Please Xcrawl, Don't Hurt 'Em

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Apr 23, 2025 12:54 pm
Vi Vi comes around, groggy, sore but with a warm glow start to blossom somewhere deep within!
OOC:
Not that warm, apparently.
Last edited April 23, 2025 12:55 pm

Rolls

3d6

(312) = 6

Apr 23, 2025 12:56 pm
It’s more of a luke warm kind of warm, but it was something. She opens her eyes, and finds the group in a new location.

"What are we doing?" she says, rolling onto her elbows, and then clambering back to her feet!
Apr 23, 2025 2:36 pm
OOC:
Tracker
[ +- ] Tracker
Apr 23, 2025 4:24 pm
KCC says:
"What are we doing?" she says, rolling onto her elbows, and then clambering back to her feet!
"What we always do" Butch responds, wiping some blood off his mouth with the back of his forearm. "Fuck shit up and have a good time" he says with a wink to Gabe.
OOC:
Round 1: Grandstanding, after the end of the previous combat.
Round 2: Lionize, Gabriel Carver On any lionize check of a natural 1 the jammer flubs their performance that it actually gives their opponents a boost. 1 = Bombs! Judge chooses an opponent to gain +1d on their next combat action.
Round 3: Take position somewhere that provides cover and hold/line up a shot with the Repeater Crossbow
Last edited April 23, 2025 4:24 pm

Rolls

Grandstanding - (d20+5)

(11) + 5 = 16

Lionize - (d20+5)

(1) + 5 = 6

Apr 23, 2025 7:02 pm
Gimme gimme gimme! is all that runs through Gabe's head at the sight of that beautiful omni-weapon orb. But, with a reluctant sigh, he has to admit he's barely holding together. He does accept the bottle, though.

Butch's encouragement doesn't make him feel much better. Which is strange, it usually does. Oh well.
OOC:
Gabe's taking the bottle, assuming nobody objects. Spends his turns keeping close to Vi Vi as she recovers, and chugs the potion on turn 3.
Last edited April 24, 2025 8:41 am
Apr 24, 2025 2:04 am
OOC:
Butch, I would love a description of the flub lol. Also the roof is completely flat and empty so there's nowhere to take cover. You can change your third round action with this information.

Gabriel, the potion causes your next words to be amplified and deal 2d8 sonic damage in a 15' cone and potentially deafen the enemy. Yes, this means Gabriel cannot talk until he's ready to trigger the potion's effect lol.

Sassafras, there are no positions of advantage since its a featureless flat roof. You don't find any other traps or doors.

@PiebaldWookie,@KCC you have your 3 actions still.
Apr 24, 2025 9:52 am
"Having a good time…" Vi Vi says with a wince. She reaches for her pack and starts rummaging. She pulls out a can of soda and a bar of chocolate.

"That reminds me of SixUp and Snackers! The best time, every time." she says, as she makes a big show of consuming the two items on camera.

Ahhhhhh… she adds, with a suitably satisfied sigh!
OOC:
Not sure what else I really need to do before we mess some more stuff up!
Last edited April 24, 2025 9:53 am

Rolls

HP - (1d6)

(4) = 4

Apr 24, 2025 2:10 pm
During your 30-second window, the building you were just on begins to groan. The giant bolt that held the wingnut and crashed down into the interior seems to have created a chain reaction. The building collapses in upon itself, kicking up massive clouds of dust and debris.

When the sound and dust subsides, you hear a new sound. Looking up, you see an incoming airplane, a vintage quad-propeller, coming in hot. A moment later a B-24 Bomber with a Crawl logo flies overhead, and Rosie the Riveting painted on its hull in the style of WWII-era pinup. It pulls a flying banner behind it: "Friki-Choo Cola: Refreshment All The Way Down."
https://i.imgur.com/JFxiqFV.jpeg
When the plane is directly overhead, its bomber doors open and three giant armored turtles fall to the roof, magically slowing down only at the very last second to land gently on the edges of the building. The turtles are as big as family automobiles, and each one has a repeating ballista mounted on its back, with a tiny blinking red light on the weapon’s stock. The plane also drops three boxes, and those boxes fall until they reach 9’ off the ground, at which point they stop in the air and hover. The boxes are all green with a big purple question mark on every side.
https://i.imgur.com/s5uWqj1.jpeg
OOC:
Encounter 2! Describe where you are and roll initiative.

Rolls

Spiked war turtles init - (1d20+0)

(10) = 10

Apr 24, 2025 2:18 pm
Tymun is sitting near the trap door he found, flipping through the book he found earlier.
OOC:
Is the trap door the 'give up' option like on the previous roof?

Rolls

Initiative: 1d20+1 - (Initiative:1d20+1)

(4) + 1 = 5

Apr 24, 2025 2:29 pm
The book is written in cramped Latin that looks to be very old. Scrawled on the central two pages in red ink is a magical phrase that would have turned the wingnut on the previous roof.
OOC:
It doesn't. It is more of a bypass encounter I think. The module doesn't say what happens if you go through the door before the encounter ends, but I think you just don't get any of the prizes.
Apr 24, 2025 2:34 pm
"Ah piss," the dwarf says upon realizing the book is useless. He tosses it over the side of the building.
OOC:
Got it. Thanks!
Apr 24, 2025 5:19 pm
"Crossbow mounted turtles? What's next, teenage mutant ninjas?"
OOC:
Apologies for the lack of inspiration and infrequent presence, been renovating the house on Easter week and this one. Unless something goes terribly wrong, I should be done by the weekend.

Lacking any cover, Butch would have backed against a corner. Since the turtles take up 2 of them, he'd probably be in one of the other 2 where the boxes landed.

