[IC] Death & Taxes (Session 4)

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Dec 4, 2020 2:58 pm
OOC:
CESN: You forgot her Adversary 1 talent, which upgrades checks targeting her. That drops you down to 0 Success, 1 Advantage, and 1 Triumph. Seems the curse doesn't quite land...

As for that Triumph, making it a get-out-of-jail-free card is too powerful, I think, especially since you've noticed that you all seem to be alone in the house (due to your Advantage). Maybe an upgrade for Nera's check? I'll do that, but let you overrule me if you want to use it for something more narrative still.

mcneils5: For this turn, you're fine. I was referring to next turn; as you're maintaining two spells now, you can't have a third maneuver to move due to the hard limit of 2 maneuvers per turn.
The commotion of the cage falling makes Nekurr wince. But as the Half-Catfolk whips out a card to pray for Fortuna to curse the weaver, he doesn't notice anyone rushing into the room. Surely if there were anyone else in this small house, they'd have shown themselves by now?

The priest says a prayer as the cage comes to rest, but there's no noticeable effect...
[ +- ] Status Conditions
Dec 4, 2020 3:05 pm
SavageBob says:
OOC:
mcneils5: For this turn, you're fine. I was referring to next turn; as you're maintaining two spells now, you can't have a third maneuver to move due to the hard limit of 2 maneuvers per turn.
OOC:
Yeah my intention is for Hildar to do nothing other than maintain the spells, not even move for the time being.
Dec 4, 2020 3:08 pm
Nera drops her bow. "Amateurs," she mutters under her breath as she leaps toward the cage, claws out. She swipes downward, looking for a gap in the bars to slash the woman's torso.
OOC:
Missing somebox and Nera's wit, but she's up. Using Fleet of Paw to engage with the woman for free; then Aim + Brawl + natural claws + Precision (use Cunning with Brawl or Ranged checks) + Stun Damage (default option for Brawl checks) + upgrade from Nekurr's Triumph.

Second roll is same, minus the upgrade in case CESN wants to use it for a narrative effect.

Upgraded roll nets 4 stun damage.

GM edit: Prone boosts.

Rolls

Brawl (Cunning) + Aim + dark + Triumph upgrade

4 Success, 4 Advantage, 3 Failure, 4 Threat

Total: 1 Success

Brawl (Cunning) + Aim + dark

prone boost

2 Advantage

Total: 2 Advantage

prone boost (un-upgraded check)

Dec 4, 2020 3:18 pm
The woman's eyes roll back into her head. She doesn't seem unconscious, but rather seems to be concentrating intently on defending herself against magical attacks.
OOC:
She can't take actions due to paralysis, but she's using two counterspell maneuvers. +2 upgrades on magic attacks against her while she maintains them.

Back around to PCs! Blunt trauma using unarmed attacks may be your best bet at this point.
[ +- ] Status Conditions
Dec 4, 2020 4:41 pm
Hildar holds still and keeps his focus on the two spells he's maintaining
OOC:
So keeping both spells running for 2 x manoeuvres and doing nothing else at the moment
Dec 4, 2020 5:09 pm
OOC:
Wait up mcneils. If we're tactical here, and Hildar let's everyone else go first, he might not even have to sustain anything/take more Strain this round, if we can put her out before his turn (cuz the initial casting carries thru to the end of his next turn, right?), so how about Bruv takes the first slot and Hildar goes last?
The orc closes and tries to get her in a submission, sleeper hold through the bars...
OOC:
Since she's paralyzed and on the ground (the cage fell), I'm assuming she's considered prone, and I'd like to argue for at least one more Boost cuz she literally can't move to defend herself at all, but could see two or even 4 Boosts being appropriate if you look at it in the reverse of cover - ie she's as fully exposed to attack as she can be (minus the cage and darkness which remain in her defense pool).

Edit: 7 Strain, unless dice need to be added/subtracted. Should Nera get the Prone boost, and Paralyzed boost too?
Last edited December 4, 2020 5:21 pm

Rolls

Brawl

3 Success, 4 Advantage, 2 Failure, 6 Threat

Total: 1 Success, 2 Threat

Boosts as applicable?

1 Success, 1 Advantage

Total: 1 Success, 1 Advantage

Dec 4, 2020 7:34 pm
OOC:
Emsquared makes good points -- First off, I appreciate mcneils5 posting Hildar's move, but I'm happy to assume he takes the last initiative slot in case his extra 2 strain isn't necessary.

Second, the weaver is indeed prone, so that's +1 boost on Melee or Brawl checks against her. I added this in for Nera's attack, giving her +2 advantage. We can make that boosts for Bruv. As for a boost for her being paralyzed, I don't think so -- she's prevented from actions, but not maneuvers, which tells me she's still able to do the sort of instinctive wiggling and dodging that standard combat difficulties represent. It's a bit wonky, since she's in a confined space, I admit. But I think a better way to handle it might be to say she can't disengage from you, but you can disengage from her.

Bruv takes 1 strain for his 1 remaining threat.

All told: Bruv gets one more boost from Nera's check. Rolling that here for sake of expediency. That puts her over!

82 (Average): Winded: Target cannot voluntarily suffer strain until the Critical Injury is healed. (No spells for her!)
Anzila's eyes roll back into her head once more as Bruv feels her body slump. She's not faking this time. The woman is out.
OOC:
OK! Everyone can make a simple Cool or Discipline check to recover strain. Hildar doesn't have to go after all, and can drop the paralysis curse spell.

