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-   -   Quest Calendar 2023: The Voidspark Chronicles (https://forums.operationsports.com/fofc//showthread.php?t=98814)

Poli 07-11-2023 04:10 PM

Until you arrived, the crew had been taking aboard some of the fleeing citizens. You've got a chance to save more lives. However, the longer you stay to help others, the more danger everyone is in.

You may choose to help up to 10 times. You may decide to stop at any time.

Each time you help, you suffer a -1 penalty to all rolls on the next day. This penalty will stack.

You will gain 1 virtue for each Yes as well. This doesn't help, we're maxed out on virtue.

Poli 07-11-2023 04:16 PM

I say, you only live once. Let's help as much as possible.

Roll D4 for each Yes.

Yes 1: 4. The person thanks you and gives you 3 credits.
2: 2. The person thanks you and gives you 1 credit.
3: 3. The person thanks you and gives you 2 credits.
4: 3. The person thanks you and gives you 2 credits.
5: 1. The person fails to climb onboard and falls to their death.
6: 1. The person fails to climb onboard and falls to their death.
7: 4. The person thanks you and gives you 3 credits.
8: 3. The person thanks you and gives you 2 credits.
9: 4. The person thanks you and gives you 3 credits.
10. 3. The person thanks you and gives you 2 credits.

Pickpocket attempt: 3 credits.

End of week lottery: 1. lose 2 credits.

Poli 07-11-2023 04:17 PM

-10 for tomorrow, here we come.

Poli 07-11-2023 04:20 PM

May 15:

You take off from the port at the last possible second while the station continues to bombarded by fragments of the moon. You need to navigate through the city and falling debris.

1. Avoid colliding with falling wreckage.
D20+DEX+Piloting.

2 Avoid hitting the moon fragments.
D20+DEX+Piloting.

Poli 07-11-2023 04:27 PM

Essentially a -3 on these rolls given the DEX and Piloting skills.

1. Avoid colliding with falling wreckage.
D20+DEX+Piloting.

You're surrounded by collapsing platforms, towers, and debris that is plummeting to the streets and lower levels. You must steer the Karnack clear.

4-3. Well that sucks. The ship takes 3 points of damage. The crew quarters takes all 3 points and is at 50%.


2 Avoid hitting the moon fragments.
D20+DEX+Piloting.

Once you leave the lower streets, chunks of the moon crash into the Karnack. Smaller pieces can't be avoided, but larger ones need to be avoided...but there's so many of them.


10-3. Not much better. The ship takes 3 points of damage. Crew quarters take 2 more damage. Had the investigator not been there, it would be destroyed. The labs take the other point.

Poli 07-11-2023 04:27 PM

We'll use the only ship part we currently have now on the crew quarters.

Poli 07-11-2023 04:30 PM

I still like the decision to help others and take damage to the ship...though in the long run that probably cost us financially.

Poli 07-12-2023 02:02 PM

May 16:

You sail away as the city behind you is left to its destruction. An uninhabited planet in the Thilmone system explodes from the force of the supernova. Some fleeing ships are caught in the blast.

A) Decide to divert power to the ship shields to in hopes of withstanding the blast. D20+WIS+Engineering
or
B) Divert power to the engine to try and escape the blast. D20+WIS+Engineering
or
C) Make a split decision to plot a course using the faster than light drives. D20+INT+Computers

Poli 07-12-2023 02:06 PM

We go with C. Bonuses to INT and Computers are the reason.

C) Make a split decision to plot a course using the faster than light drives. D20+INT+Computers
8+1+2.

The voidspark engine is one of the fastest in the galaxy, but it may not outfly the speed of an exploding planet without engaging in faster than light travel. This is dangerous without sufficient time to plot a course.

You make some quick calculations and program the course into the computers. You engage in FTL travel before the blast hits you. It's a rocky course that jars the ships and passengers. The ship takes two damage..Weapons and Crew Quarters. Crew Quarters can only take one more hit.

