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Author Topic: Roll to Become a Hero - Christmas Event, First Challenge: Siege!  (Read 86609 times)

Beirus

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Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
« Reply #75 on: May 19, 2014, 06:46:16 pm »

Jase remains silent, focused on fighting.

Hit that skeleton I hit previously. In the head. Or go for the Necromancer, if that skeleton is already dead by the time I attack.
« Last Edit: May 19, 2014, 06:49:03 pm by Beirus »
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Because everything is Megaman when you have an arm cannon.

Briehn

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Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
« Reply #76 on: May 19, 2014, 07:35:15 pm »

Name: Briehn

Gender: Male

Past Profession: Farmer

Trait: Exceptional Potential
« Last Edit: May 19, 2014, 07:44:11 pm by Briehn »
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Ethereal

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Re: Roll to Become a Hero - Turn 3: Combat Begins, Far too Many Crits
« Reply #77 on: May 19, 2014, 07:46:57 pm »

Run to the corpse of the Skeleton Archer and take the arrows, if I have time, launch one perfect arrow at the Necromancer.

If I succeed,
"Bullseye."

If I don't,
"Maybe next time."
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adwarf

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Roll to Become a Hero - Turn 4: Near-Death Experiences
« Reply #78 on: May 19, 2014, 09:53:01 pm »

Spoiler: Initiative (click to show/hide)

Goblin Zombie Warrior 2
Still locked in combat with Jase the goblin zombie with a gaping hole in its chest continues its single minded assault as it lashes out once more with two swift strikes of its rusty sword. The first slash only scores a mild cut on the arm, but as Jase moves to dodge the second he stumbles and falls to the ground with the zombie following him doggedly, before Jase can act the zombie's second strike takes him in the head splitting the skull partially open and knocking the guardsman unconscious.

Jase has Intense Bleeding he will die in two turns unless stabilized!!

Ethereal
You run over, and take the quiver from the zombie archer before tossing it over your shoulder and letting an arrow fly at the necromancer with uncanny speed. Of course speed doesn't make for great accuracy, and the arrow simply skids across the side of the iron-like robe and flies off into the trees beyond as if to add insult to injury.

+11 Stone Arrows, -1 Iron-Tipped Arrow

Clair Gemini
Ignoring the Necromancer completely you charge to the defense of Jase as you swing your crook at his assailant, the blow strikes true as it connects with the back of the zombie's skull sending it flipping over Jase's corpse to lie twitching in the dirt. Of course in the end you're to late to save Jase from the worst of the harm as he lies bleeding out on the ground before you, that's of only partial importance now as the zombie warrior begins pushes itself back up and turns to face you.

Lucy Verim
With only one of the goblin zombies left you determine to finish the last one here, and know as lash out once more with your well-used mallet displaying all the skills you had obtained with it over the years. Putting all your might behind the blow you sweep down low striking the zombie's kneecap which gives off a deafening crack as the thing falls sideways from the force of the blow. For good measure you slam your hammer into the things head before turning your attention to the Necromancer himself.

+2 XP

Chronus
Staying back away from the brunt of the fighting you take your newly written essay, and use the chance to orate it to the party in an effort to better their combat prowess against the foe. Of course by the time you actually finish giving the speech the Essay and Oration are irrelevant as the zombies are all pretty much dead ...

Essay on Zombie Weaknesses and Advised Combat Methods becomes a Party-Wide Effect

Trevor Abbot
Standing in the same spot you loose off two more arrows at the necromancer one of which goes wide while the other impacts with the robe and shatters completely. Of course from the force of the impact you're sure it did some damage, but at this rate you fear the fight will take a rather deep toll if you don't manage to kill the necromancer soon ...

-2 Small Game Arrows

Skeletal Necromancer
As more of the Necromancer's minions fall the skeleton simply laughs as if he was having a truly fun time, with another mad cackle it does the same forward sweeping motion as the first time and yet another shadow spear forms in the air. The spear launches at the same target as before, and takes the unaware Clair in the shoulder where it buries it cuts straight through leaving a hole as it disappears once more into thin air.