Rolls

passed boost

1 Success

Total: 1 Success

crit - (1d100)

(82) = 82

Dec 7, 2020 9:35 am
A bit unsure what to do, Nekurr looks around after the situation quites down. "Is it just me or... there is no one else in this house?" he asks no one in particular. "Does this mean that only the three bird-men are with the spider lady? What do they want with the boy?"
Dec 7, 2020 3:05 pm
OOC:
Don't forget your strain recovery roll, CESN! Just roll your Cool or Discipline dice with no difficulty.
Dec 8, 2020 8:35 am
OOC:
right! had already forgotten :D


so... that's 2 from dice and 2 from T1: Desperate Recovery, right?
Last edited December 8, 2020 8:36 am

Rolls

A cool and disciplined cat enters a haunted house...

2 Success, 5 Advantage

Total: 2 Success, 5 Advantage

Dec 8, 2020 3:21 pm
OOC:
Discipline
Bruv untangles himself from the woman and cage.

"Oll roight, let's git on wit it, yea? Da fact dat no one 'as showed up after 'at racket prolly means we were da first ones 'ere, I guess, eh?"

He heads to the door again, and prepares to open it, checking one last time with the others to be sure they're prepared before opening it.

Rolls

Discipline, Easy

4 Success

Total: 4 Success

Dec 8, 2020 3:40 pm
CESN says:
OOC:
right! had already forgotten :D


so... that's 2 from dice and 2 from T1: Desperate Recovery, right?
OOC:
Desperate Recovery only comes into play if you were below above half strain, but yes.

Will describe what's behind Door #1 soon!
Dec 8, 2020 6:12 pm
Bruv finds that the door opens easily, save for a plaintive creak. The room beyond is indeed unattended. What strikes the Orc most forcefully is the smell—it's a mixture of earthy stench, floral fragrance, and alchemical odor. In the darkness, all the Orc can make out are silhouettes cast from the moonlight through the boarded-up windows. A huge mound of something organic lies in the corner to the right of the door. On the opposite wall, he notices the silhouettes of tables with what seem to be potted plants on them. Darkened shelves line the walls, and what seem to be crates are strewn haphazardly across the floor.
OOC:
More details if you find a light source. If you'd rather keep it dark, a group Perception check vs. PPP is enough to search the room, but 2 blacks for darkness. (Between Nera and assistance, add +BBB to any such check).
Dec 9, 2020 12:16 am
Hildar spends a few moments to catch his breath, letting the spell on the weaver fade but maintaining the illusion on his companions.

Rolls

Cool

3 Success, 1 Triumph

Total: 3 Success, 1 Triumph

Dec 9, 2020 1:25 am
OOC:
I think we've been calling Triumphs +5 strain on recovery checks, so well done. If Hildar doesn't need it, he can pass a free upgrade on to Tronus.
Dec 9, 2020 9:11 am
SavageBob says:
OOC:
I think we've been calling Triumphs +5 strain on recovery checks, so well done. If Hildar doesn't need it, he can pass a free upgrade on to Tronus.
OOC:
Oh nice, I'll take the Strain back as that 0's me out and I'm thinking we may need it soon
Dec 9, 2020 10:30 am
OOC:
I assume lighting up the room is a utility spell?
Confident that there is nothing in this abandoned place, Nekurr follows Bruv into the room. "It's a bit dark here don't you think?" he asks the orc as he notices the creepy silhouettes. "What is this smell?" he asks as he grabs his lucky coin and starts to rub it instinctively.
Dec 9, 2020 3:25 pm
OOC:
Yep. Light is an Easy utility spell. Upgrade it with a SP, so roll versus R.
Dec 9, 2020 3:27 pm
"You think others with come here later?" Nekurr asks Bruv after his suggesting that they were the first to arrive. "Do you know where the boy is? They were supposed to get him right?"
OOC:
Advantage to let us recognise any obvious threats from those creepy plant/shadow/thingies hidding in the room?

Also, easy utility spells still take 2 strain, right?
Last edited December 9, 2020 3:29 pm

Rolls

lighting up the room!

3 Success, 3 Advantage, 2 Threat

Total: 3 Success, 1 Advantage

Dec 9, 2020 5:11 pm
After Nekurr's prayer, the room lightens up considerably—glancing up shows that the moon seems to be shining down through large holes in the roof.

The room seems to run the length of the house. It is mostly empty save for a large mound of compost covered with spider webs, complete with tiny spiders and egg sacks, heaped nearly to the ceiling in the corner just right of the door. The spiders seem to pay you no attention, nor do they seem particularly aggressive.

On the opposite wall, an old kitchen seems to have been repurposed into some sort of indoor garden. A workbench cluttered with pottery stills and glass alembics stands below small alcoves filled with beakers. Dozens of claw vessels rest haphazardly on wooden crates, each sprouting neatly pruned pipeweed shrubs or impressive toadstool mushrooms. They appear surprisingly well-tended, given the state of the rest of the building, though the roots of several have burst through their pots. A single door stands on the opposite wall, on the other end of the room from the one you've come in through.
OOC:
Identifying mushrooms will be Hard (PPP) Alchemy or Knowledge (Geography) check, or Hard (PPP) Knowledge (Adventuring) for the spiders, but with two boosts for your experiences earlier with the pig.
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