Poli 07-12-2023 02:12 PM

May 17:

After clearing the blast, you slow the ship to get a full report of the status of the ship and crew. You let Naylee and Ascel run diagnostics while you walk the ship to check on all the crew and the refugees you took on.

1) Offer care to the injured. D20+WIS+Survivalist

2) Help calm the refugees. D20+CHA+Persuasive

3) Talk with the scientists and Maddox. D20+CHA.

Poli 07-12-2023 02:26 PM

1) Offer care to the injured. D20+WIS+Survivalist
16.

Doctors Latimer and Serphent have enough medical experience and have been caring for the injured but could use your help. You aid in applying bandages and getting the injured more comfortable. There is some significant healing among those that were injured. They're pleased with the care you provided and give you 8 credits.


2) Help calm the refugees. D20+CHA+Persuasive
15+4+2.

You're able to talk to the refugees, but they remain stressed from being displaced, watching the destruction of their home, and having lost their loved ones in the calamity. You're able to soothe many of the refugees, though. They're calming down and focusing on the future. You're given 8 credits as a thank you.

3) Talk with the scientists and Maddox. D20+CHA.
13+4.

The scientists tell you, " We're surprised to see that Maddox isn't responding to treatment. These wounds were sustained from the battle back in Eminara on Thorix. Standard med kits are not working. His body is rejecting the medicine. I've never seen anything like this before. We'll need to do more tests."

Virtue is 10...gain+2 to this roll.

Maddox is pleased with your effort to connect with him given all the recent events. He sees your concern for others. He seems to cheer up and feel a lot better. Oddly, the wounds appear to be better now.

Poli 07-12-2023 02:33 PM

May 18:

Ascel and SD-113 contact you over the intercom. They're having problems connecting to the atmosphere sensors and you need to manually synchronize the primary sensor matrix.

1) What do you know about atmospheric sensors? D20+INT+Student

2) Unlock the panel. D20+STR+Locksmith

3) Fix the terminal. D20+WIS+Engineering

4) Run the diagnostics. D20+INT+Computers.

Poli 07-12-2023 02:38 PM

1) What do you know about atmospheric sensors? D20+INT+Student
10+1.

You've seen various diagrams and witnessed someone else work on a sensor some time ago. You gain +2 to the rest of the rolls.

2) Unlock the panel. D20+STR+Locksmith
16-2+2.

The panel is stuck and the lock is jammed. You need to force it open. You knock it in just the right place to open the panel and it swings open.

3) Fix the terminal. D20+WIS+Engineering
5+2.

It's a mess of wires and switches inside and impossible to discern. Things are fixed with tape and glue. Perhaps it would be best to just buy a new one. -2 penalty below.

4) Run the diagnostics. D20+INT+Computers.
12+1.

Running diagnostics should properly tell you if the terminal was fixed and send info back to Ascel and SD-113 on the bridge. It seems to be working properly now. You ended up saving some money on what otherwise would have been an expensive repair. Gain 8 credits.

Poli 07-13-2023 04:00 PM

May 19:

Ascel informs you that there are some breaches in the hull of the Karnack. These need to be repaired at once for everyone's safety. Get some tools, suit up, and prepare for a spacewalk.

1A) Request help getting into your spacesuit. D20+CHA+Persuasive.
or
1B) Demand help with your spacesuit. D20+STR+Intimidating.

2) Get your suit on. D20+WIS.

Poli 07-13-2023 04:03 PM

1A) Request help getting into your spacesuit. D20+CHA+Persuasive.
11+4+2

"We work as a team, right? You help me and I'll help you." Gain +3 to get your suit on.

2) Get your suit on. D20+WIS.
11+3.

More care could have been used here. You're experiencing a MALFUNCTION.

This means any character trait will be rolled twice...take the lesser value. It can be fixed with REST or a repair kit. I don't have a repair kit.

