|
Post by zipp on Apr 23, 2009 1:54:26 GMT
By the way, Aram, that's fine, I'll change my post to reflect that.
Gregor, thanks for posting and not just rolling. That's what I like to see!
|
|
|
Post by zipp on Apr 23, 2009 7:02:05 GMT
So... Gregor's taking action. Anyone else?
|
|
|
Post by Brother Owain on Apr 23, 2009 18:36:16 GMT
"Found some Laumspur," says Owain with an attempt at cheerfulness despite the deadliness of the group's predicament. He applies the potion to Aram. Invisible Castle gives some nice dice for this Gift of the Healer roll. Aram is fully healed.
invisiblecastle.com/roller/view/2038643/
|
|
|
Post by zipp on Apr 23, 2009 21:54:03 GMT
Round 2
Another shape ran past the unbarricaded window and stopped just outside, a groaning, hissing, shadow. The pounding on the side door was joined by pounding on the front door. Aram and Owain felt the stress getting to them.
Roll mental, Owain and Aram. If you get either one success at DC 18 or two successes at DC 14, you manage to fight off the stress. Otherwise, Aram, you have to attack the shadow outside the window and Owain, if you fail, you have to flee into the basement for this round. You can also stop this effect by taking another point of stress.
|
|
Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
|
Post by Sir Aram on Apr 24, 2009 2:49:46 GMT
"My thanks!" says Sir Aram, feeling refreshed and ready for battle after the Laumspur has healed his wounds. The shadow outside the window is unnerving, and though he tries to stand his ground, his anger gets the better of him. He lashes out with his deadly blade through the window, intent on running the enemy through. MENTAL roll (1 die) to resist attacking the shadow (1d20.hits(18)=0)
COMBAT roll (4 dice) attacking the shadow (1d20=19, 1d20=18, 1d20=15, 1d20=19)
I'm not going to be taking any additional Stress at this point. I almost made the MENTAL roll, but almost isn't good enough. Anyway, it's more like me to rush into battle!
I'll play 19+19=38 (18, 15 saved)
|
|
|
Post by Brother Owain on Apr 24, 2009 5:25:04 GMT
invisiblecastle.com/roller/view/2040845/Invisible Castle is back to its usual self. I'll take the stress point as I'm not keen on the idea of running into the basement. That sort of thing usually got Lone Wolf killed.Owain gives a startled yelp of terror but manages to stave off the temptation to flee. With Aram's hulking form blocking the window he is unable to use it as a sniping position, so instead he aims at the door, waiting for something to break through the barricade.
|
|
|
Post by zipp on Apr 24, 2009 5:58:49 GMT
Just to clarify, Aram, you have to go outside the window to make your attack, though if you can convince me otherwise...
|
|
|
Post by Gregor on Apr 24, 2009 9:46:46 GMT
Rolling again first, Gregor mental then Gert skill
Mental roll to lower Skill DC (1d20=5, 1d20=8, 1d20=2, 1d20=17, 1d20=18)
That brings the group Skill check down to 14!
Gert Skill check to operate Portal (1d20=19, 1d20=4)
Yay one success, which means 3 successes now. Only 7 more to go
[/color] Something clicked within Gert suddenly as he untangled a mass of wires. Whoever had cut these knew exactly where and how to disable the machine. Gregor paced back and forth, half talking to himself and half to Gert. Gert shook his head as he untangled the wires and layed them next to each other. Gregor stopped and looked, then leant over the others shoulder. "You know you may have something there...." Looking at the wires, Gregor launched into another theoretical tyraid about how machines work and conducting and somesuch. Gert sighed and shook his head, focusing back on the wires.
|
|
Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
|
Post by Sir Aram on Apr 25, 2009 17:38:52 GMT
SKILL roll (2 dice) shooting at the shadow with Owain's crossbow (2d20=11)
Yeah, that's a miss. ;DUpon realizing that the shadow was too far away to be struck with his blade, Aram puts his sword aside and slings his shield. Since Owain is not using the crossbow, he takes the weapon from the priest's hands, aims out the window, and lets the bolt loose. It streaks out into the night, badly missing its target.
|
|
|
Post by zipp on Apr 27, 2009 4:33:21 GMT
Round results
Aram smashed through the window with his blade, then cursed and grabbed Owain's crossbow when he realized that his enemy was too far away. He fired a bolt into the night, but he heard no response, no satisfying scream.
And then suddenly, two men leapt through the window, their mouths wide open and snarling as they rushed for the knight and Owain. The men were visibly plagued, with pustules and boils over their skin. One of the men was missing his left eye, and a lot of the hair on his head. At the same time, one of the windows on the opposite side of the house smashed and two other began pushing their way over the desks.
That's when the screams began again, the screams that threatened to summon the entire crazed city down upon them.
Okay, there are two zombies attacking and two struggling to get in. As long as the screamers are in place, enemies cost me less threat to create. The attacker's stats look like this:
Zombie 1: 4 health 3 dice +1 damage (2 threat) Zombie 2: 3 health 2 dice (no threat)
Both are headed for Aram.
|
|
|
Post by Brother Owain on Apr 27, 2009 6:21:27 GMT
Owain snatches back his crossbow, muttering something about "the broad side of a barn". Not wishing to engage the plague-carriers in melee if he can avoid it, he reloads the weapon and prepares to fire, casting a protective prayer as he does so.
Casting Mass Faithshield on all allies in range (probably just myself and Aram). That's +1 Toughness for all valid targets.
|
|
|
Post by Gregor on Apr 27, 2009 9:23:32 GMT
Meanwhile, in the Batcave.....
Mental roll to lower Skill DC (1d20=18, 1d20=17, 1d20=9, 1d20=14, 1d20=2)
Thats reduced it by another 2, which makes the Skill DC now 12!!
Gert Skill check on portal (1d20=16, 1d20=2)
Another one, 6 more skills to go....
[/color] The more Gregor talked about the machine, the more he though he understood it. And the more he understsood it, the more he could relay to Gert who, hopefully, was also understanding what he was saying. Just as the two had managed to attach some wires together, they both stopped as they heard the crash and screams from above. Time was short. Gregor huffed to himself. If they were ever going to get out of here, he needed to get his hands dirty... Can I get a rule clarification on Gerts special ability, ie the "add 2 dice to skill" doda. If I make a skill roll, I can add +2 dice to it. Does that mean Gert can also make his normal skill roll, or is his roll negated cause he's helping another character? So basically what Im looking for is I make 4 Skill rolls, then Gert makes his 2.[/color]
|
|
|
Post by zipp on Apr 27, 2009 17:12:34 GMT
Usually Gert can't make his own skill rolls. I'm letting you use him in this manner for this operation, but if you start making skill rolls, he just adds his dice to yours. He doesn't get to roll twice. Also, at this point, you can't lower the DC anymore. Your mental check has reached the limits of its ability. You cannot learn anymore about the machine.
|
|
Sir Aram
Hardened Gamer
Is Mr. Handy
Posts: 350
|
Post by Sir Aram on Apr 27, 2009 23:17:17 GMT
|
|
|
Post by Gregor on Apr 28, 2009 9:15:26 GMT
thanks for clearing that up Zipp. Next round should be interesting then....[/color]
|
|