Spoiler: Chronus, Dermonster (click to show/hide)
Spoiler: Lucy Verim, Lyeos (click to show/hide)
Spoiler: Clair Gemini, scapheap (click to show/hide)
Spoiler: Ethereal (click to show/hide)

Party-Wide Effects
Essay on Zombie Weaknesses and Advised Combat Methods

-----

Spoiler: Skeletal Necromancer (click to show/hide)
Spoiler: Goblin Zombie Axeman (click to show/hide)
Spoiler: Goblin Zombie Archer (click to show/hide)

-----

« Last Edit: May 19, 2014, 10:04:44 pm by adwarf »
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Ethereal

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Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
« Reply #79 on: May 19, 2014, 10:02:41 pm »

Shouldn't I have the leather quiver that the Skeleton Archer had?
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adwarf

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Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
« Reply #80 on: May 19, 2014, 10:04:02 pm »

Shouldn't I have the leather quiver that the Skeleton Archer had?
Pasted wrong stat spoiler for you, give me a second to fix.

Edit: Fixed.
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Ethereal

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Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
« Reply #81 on: May 19, 2014, 10:11:49 pm »

Scavenge around the forest to find more arrows lying around.
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Beirus

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Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
« Reply #82 on: May 19, 2014, 10:13:16 pm »

((Damn. At least it wasnt instant decapitation. Might as well start on a new character sheet for the end if the wait list. Although I hope somebody can help me in time. Also, random question. If somebody learns necromancy after beating that skeleton, and they raise my corpse as some sort of undead that can still think, do I get to keep playing with added undead powers? I could be an undead driven solely by my quest to be a hero.))

Do I even get an action? Try not to die, I guess. Subconsciously pray to some sort of god to save me.
« Last Edit: May 19, 2014, 10:14:57 pm by Beirus »
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Because everything is Megaman when you have an arm cannon.

Dermonster

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Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
« Reply #83 on: May 19, 2014, 10:19:33 pm »

Go see if I can't fix Jase. Record medical findings.
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I can do anything I want, as long as I accept the consequences.
"Y'know, my favorite thing about being a hero is that it gives you all kinds of narrative justification to just slay any ol' jerk who gets in the way - Black Mage.
"The bulk of [Derm]'s atrocities seem to stem from him doing things that [Magic] doesn't actually do." - TvTropes
"Dammit Derm!" - You, if I'm doing it right.
Moved to SufficientVelocity / Spacebattles.

Ethereal

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Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
« Reply #84 on: May 19, 2014, 10:21:23 pm »

Go see if I can't fix Jase. Record medical findings.

>Can't
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SomeStupidGuy

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Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
« Reply #85 on: May 19, 2014, 10:23:43 pm »

Trevor mumbles a brief curse under his breath, moving to help his fallen ally(or at least, cover whoever else might try to), firing off a quick arrow at the remaining zombie as he does so.

>Can't

((Awfully defeatist, aren't we? :P))
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Your favorite pinko progressive nerd-gal. Probably.

Beirus

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Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
« Reply #86 on: May 19, 2014, 10:28:49 pm »

((Derm seems like he's trying to see if he can't fix me. Which I hope won't be misinterpreted so that it ends up
[5] There is nothing you can do.
I do appreciate the attempts though, even if they don't work out.))
« Last Edit: May 19, 2014, 10:30:43 pm by Beirus »
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Because everything is Megaman when you have an arm cannon.

SomeStupidGuy

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Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
« Reply #87 on: May 19, 2014, 10:30:46 pm »

((Pfft, that'd be hilariously cruel. Honestly, any GM that'd interpret it that way wouldn't have players for too horribly long, y'know?
Eh, I think the odds aren't too badly against us. You've got a decent enough chance of not bleeding out.))
« Last Edit: May 19, 2014, 10:33:58 pm by SomeStupidGuy »
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Your favorite pinko progressive nerd-gal. Probably.

scapheap

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Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
« Reply #88 on: May 20, 2014, 05:01:03 am »

Go into a defensive stance. I don't wish to die yet.
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You were planning to have a 15 year old magical girl kill Witches by drinking them under the table!? It's original, at least.
Morpheus, a magic girls game

Lyeos

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Re: Roll to Become a Hero - Turn 4: Near-Death Experiences
« Reply #89 on: May 20, 2014, 07:39:14 am »

Suicidal charge at necromancer, might as well distract him for the others.

((And now, I either die or have a moment of badassery))
« Last Edit: May 20, 2014, 08:24:25 am by Lyeos »
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