It was one thing to say 'let's find the control room' and to know it was the natural end of the mission that she was seeking. It was another to round the corner of a hallway, see the control room's door at the end of it, and know that it was locked and likely trapped. Anger simmered preemptively.
Yamashii rolled 1 4-sided dice:
1Total: 1 (1-4)
Posted: Mon Nov 20, 2017 11:18 pm
Quote:
HP: 14/20 Military Grade Weapon Training Troll Relations
Amonee is checking the door 5/16 advances 2/3 minibosses defeated
"Maybe it'll be fine." The jadeblood said nervously, testing the door handle. Nope, that was definitely locked. And it felt like it was trapped too, based on the way it made a kind of BEEPING sound the more he fiddled with the handle. He could swear Lorata's face was flushing a brighter and brighter purple with each sound the door made and so he stopped messing with it. Scampering behind Punkie, he hoped she would be able to help solve this problem.
First, though, they'd let the seadweller give it a go to keep some semblance of her pride. Even if the result was already obvious.
Taking a deep, steadying breath, Lorata studied the door a moment and then got to work on the trap. Some minutes of clinking later, she dropped her hands, stared at the door some more, and finally kicked it. "Punkie! You take care of this!" She was sick and tired of closed doors.
Another TRAP. Another thing of SCIENCE and BLASPHEMY. Punkie told the lock that. Told it that it was a discrete to all the juggalos in the world, all its fellow slabs of metal and the like. She hated locks, they were a miracle she respected, of course, but she hated them a little for being there.
Once again, this lock was getting it, and getting it hard! In the form of a body slam that is! The juggalo slammed herself against the door, a feeling of satisfaction coming as she heard the creak of the lock giving way. See, this was how one dealt with locks and their.. "science". They were miracles goddamn it! And this is how one dealt with that kinda thing.
This is a mini-boss battle, the full rules and mechanics of which can be reviewed here.
The room beyond the door seems empty from the hallway, but stepping inside you are swiftly aware that you are not alone! For lurking in the corner is a dark groaning shape. As it turns towards you, you realize you are entering strife!
You have encountered a ...
Dice 1
1. ... Enraged... (-1 to all attacks)
2. ... Jawless... (+1 on accuracy rolls)
3. ... Putrid... (-1 on all accuracy rolls)
4. ... Decomposing ... (+1 on all attacks)
Dice 2
1. ... Skeletal... (-5 miniboss HP)
2. ... Bellicose... (players take 2x the amount of damage on their first turn)
3. ... Armoured... (only 2 players per turn may use a special artifact/ability/item)
4. ... Burning... (take an extra 1 dmg each time you deal max damage (highest roll possible for weapon or damage-dealing skill))
Dice 3
1. ...Undead Ship Cook!
2. ... Mutated Daywalker!
3. ... Zombie Gerbil Pack!
4. ... Daywalker on Fire!
MINIBOSS STARTING HP: 30/30
If you rolled a 1, take 4 dmg.
If you rolled a 2, take 4 dmg.
If you rolled a 3, take 3 dmg.
If you rolled a 4, take 3 dmg.
If you rolled a 5, take 2 dmg.
If you rolled a 6, take 2 dmg. Your attack this turn does double damage.
If all party members reach 0hp, look below:
You must make a tactical retreat! Scrambling back out of the room,
you barely make it to the pod with all your limbs attached.
Better luck next time! You have retreated from your mission and returned back to the docking area! Squad commanders, be sure to report in!
If the mini-boss reaches 0hp, look below:
If this is your first or second mini-boss fight look below:
If a member of your team is a trained Discipline or Endurace specialist OR registered as in-training for either:
You can close your eyes and draw on inner reserves to keep going. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Restore 1d10+3 OR 1/3rd (rounded down) of your hp.
If you are a Novice in your skill: Restore 1d8+2 OR 1/4th (rounded down) of your hp.
If you are training your skill: Restore 1d6+1 hp.
You cannot roll the dice then choose the flat restoration, one must be picked beforehand.
If a member of your team is a trained Troll Relations or Leadership specialist OR registered as in-training for either:
You can manage to cheer, rally, or cajole your teammates into finding more energy. This can only be done once per ship exploration per troll trained.
If you are a Journeytroll or higher in your skill: Each team member restores 1d6+3 (rolled separately) hp.
If you are a Novice in your skill: Each team member restores 1d6+2 (rolled separately) hp.
If you are training your skill: Each team member restores 1d4+1 (rolled separately) hp.
If this is your third mini-boss fight, you have reached the control room! Roll 1d4 and look in the spoiler below:
1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*
2 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. As the screens boot up however, dozens of red warnings and errors flash across the screen. It seems like there has been critical damage to the ship in multiple places. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
3- The ship refuses to power on, even after you follow headquarters instructions to make sure they are plugged in, and hitting ctrl-alt-del. It looks like something core is not functioning. Your team is instructed to leave the small black boxes containing deadly explosives in key positions on your return path to the exit.
4- Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the boarding vessel away.*
If any troll in the party has helmsman authority, they can steer the ship to given coordinates, then return to the boarding vessel with the rest of the team.
Congratulations! You have completed your mission and returned back to the docking area! Squad commanders, be sure to report in!
Lorata HP: 7/20 Military Weapon +1 YTMA Pins: Novice Leadership, Training Academics Trinkets: Adept Artifact - Off A (0/3) , Adept Trinket - Agi B (2/2)
Damage Done: 7 Boss HP: 23
using last artifact use
Lorata watched Punkie bust through the door, completely and utterly pleased to see it brought down for its daring to defy her, and then almost immediately, before she could even praise the juggalo, she saw the skittering in the shadows. Anger returned and went full force. GERBILS. With a frustrated scream, she ran in and began lashing out at them.
A bite at her ankles sent her stumbling, but fury pulled her through. Fury, and the light her goggles, running on their last charge of the night. As gerbils dodged the swipes of her partisan, her artifact followed their path and allowed her to exact further vengeance. There would be no escape.
KitsuneAura
Magical Detective
Offline
Doutei rolled 2 6-sided dice:
2, 3Total: 5 (2-12)
Doutei
Offline
Posted: Mon Nov 20, 2017 11:58 pm
Quote:
HP: 4/20 Damage: 3 + 1 = 4 Military grade weapon: +1 Novice Agility Style B: 1/1 Nucleo is using his clones! 4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.
Gerbils and more gerbils- Nucleo yelped as he was overwhelmed by them. Tripped to the ground, he fell on his still smarting back and let out a loud cry. Gog DAMMIT that hurt! Angry from the pain, the greenblood flailed on the ground, thrashing his arms and legs to create a 'gerbil angel' of space around him so he could try to get up without getting chewed to pieces. It worked for a moment and even smashed a few but wasn't enough. Soon they were on top of him, with Nucleo disappearing into the gerbil quicksand.
HP: 4/20 Damage: 2 + 1 = 3 Military grade weapon: +1 Novice Agility Style B: 0/1 Nucleo is using his clones! 4d6 hits with +1 to accuracy to each on this attack, 1x per battle. First two numbers are the 'hit or miss' determiners, second two are the damage done.[/b
"NO!" Nucleo yelled and suddenly three of him erupted from under the pile of screeching gerbils. They jumped to their feet and started smashing anything they could. Freaked out by the experience, the greenblood didn't calm down until he made it out to a wall that he could put his back up against. Breathing hard, he let his clones continue the job while he tried to compose himself.
Punkie wiggled as she felt the coffee work its magic. She felt warm, light, and fluffy, as she bounced ahead and stabbed her daggers into the zombie. She had actually never had two cups of coffee in one day, but what did it really matter, right? It felt good! Like her attacks were full of miracles and magic.
When she stepped away she cheered for her party members, Amonee, Nucleo the coffee genie, and Lorata, the most finjestered of seadwellers.
HP: 8/20 Military Grade Weapon Training Troll Relations
Amonee is punching the boss Damage: 3 Boss HP: 4/40
5/16 advances 2/3 minibosses defeated
"Ack! Eek- that tickles! Oof, haha-" Amonee never knew what to expect with these weird gerbils. They rolled and ran about biting at everything within reach, which was mostly ankles and toes. But some of them still had semi-soft fur that sent a shiver across him when he felt them touch him. He kicked some of them away from himself and mostly just tried to stay out of Lorata's way. She was super scary right now and he didn't want to get between her and the gerbils.
Lorata HP: 3/20 Military Weapon +1 YTMA Pins: Novice Leadership, Training Academics Trinkets: Adept Artifact - Off A (0/3) , Adept Trinket - Agi B (2/2)
Damage Done: 4 Boss HP: 0
Between all of their attacks, the little monsters were dwindling. The light was beginning to dim out of her goggles, unfortunately, but she barely needed their guidance now. Victory was in sight, and taking hold of it was her calling. Finishing off the last of them with a vicious kick, she turned to the others. "We're done here."
She limped over to the controls, tapping at the keys with instructions in her ears and a scowl still on her face. It wasn't until screens began lighting up with the all clear that she began to lighten up again. By the time scans finished, she smiled. "Another ship recovered. Maybe there is some luck left."
Quote:
1 - Powering on the ship is easy enough, with the instructions from headquarters in your ear. The screens show that the ship is functioning perfectly, and headquarters patches in the control of a remote helmsman. They wait until you have returned to your boarding pod and leave, before steering the ship away.*