Rolls

Initiative - (d20+1)

(16) + 1 = 17

Apr 24, 2025 5:20 pm
Sassafras is on the opposite side of the secret door. With her crossbow loaded.
OOC:
I would place her right by the word mystery box at the bottom of the picture
Last edited April 24, 2025 5:22 pm

Rolls

Initiative - (1d20+1)

(7) + 1 = 8

Apr 24, 2025 7:02 pm
That is so cool! Classic Rosie! Gabe is about to say something to the same effect, but feels something thunderous force its way up his throat. With effort he pushes it back down. Right, no talking until he's ready.
OOC:
Gabe is near Tymun and the trap door.
Last edited April 24, 2025 7:02 pm

Rolls

Initiative - (1d20)

(17) = 17

Apr 24, 2025 7:31 pm
Callan bitterly mutters to himself about the capriciousness of the Gods; time to take matters into his own hands.

Standing in the centre of the arena, he begins his chanting; another Supercharge! for Gabe, Arcane Aspect for himself, and Blue Streak for Vi.

As he weaves Supercharge, he pops one of his teeth - a decent enough sacrifice, surely (that crown cost him a few coins, after all), but the pain of his accumulated wounds distracts him, leading to the pattern unwinding before his hands.

With renewed vigour and determination, he refocuses his magic on himself - blue lightning sparks from his skin and hair as he turns his power inward, aiming to do the most damage he can before he gets knocked out.

With a flick of a finger, he extends some of that arcane fury to Vi, filling her spirit and body with enough energy to be faster than she's ever felt.

"Let's get ready to fucking rumble."

His voice crackles with power; time to go down swinging.
OOC:
The caster’s arcane aspect is a shocking display of power lasting for CL minutes.
The caster gains a +3 AC, +2 damage rolls (including spell damage) and is at +1d on all Personality checks for intimidation.
OOC:

Blue Streak
The subject’s movement rate triples for CL+1d14 rounds. In addition, the subject has +6 AC and +4 on Reflex saves. The subject moves so quickly they can move up and/or over vertical surfaces, or even across
water, for 1 round—they must be on a flat, solid surface at the end of their movement or they will fall. The
character moves so quickly that they receive an additional d14 action die, which may be used for combat
or a skill check, but not spell casting.
Last edited April 24, 2025 9:36 pm

Rolls

Supercharge! (Gabriel) - (1d20+d5+2)

(6) + (3) + 2 = 11

Arcane Aspect (Callan) - (1d20+d5+2)

(19) + (2) + 2 = 23

Blue Streak (Vi) - (1d30+d5+2)

(24) + (2) + 2 = 28

Blue Streak Duration - (3+1d14)

(4) + 3 = 7

Secret Roll

Initiative - (1d20-1)

(14) - 1 = 13

Apr 25, 2025 2:04 am
OOC:
Needless to say, since his last action was trying to heal Callan, Bole is right next to him in the center of the roof. If the fight begins, he will still try to Lay Hands on his teammates, but right now, we're just rolling initiative...
Bole watches with admiration as Callan imbues himself with lightning and he looks at the turtles. ::They're gonna move slow out of the water...:: Then it occurs to him. "Hexcrawlers - how fast can we get on their shells and steer them over to the boxes so we can reach them and get the ammo so we can load up to shoot whatever comes at us out of that hatch?!"

Bole HP: 14/18
Last edited April 25, 2025 5:49 am

Rolls

Bole's initiative - (1d20+1)

(15) + 1 = 16

Apr 25, 2025 2:17 am
OOC:
The boxes are 9 feet up, so only a 3 foot jump for most characters. Human-sized characters can reach a box with a DC 7 Str check, dwarves, gnomes, and halflings need to hit a DC 14.

Just to make things faster, turtles have AC 18. They can be climbed with a DC 14 Str check and characters will have to make a DC 14 Ref save every round on the turtles' turn to avoid being damaged by spikes. The ballista take a round to reload so they can only fire every other round. The ballista can be disabled via smart plans or with a DC 14 disable trap check.

Everyone except Tymun and Sassafras can now act!

Rolls

Vi Vi Init - (1d20)

(18) = 18

Apr 25, 2025 5:51 am
Bole calls on Diana again. "Diana, hear my prayer and give Callan strength!" Bole is filled with an echoing sense of absence, and nothing happens.
OOC:
Diana's busy. Disappointment threshold increases to 4.

This is exactly why I was reluctant to try turning those basic zombies at the start: Messengers are set up with poor odds (basically coin flips) at the start that get worse the longer they try to use their powers, so it makes sense to use them only when desperately needed. I'm glad it worked with the zombies, of course. But every attempt at a Holy Act that fails brings me closer to complete inability.

Just grousing at bad luck, of course. I wouldn't do anything different, except perhaps to try healing people (and rolling the resultant failures) sooner in the previous combat.
Bole HP: 14/18
Last edited April 25, 2025 6:00 am

Rolls

Holy Act: Lay on Hands DC12 - (1d20+4)

(4) + 4 = 8

Apr 25, 2025 8:25 am
Those shell-spikes look painful. And the ballista probably doesn't tickle either. Rather than tangle with that, Gabe goes into a running leap for the nearest box. Has to be something useful in there, right?
OOC:
Trying to get the box to the right of the trapdoor.

Rolls

Jump, DC 7 - (1d20-3)

(15) - 3 = 12

Apr 25, 2025 8:25 am
OOC:
Bad luck indeed :( With your bonuses it you only need an 8 or better so its not terrible odds, just really bad luck with rolls. I'm sure it will work out with when its really needed though!
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