Poli 07-13-2023 04:05 PM

May 20/21:

You step out of the airlock with Ascel and some tools. You're greeted by the immense vastness of an empty black void. Seeing the state of the hull of the ship, you clearly have work to do.

1) Get acclimated to the spacewalk. D20+CON.

2) Be careful not to slip or hurt yourself. D20+DEX+Athlete.

Poli 07-13-2023 04:09 PM

1) Get acclimated to the spacewalk. D20+CON.
2-1.

Your body take a while to adjust to the weightlessness. The feeling does not subside easily. -2HP.

2) Be careful not to slip or hurt yourself. D20+DEX+Athlete.
2+5+2.

Malfunctions are not my favorite.

While trying to be careful, you slip and let go of the tools. You lunge for them and your mag boots release from the hull.
D20+DEX+Danger Sense.
1+5.

The safety cord does the job and catches you before you fly off into space. You spin out of control before the cord tightens. The jerking of the line hurts you. -2HP. You stabilize yourself and work your way back to the hull.

Sunday Lottery: 2. Lose 1 Credit

Poli 07-13-2023 04:13 PM

Currently at 7HP, we take a med kit and double the HP to 14. D4=4, d4=3.

Poli 07-14-2023 08:24 AM

May 22:

You and Ascel approach the biggest piece of functional damage on the hull of the ship. It will take the both of you to fix this.

1) Remove the heavy broken panel. D20+STR+Athlete.

2) Unclog the optronic shift manifold. D20+WIS+Engineering.

3) Re-establish connection to the terminal. D20+INT+Computers.

Poli 07-14-2023 08:30 AM

1) Remove the heavy broken panel. D20+STR+Athlete.
13-2+2.
A large panel prevents proper access to the manifold. It would otherwise be easy to unbolt and move...but it's heavily dented.

You strain your back while lifting the panel. -1HP.

2) Unclog the optronic shift manifold. D20+WIS+Engineering.
4.
Space dust, debris, and moon fragments have wedged their way into the intake sensor.
You injure yourself while trying to improperly fix the manifold. -1HP.

3) Re-establish connection to the terminal. D20+INT+Computers.
10+1+2.
The last step is to make sure the computers on the bridge can communicate with the manifold.
The manifold might be working properly but the systems aren't aligned and communicating with the ship. You've done all that you can here and need to move on.


Missed out on a chance to get a free repair to the crew quarters here.

Poli 07-14-2023 09:16 AM

May 23:
A lot of damage to the hull of the Karnack remains to be fixed.

Visit each damaged area and try to repair it.

Poli 07-14-2023 09:20 AM

1. Decouple the auxiliary gear assembly. D2+WIS+Engineering.
4.
The auxiliary gear assembly remains broken. You need to move on.

2. Realign the primary torsional modulator. D20+INT+Computers.
3+1+2.
It remains broken. You need to move on.

3. Repair the harmonic reaction infuser. D20+WIS+Engineering.
12.
It remains broken. You need to move on.

4. Reroute the magnetic coupling loop. D20+INT+Computers.
6+1+3.
It remains broken. You need to move on.

We missed out on an opportunity for 4 ship parts here. Dang. This malfunctioning suit really bites.

Poli 07-14-2023 09:35 AM

May 24:

The captain calls out a warning through the comm device. "Keep your eyes open. Systems are reporting instability in shell pressure." A loud hiss is heard from the ship and a panel rips off. Pieces of shredded metal are sent flying towards you.

Avoid the shards of metal. D20+DEX+Danger Sense. 3 times.

Poli 07-14-2023 09:38 AM

Avoid the shards of metal. D20+DEX+Danger Sense. 3 times.

5+5.
You get smacked by a piece of metal debris. -1HP.

19+5.
You avoid the metal this time.

5+5.
A shard of metal hits you this time. -1HP.

Poli 07-14-2023 10:00 AM

May 25:

One of the shards of metal slices through your tethered safety line. You get pulled off the ship. You spin uncontrollably as you begin to drift into the void.

1. Maintain a calm demeanor. D20+CON.

2. Stabilize yourself. D20+DEX+Athlete.

Poli 07-14-2023 10:04 AM

1. Maintain a calm demeanor. D20+CON.
15-1.

A good roll, but the malfunction bit us again.

Your heart starts to race as a sort of unconscious terror sets in. You need to calm down. Though panic begins to wane, anxiety is very high. -1HP.

2. Stabilize yourself. D20+DEX+Athlete.
3+5+2.

You are spinning out of controls. Your equilibrium is thrown off and you're getting sick. Your stomach churns in anger and your head throbs. -1HP.

Naylee finds you and carefully guides you back to the ship so you can enter the airlock.

Poli 07-14-2023 10:15 AM

May 26:

We should be in the right place, we just need to spend some time scanning and searching for this lab.

A) Fly with manual controls. D20+DEX+Piloting.
or
B) Rely on a charted course. D20+WIS+Piloting.

Poli 07-14-2023 10:22 AM

A) Fly with manual controls. D20+DEX+Piloting.
3+5+2.

It takes a long time of searching before you're able to find the lab. You must consume 2 meal rations. You run into a Stitcher.

Aim needed: 40. 20+59. Hit. The Stitcher is destroyed.

You find a traveling merchant willing to sell some wares.

Thank you.

Repair kit? Yes, thank you. Get rid of this MALFUNCTION. -10 credits.

Shoot we'll buy another. -20 credits overall.

No ship parts, though.

Poli 07-19-2023 01:41 PM

May 27/28:

A barren and broken lab floats before you. Shrapnel from the destroyed facility clutters and drifts nearby. There are no indications of life.

1) Scan the site for information. D20+INT+Computers.

2) Navigate carefully to a docking port. D20+DEX+Piloting.

Poli 07-19-2023 01:58 PM

1) Scan the site for information. D20+INT+Computers.
6+1+2.
The Karnack circles the facility and sends probing scans to gather information.

Movement scans aren't returning useful data due to the debris that circles the lab. Electrical systems appear to be running with minimal output. This is likely providing operational power to emergency systems.

2) Navigate carefully to a docking port. D20+DEX+Piloting.
9+5+2.
You survey a place to land on the ship but navigating to it and avoiding the hazards will be difficult.

However, you execute the perfect landing. 3 credits.


Sunday lottery: 5. Gain 3 credits.

Poli 07-19-2023 02:01 PM

May 29:

The nearest door is locked. The keypad seems to have power, though.

1) Enter the code.

2A) Pick the locking mechanism. D20+DEX+Locksmith
or
2B) Hack the panel. D20+WIS+Computers
or
2C) Break down the door. D20+STR
or
2D) Blast the door down. Damage roll.

Poli 07-19-2023 02:08 PM

1) Enter the code.
The following appears above the keypad. 5_3_1_4=6.

You will need to type in the 3 correct keys to make it correct. + - / and x.

I make quick work of this one. 5-3x1+4=6.

The system disables the emergency lock, but you still need to get past the locking mechanism (!!). Gain +2 on the roll, though.

Pick the locking mechanism. D20+DEX+Locksmith
1+5+2. You're unable to open the door. Another lock is now engaged. You may not try to pick it again.

Hack the panel. D20+WIS+Computers
20+2+2.
You manage to open the door this time.

Poli 07-19-2023 02:19 PM

May 30:

Once you open the door, you're surprised by an attack from a horrendous creature unlike any you've seen before.

4 rounds.
D20+ATK, Damage, D20+STR

Attack needed: 15. 20+7. Hit.
Damage needed: 7. 8+2. The queen (a queen you say) is stunned.

Attack needed: 15. 5+7. Use Double Shot ability. +3. Hit.
Damage needed: 8. 7+2. The queen is stunned.

