I am going to see what Hildar does with the snake first, I'll take the upgraded mystery roll too please...
Sep 29, 2020 5:10 pm
somebox says:
OOC:
I am going to see what Hildar does with the snake first, I'll take the upgraded mystery roll too please...
OOC:
I can't find out how to reveal a previously rolled mystery roll, but I'll say this was a good choice: The roll goes to 1 Success, 1 Advantage. Damage falls to 7 before Soak. Advantage will throw a setback to Nera's next check due to the shock of the whole thing.
Sep 29, 2020 7:03 pm
OOC:
Yeehaw! I'm not too keen on the GM's side of things with this site, an alternative is to snip it if you are on windows (shortcut is Windows key+Shift+S) then upload the photo.
Sep 29, 2020 8:31 pm
OOC:
Great idea! OK, 3 PCs are still up!
https://i.imgur.com/UzULh98.png
Sep 30, 2020 7:57 am
OOC:
The idea was to stun (stagger) one of them :)

2 moves and a long range ice spell may work right?
Base P + P for ensnare + PP for short -> long

I'll wait for the roll confirmation. 3adv can ignore environemental effects or switch from causing wounds/strain to disabling even further :D
OOC:
GM Edit: setbacks for darkness/concealment.

Adding Component casting, too.
Last edited September 30, 2020 8:00 am

Rolls

Icy night

3 Success, 5 Advantage, 1 Failure, 2 Threat

Total: 2 Success, 3 Advantage

setbacks

1 Failure, 1 Threat

Total: 1 Failure, 1 Threat

boost

1 Success

Total: 1 Success

Sep 30, 2020 1:30 pm
OOC:
OK! So the way spell effects work is that you have to have the spare advantage to trigger them after the roll. I added in the setbacks for Nekurr essentially firing blind on them (since it's dark, and they're concealed in the corn), but the attack still succeeds (plus Component Casting should come into play, I think). The attack does 5 damage (before Soak), and you use your 2 advantage to activate the Ensnare quality (from the "Ice" effect). Feel free to correct my narration, but I'm interpreting that "Ice" figuratively rather than literally due to the nature of Nekurr's lucky magic!
Nekurr bounds over to join Hildar, Bruv, and Tronus, muttering a prayer under his breath and casting aside a playing card. With the darkness and concealing stalks, it's hard to really see what happens up ahead in the corn. But you all hear it. The rustling from the Night Creepers seems to grow more intense, as if they've hit a wall, or more likely, a particularly dense patch of corn that they're trying to push through. Then they seem to stop completely.
OOC:
2 more PCs, go!
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[ +- ] Spoiler
Sep 30, 2020 2:11 pm
Hildar curses and dismisses the snake with a thought he then points his wand out and starts muttering a different incantation.....
OOC:
Ok, I'm thinking to cast a 'light' spell so we can see them a bit more clearly but I'm not 100% sure on the best way to go with it. Would use 2 x manoeuvres to move up to Medium range first (I think that's where we are at isn't it?) and then probably cast a Conjure to summon a ball of light above where they are (base Easy, +2 Diff for 2 x range mods). That sound good or do you think a different approach would be best?
Sep 30, 2020 2:52 pm
OOC:
Your suggestion sounds good. A sphere of light would eliminate darkness setbacks, for sure. But it doesn't help with the concealment offered by the corn. What about Conjuring some flames in a way that would burn away the corn in their immediate vicinity and offer some illumination to boot? It's the same as what you propose, and since it's not an attack spell, no need to add dice for the Burn quality; that's just a special effect. Some flames would completely expose them and get rid of all setbacks. I'll upgrade the check with a SP if you go fire instead of light, though, so keep in mind that Threats or Despairs with fire can be bad. ;)
Sep 30, 2020 2:57 pm
Hildar finishes his incantation and thrusts his wand out....
OOC:
Fire sounds good. Here goes, will spend a SP to upgrade my side as well.....so 2 x Success, 2 x Threat and 2 x Triumph.

Can one of the triumph's be that the wind is blowing away from the village so theres no chance of the flames spreading that way and the other that the creepers get freaked out a bit and their next action will have the difficulty upgraded?
[ +- ] Current Status
Last edited September 30, 2020 3:00 pm

Rolls

Conjure Flambe!

2 Success, 2 Advantage, 2 Triumph, 4 Threat

Total: 2 Success, 2 Threat, 2 Triumph

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