omadaPanicking slightly at the appearance of this beast, you decide to forgo the idea of precise daggers. But, of course, we're all efficient people here. If you can't perform a critical hit of some sort, you can make do with just a whole lot of things. You open your coat and throw knife after knife towards the beast, accuracy completely gone. This seems to work fairly well, until you realize that your rapid throwing did not equal powerful throwing. Your daggers don't go much deeper than their point, and you feel a little silly when the thing's thundering step alone makes most of the knives fall off. You did something, to be sure, but the damned thing sure doesn't seem to care! (roll=3)
Egan_BWGetting caught up in your own hype, you slam the ground and create the most terrifying roar you can manage at the creature. This takes several seconds to complete, and it sounds like a mix between a bark and a howl, with some unhealthy growling inbetween. As much as you'd like to say that it reinvigorated you, the massive creature made of teeth and rage didn't seem entirely convinced of your alpha status. Matter of fact, the soft growl it perform seems to indicate it doesn't care at all.
You also managed to distract and disturb your allies, reminding them all that you are a wild beast more dedicated to psyching itself up than to actually fight the two maws of tiny teeth attached to a gorilla made of pain. (Other party members take +5 stress damage!)
RAMConsidering your allies are a little distracted, at best, you take the liberty of trying to blind this creature. It must use sight in some way or another, so you throw a bag of your flashpowder. You scream it out, of course. Communication is a valuable aspect of life, but you might have taken the wrong amount of powder. And mayyybe you just threw some slightly volatile components used in the creation of flashpowder alongside it. Maybe there was some ground up glass in there as well.
Maybe you just accidentally threw your flashpowder that is meant to kill shadowcreatures from the east.
The point is that the stuff works. The bad news is that it worked REALLY, REALLY well. The massively loud explosion was enough to make everybody lose their hearing. At least you told everybody to cover their eyes, so nobody's as bad off as the horror should be.
Guessing from the wild flailing, and the soft vibration of its roaring that can be FELT rather than heard, you at least managed to anger it.
(Roll= 6)
The beast flails about angrily, and displays that its stumbling gait was more a display of pride than any actual trouble with moving. Blind and deaf as it is, it manages to destroy a wall next to it, before standing ready to charge in the general direction of where you all were. Considering you're in a hallway, it has a 50/50 shot at choosing the right direction. Even during the distracted flailing, however, more electricity is gather at the creature's feet. As it sets its feet down, it becomes clear which direction he's taking. (roll=6-2(flashpowder overdone) +2 (horrifying rage) = 6)
Those gaping maws gnash in your direction before it charges ahead, claws to the side to rend anything it knocks aside. Your party stands ready and...
The leper manages to shunt his body to the side, and while the claws of the creature slash through his armor, he isn't nearly as hurt as he could have been. (+1 wound) (roll=3+1(anklet)=4)
The abomination follows, and it manages to masterfully dodge the deadly charge. Using the powerful legs of creature's untold, it leaps over the creature and slashes the creature as it finishes its hopscotch movement.
The grave robber is similarly successful. Diving inbetween the legs, she twists her body in nearly impossible contortions fit perfectly, and to slam a dagger in the creature's back. The thighs of the creature were less than a centimeter away from touching her, but she remains completely pristine! (roll=6+1=
7)
The antiquarian is less lucky. Having neither the overwhelming vitality or speed of the others, her partial dodge still carries severe consequences. The creature's knee slams her aside, even if she mercifully manages to avoid the scythe-like claws. (roll=4) (+1 wound!)
The creature's charge continues onwards, and it slams itself against the wall. Stumbling back, that seemed to have finally caused it some actual pain.... It stumbles around, still blinded and deaf from the flashpowder. The leper, eager to finish it off, runs forward to banish the creature back to the hell it spawned from. Sadly, the distance and overexertion cause him to miss the beast's head, hitting the ground instead. (roll=4)
Dang.
StatsGrave RobberWounds: 0/2
Stress 30/100
Weapons:
Throwing knife
Pickaxe
Steeltoed boots
Items: CAPACITY REACHED!
Lucky amulet
Magical ring (unknown effect) (currently not being worn)
Holy dagger (bonus against undead) (not currently in use)
300 gold
2 rubies
chalice
Skills
Defence rolls : +1
Social skills: +1
Swig of the good stuff (reduces stress)
remove bleeding/poison (guaranteed action)
LeperWounds: 2/6 (SLOWED: You will move last in combat for two battles.)
Stress: 40/75
Weapon:
Executioner's Greatsword (Deals 4 wounds, only hits on 5)
Reinforced Armor (+1 Health)
Class Traits:
+Stress Damage
-Accuracy
Items:
Dismas's Head (+Damage, +Stress Damage)
75 gold
Ring of power: grants one
ADDITIONAL wound you can take.
Anklet of agility: Grants +1 def. Seriously, you are averse to dying.
AntiquarianWounds 2/3
Stress 50/100
Weapon
Enchanted kukri (Two wound on success)
Flashpowder (decreases attack rolls by one)
Concealing smoke (+1 to def rolls)
Class traits
-1 on direct combat rolls
Healing powder: Can take a hero off the brink of death once. You can only do this once per hero.
Can carry twice as much trinkets and baubles.
Items:
Tome of eternal Darkness (has an explanation of a lot of things.)
Amulet of strife: all weapons are sharpened, and enhanced.
Ring of knowledge: can identify any kind of item
AbominationWounds: 1/4
Stress: 55/100
Weapon
Reinforced Chains (cause one wound on hit, can cause stunning. Also adds +1 health)
(Requires transforming)
Claws (Cause two wounds on hit, hits multiple targets up to three)
Horns (Cause two wounds and a stun.)
Class Traits
Transform!: You can transform into a hideous beast, affecting the minds of those around you. After the initial transformation, your own sanity begins to rot the longer you remain in beast form.
Wyrd Reconstruction: You can attempt to cast a healing spell. A failure will cause a wound, a success will heal one. Overshooting it will have dire consequences.
Items
N/A
Party Items8 torches
Skeleton Key
12 rations
Shovel
2 holy waters (buffs resistances) (a sprinkling really isn't enough to spend an entire bottle)
One damsel.
I fully expected that charge to kill somebody, but nooo, you had to get rolls like THAT