Attack needed: 15. 15+7. Hit.
Damage needed: 9. 5+2. Use Snipe ability. +4. The queen is stunned.

Attack needed: 15. 18+7. Hit.
Damage needed: 7. 3+2. Not enough damage.
It lunges at you to bite and claw you.
Strength needed: 8. 11-2. No weakness here.
-1HP.

More than 20 damage was dealt. You defeated the enemy. Collect 3 credits for stunning it 3 times. Collect 3 credits for defeating it.

Poli 07-19-2023 02:24 PM

May 31:

A low strained hum of the decades old life support systems kicking on sends stale air into your nostrils. As you enter into the derelict space station, lights flicker and struggle to stay on. Even though the facility has been abandoned for dozens of years, you feel as if you're being watched.

Explore the station/lab. There are 5 spaces overall.

We start in the upper left corner of this map. Room 1 is immediately in front of us and looks like a lobby. 2 is just beyond that working to the right. It looks like office space or something. 3 is in the bottom right corner. It appears to be storage. 4 looks like a lounge type area as you move back along the bottom of the map back to the left. You're left with 5...but you could hit 5 immediately if you want as it appears to branch off of the lobby. Looks like more office space.

We'll go in order, 1-5.

Poli 08-03-2023 02:57 PM

1

This lobby has seating around the walls and a large U shaped desk at the center of the room. As you make your way in, the lights begin flashing red. An automated defense turret activates and tries to track you. Make it to the desk terminal to disable the turret.
D20+INT+Investigator.
10+1+2. You make it to the turret and hit the off switch.

2

This space holds cubicles with computer terminals and filing systems. Everything seems to have been left in a hurry, with papers and office supplies strewn about. As the lights flicker, you swear you see a shadow move from one cubicle to another.
D20+INT+Investigator
5+1+2. You find 2 credits left behind in the cubicles. (We missed out on finding a "Red Key Card."

3

The small closet here holds a weapon display with most of the equipment missing. You may continue exploring and return here when finished.

4

This room is a mix of a rec center and locker room. One of the locker doors rattles when you step inside, then everything goes silent.
D20+DEX+Stealthy
7+5. You open the locker to find an emaciated space rodent chewing on some rotten food rations. It snarls at you. D20+CHA+Animal Tamer.
1+4+4. The rodent bites you and runs off. -1HP.

5

This office room is pristine and untouched. A music player was left on and continues to play distorted music.


HP is down to 9 here...but I'm going to hold off on a med kit for now.

Poli 08-03-2023 02:59 PM

June 1:

Back to room 3, naturally.

You find a large locked container inside the closet. You need to get it open.

A) If you have the Red Key Card, which we don't, it unlocks this container.
or
B) Pick the lock. D20+DEX+Locksmith
or
C) Smash the lock. Damage.

Poli 08-03-2023 03:03 PM

B) Pick the lock. D20+DEX+Locksmith
1 (getting this a lot lately)+5. Trying to force the lock, you cut your hand. -1HP.

Now try to smash the lock.

Cumulative damage has to reach 15. -2HP per round until 15 is reached.

First round:
2+3+2. 7. -2HP.
3+3+2. 8. The lock breaks apart and the container hisses open.

You know what, it's med kit time.
D4x2. 4+2. 6HP.

1 last med kit in hand. HP is now at 12.

Poli 08-03-2023 03:06 PM

June 2:

Pick one item to equip.

Sonic Comms link. Comms device. +1CHA, +2HP.
Sonic Helmet. Helmet. +1CHA, +1DEF.
Sonic Armor Plate. Armor. +1CHA, +1DEF.

Reviewing the equipment he has now, any of these 3 will do. Defense is currently 16. I feel that's fine. We'll take the comm link and added HP.

Poli 08-03-2023 03:37 PM

June 3/4:

You enter a wrecked lab. The scientists back on the ship report to you that this was their main room where they worked with Andi many years ago.

Search for clues. D20+INT+Investigator.
10+1+2.

Broken equipment is scatted across the room. You discover salvageable lab equipment that you can sell for 8 credits. A focal point of the room is a large glass container hooked up to various instruments and monitoring equipment. It's big enough to have held a large animal or small child. A large mural is painted on the wall of the room. It seems out of place compared to the rest of the station. It helps break up the unnatural and sterile ambience of the lab. It's a beautiful rendition of the city of Vyxx on the planet Abramia. That city is well known for being nestled within a dense jungle. Perhaps Andi traveled there when she escaped the lab.

Sunday lottery:
5. Gain 3 credits.

Poli 08-03-2023 03:47 PM

June 5:

Level up.

Congratulations. You gained enough experience to increase your hero level. 2 points can be allocated to attributes. We'll drop them in DEX and CHA, because we're just going to dominate in agility and charm. Both now are 6.

Other gains:
HP +5
Def +1
New ability: Misfire: Whenever you roll a 1 on a D20, you can reroll and take the new result. You keep the second result.
Snipe can now be used twice on a page.
Damage from 2D6 to 2D8.
Target lock: Once per page, D20 to a single aim roll.

To update the character, here's where we are:
10 Virtue

-2 STR
6 DEX
-1 CON
1 INT
0 WIS
6 CHA

HP 19 out of max 28.
ATK 7
DEF 17
DMG 2D8

Abilities:
Piloting +2 to navigate and fly a ship
Athlete +2 Overcome physical and athletic obstacles
Animal trainer +4 to train and handle animals
Persuasive +2 to persuade and convince
Investigator+2 to investigating and searching.
Computers +2 to computer use and coding
Barrel roll...once per page D20 to a single evasion roll.
Target lock...once per page d20 to a single aim roll.
Snipe...twice per page d4 to a damage roll.
Double shot...once per page d3 to a single attack roll.
Misfire...reroll a 1 on a D20 roll. Take the new result.

Poli 08-03-2023 03:54 PM

June 6:

A terrifying creature breaks through the door into the lab. Its many tentacles swarm the room and try to strangle you.

Roll for each round:

D20+DEX, D20+ATK, Damage

3 rounds.

Poli 08-03-2023 04:02 PM

Round 1

Dex needed: 10. 14+6.Not restrained.
Attack needed: 15. 8+7. Hit.
Damage needed: 8. 4+4+2. the enemy is stunned.

Round 2
Dex needed: 10. 13+6. Not restrained.
Atk needed: 15. 14+7. Hit.
Dmg needed: 10. 9+2, the enemy is stunned.

Round 3:
Dex needed: 10. 15+6. Not restrained.
Atk needed: 15. 13+7. Hit.
Dmg needed: 9. 2+2. Sniping twice. 1+3. Not enough. The creature begins to strangle you. -1HP.

You dealt over 20 damage and defeated the enemy. 2 credits for each stun. 3 additional credits for defeating it.

Poli 08-04-2023 09:08 AM

June 7:

As you escape down a hallway, a set of sentry drones begin beeping. One appears to be damaged but mostly operational. You hear a buzz of mechanical noise as the guns spin around to fire at you.

Roll for each sentry:
D20+Attack
Damage.

Poli 08-04-2023 09:11 AM

Sentry 1

Attack needed: 17. 19+7. Hit.
Damage needed: 8. 4+1+2. Snipe used. 3. Sentry destroyed.

Sentry 2:
Atk needed: 16. 20+7. Hit.
Dmg needed: 10. 3+5+2. Sentry destroyed.

You collect two credits.

Poli 08-04-2023 01:31 PM

June 8:

You hear a terrifying screeching sound coming from behind you. It's a sound of a creature in pain. The noise grows louder and closer.

We will search the lab. There are 5 rooms to search. Once again, the numbering is problematic, since we start in the lower right of the map.

A hallway starts left. There's a door to the right that takes us to room 5. Room 4 sits to the right and just above our starting point.

A door to the north leads us to 2...the biggest room on the map. From there, 3 is the top left corner of the map and door in there leads south and into what appears to be one bloody room 1.

Poli 08-04-2023 01:41 PM

5
This lab has massive specimen containment units lining the walls. Many of the holding cells are filled with deceased creatures, mutated and altered with genetic and cybernetic enhancements. At least three of the tubes have broken apart, their previous inhabitants are nowhere to be found. You hear a growl behind you.

Creature
Attack needed: 13. 10+7. Hit.
Damage needed: 5. 4+2. The creature dies.

4
You enter a massive storage room with rows of shelves containing boxes, bags, and test tubes of various sizes and material. The room is relatively untouched compared to the destruction you've seen throughout the rest of the facility, save a jar of glowing purple ooze.
D20+WIS+Arcane Adept.
16. Getting near the ooze causes you to be uncomfortable, but you fight through the feeling and press on.

2
A large and enclosed testing chamber is at the center of the room with desks and chairs set around it to make observations. Claw marks mar the glass, but there's only a leash inside.

3
You find a long hallway with an exit sign pointing to a doorway. Continue exploring and return here when finished.

1
This room is a lab with rows of tall work tables with terminals, beakers, and various other equipment. The place is trashed with broken glass, blood, and other unknown liquids on the walls and floor.
D20+CON
10-1. The vapor of chemicals overwhelms you. You get sick before you can escape the room. -1HP.

Poli 08-04-2023 02:32 PM

June 9:

You continue to move down a long hallway that features a dimly lit exit sign. From a doorway entrance off to the side, a shadowy figure steps in your way. The creature is emitting a strange noise that makes it difficult to concentrate.

4 rounds.
Roll for each:
D20+ATK
D20+INT
Damage

Poli 08-04-2023 03:01 PM

Attack needed: 16. 11+7. Hit.
Intellect needed: 10. 12+1. Not confused.
Damage needed: 8. 3+2. Snipe twice for 6. the enemy is stunned.

Attack needed: 16. 17+7. Hit.
Intellect needed: 10. 5+1. Confused. Roll damage twice. Take the lower of the two values.
Damage needed: 9. 10+2. Enemy is stunned.

Attack needed: 16. 5+7 Double shot adds 1, but not enough. Miss.
The creature latches on to your body and drains 2HP.

Attack needed: 16. 12+7. Hit.
Intellect needed: 10. 2+1. Confused.
Damage needed: 10. 4+2. Not enough.
It begins sucking more of your life force. -2 HP.

You did not meet the min 30 damage total to defeat the enemy. You turn and flee.

2 credits for the two stuns of the creature.

Poli 08-04-2023 03:04 PM

June 10/11:

More of the shrieking creatures pour in from the hallway. With you exit blocked, you need to double back and find another way. The creatures continue to pursue you.

1) Optional. Throw obstacles down behind you. D20+DEX+Danger Sense.

2) Sprint down long hallway. D20+CON+Athlete.

3) Push open heavy doors. D20+STR+Athlete.

4A) Hide in the room. D20+DEX+Stealthy
or
4B) Shave your weight against the door. D20+STR+Locksmith.

Poli 08-04-2023 03:07 PM

1) Optional. Throw obstacles down behind you. D20+DEX+Danger Sense.
4+6, this doesn't work as well as you hoped. It just slows you down. Take a -2 penalty to the rest of the rolls.

2) Sprint down long hallway. D20+CON+Athlete.
3-1+2-2. Several of the creatures catch up to you, causing you to have to fight them off. -2HP.

3) Push open heavy doors. D20+STR+Athlete.
12-2+2-2. Just as you get through a heavy door, one of the creatures get a claw in on you. -1HP.

4A) Hide in the room. D20+DEX+Stealthy
16+5-2. You stay quiet enough that none of the creatures can find you. You sneak away to the exit.

Sunday lottery: 5. Gain 3 credits.


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