[IC] Death & Taxes (Session 4)
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Everyone, give me a Cool check for initiative!
Rolls
Night Creeper Vigilance (Group 1)
1 Success, 3 Advantage
Total: 1 Success, 3 Advantage
Night Creeper Vigilance (Group 2)
4 Advantage
Total: 4 Advantage
Night Creeper Vigilance (Group 3)
3 Success
Total: 3 Success
Night Creeper Vigilance (Guards)
4 Success, 2 Advantage
Total: 4 Success, 2 Advantage
Night Creeper Vigilance (Rival 1)
2 Success, 3 Advantage
Total: 2 Success, 3 Advantage
Night Creeper Vigilance (Rival 2)
2 Advantage
Total: 2 Advantage
Jacey Tabbins Vigilance
3 Advantage
Total: 3 Advantage
Rolls
Cool
2 Success, 1 Advantage
Total: 2 Success, 1 Advantage
Rolls
the coolest
2 Success, 2 Advantage
Total: 2 Success, 2 Advantage
Night Creeper Group 1: +Blk on all checks vs. Nekurr; see a bird; flee for 2 more turns
Night Creeper Group 2: see a bird
Night Creeper Group 3: +Blk on all checks vs. Nekurr; see a bird (boost on check)
Rival 1: Adversary 1; +Blk on all checks vs. Nekurr; sees a bird (flee for 1 turn)
Rival 2: Adversary 1; +Blk on all checks vs. Nekurr; sees a cat (flee for 1 turn)
Jacey Tabbins: +Blk on all checks vs. Nekurr; sees a cat (boost on check)
Rolls
Ranged (+Story Point + fear + dark)
2 Success, 1 Advantage, 4 Failure, 2 Threat
Total: 2 Failure, 1 Threat
forgot boost from their fright check advantage
A second group of Night Creepers does something similar. One member falls to the ground in worshipful adoration of the giant bird he sees. His companions then kill him as they cry, "Great Bird! Show the others the error of their ways!"
The fleeing of several other Night Creepers suggests their prayer has not been answered. But one of the larger robed figures does seem to hesitate a moment before starting to flee...
3 PCs are up!
Night Creeper Group 1: +Blk on all checks vs. Nekurr; see a bird; flee for 2 more turns
Night Creeper Group 2: see a bird; augmented (+1 G on all checks)
Night Creeper Group 3: +Blk on all checks vs. Nekurr; see a bird (boost on check)
Rival 1: Adversary 1; +Blk on all checks vs. Nekurr; +3 boosts on Discipline to rally from fear; sees a bird (flee for 1 turn)
Rival 2: Adversary 1; +Blk on all checks vs. Nekurr; sees a cat (flee for 1 turn)
Jacey Tabbins: +Blk on all checks vs. Nekurr; sees a cat (boost on check)
NPC: Guards (attacked Nekurr with fire, missed)
NPC: Night Creeper Group 2 (sacrifice friend; Divine Augment on selves)
NPC: Night Creeper Group 3 (sacrifice friend; Divine Augment on Rival 1)
PC:
PC:
PC:
NPC:
NPC:
NPC:
PC:
Rolls
Divine
1 Success, 3 Advantage, 3 Threat
Total: 1 Success
Divine Augment
1 Success, 4 Advantage, 1 Failure, 1 Threat
Total: 3 Advantage

Rolls
SIR as a man for -1 Strain
3 Success, 1 Advantage, 1 Threat
Total: 3 Success
Field Commander
3 Success, 3 Advantage, 3 Threat
Total: 3 Success
Tronus's drinking song sets the broader plan into motion. Tronus and Bruv are in place behind Jacey Tabbins, Hildar is hidden on the hillside, and Nekurr is the center of attention as the Night Creepers scream, prostate, or flee.
Night Creeper Group 1: +Blk on all checks vs. Nekurr; see a bird; flee for 2 more turns
Night Creeper Group 2: see a bird; augmented (+1 G on all checks)
Night Creeper Group 3: +Blk on all checks vs. Nekurr; see a bird
Rival 1: Adversary 1; +Blk on all checks vs. Nekurr; +3 boosts on Discipline to rally from fear; sees a bird (flee for 1 turn)
Rival 2: Adversary 1; +Blk on all checks vs. Nekurr; sees a cat (flee for 1 turn)
Jacey Tabbins: +Blk on all checks vs. Nekurr; sees a cat (boost on check)
All PCs but Tronus: +1 boost on all checks x 2 turns
NPC: Guards (attacked Nekurr with fire, missed)
NPC: Night Creeper Group 2 (sacrifice friend; Divine Augment on selves)
NPC: Night Creeper Group 3 (sacrifice friend; Divine Augment on Rival 1 failed)
PC: Tronus (SIR + Field Commander)
PC: (we are here)
PC:
NPC:
NPC:
NPC:
PC:
His eyes jump from one night creeper to another, his gaze capturing the attention of each one of them. Then he hears the dwarven song. Beer, gambling and general grumpiness. As he notices the others, he speaks with a deep voice "Pageant" though it may have sounded more like *growl* *raaaagh* for the most weak minded.
I think Bruv is gonna go with the ol' earthen barrier thing, while all the violence sorts itself out...
Maneuver to engage with Jacey (if she's further than Short Range let me know, and I will use Tronus' SIR to take that immediate maneuver for 1 Strain and move again), and then an action to cast a Conjure Spell P+ a size upgrade. As a child, if Jacey is Sil 0, can I encapsulate her with a Sil 1/Medium summons? Or does it take the Grand? I'll roll for both options, AND flip a Story Point to upgrade my check cuz we really want her to be safe...
Rolls
Primal, Conjure+Medium Summons+SIR Boost+Story Point
3 Success, 3 Advantage, 1 Threat
Total: 3 Success, 2 Advantage
+Grand Summons?
1 Threat
Total: 1 Threat
setback
Night Creeper Group 1: +Blk on all checks vs. Nekurr; see a bird; flee for 2 more turns
Night Creeper Group 2: see a bird; augmented (+1 G on all checks)
Night Creeper Group 3: +Blk on all checks vs. Nekurr; see a bird
Rival 1: Adversary 1; +Blk on all checks vs. Nekurr; +3 boosts on Discipline to rally from fear; sees a bird (flee for 1 turn)
Rival 2: Adversary 1; +Blk on all checks vs. Nekurr; sees a cat (flee for 1 turn)
Jacey Tabbins: +Blk on all checks vs. Nekurr; sees a cat (boost on check)
All PCs but Tronus: +1 boost on all checks x 2 turns
NPC: Guards (attacked Nekurr with fire, missed)
NPC: Night Creeper Group 2 (sacrifice friend; Divine Augment on selves)
NPC: Night Creeper Group 3 (sacrifice friend; Divine Augment on Rival 1 failed)
PC: Tronus (SIR + Field Commander)
PC: Bruv (summoned a dome over Jacey Tabbins)
PC: (we are here)
NPC:
NPC:
NPC:
PC: