Smerg's Dresden Files DFRPG - Omens Thread B


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Male Half Orc Cleric 2 Fighter 2
David Monroe, Savvy Retired Cop wrote:

Investigation, Quick Eye 4d3-4

Investigaton Reroll, Quick Eye 4d3-4

Monroe's been in a few tight spots before, but none quite so literal. The shelves are perilously close to simply collapsing around him. He scanned the area, looking for a way out. He was not going to let the trolls escape. After a moment or two, he has a plan. If he can kick loose one of the shelves at the right point, he might be able to get out with minimal injury.

Spending Monroe's action to develop the plan. Hopefully it will make the Athletics check a bit easier?

Quick eye is a stunt and not an aspect. It allows you to reduce time spent doing an investigation. If you do a re-roll then you need to spend a fate point (with some sort of aspect you wish to use as justification) or you need to have spent an extra round of looking around.

What I am going to do is treat the Block as a minor chase event. Each round you can do athletics to build a total that when it reaches the required value then you will be able to get going again. You can use your 'tag' on one of your rolls as you have mapped out a route that will get you going faster.


Female Valkyrie/Human

(( Out of the museum 4d3 - 3 ⇒ (3, 1, 2, 2) - 3 = 5 ))

A portal opens momentarily and Pernilla moves into the Nevernever and once on the other side mounts her faithful companion and the move just ever so slightly...

(( Into the hallway 4d3 - 3 ⇒ (3, 1, 1, 1) - 3 = 3 ))

Attempting to re-enter the museum the portal through materializes for a moment by does not fully open. It is too soon after the portal and the pegasus just cannot muster enough to open the new portal...

"Well, this does not bode well." perinilla says... She looks around for other options.

(( Alertness 4d3 - 6 ⇒ (1, 2, 2, 2) - 6 = 1 ))


I did charge him a Fate Point for the reroll. I wasn't using Quick Eye to justify it, just explaining how he does an Investigation in a single round.

Monroe heard a dull pop and could no longer hear Pernilla. He tried to wriggle free, but that simply makes it worse. He needed to get out before it was too late, especially considering the unearthly wail he heard outside.

Athletics 4d3 - 8 ⇒ (2, 1, 3, 1) - 8 = -1


Male Half Orc Cleric 2 Fighter 2
Pernilla Tharaldson wrote:

(( Out of the museum 4d3-3 ))

A portal opens momentarily and Pernilla moves into the Nevernever and once on the other side mounts her faithful companion and the move just ever so slightly...

(( Into the hallway 4d3-3 ))

Attempting to re-enter the museum the portal through materializes for a moment by does not fully open. It is too soon after the portal and the pegasus just cannot muster enough to open the new portal...

"Well, this does not bode well." perinilla says... She looks around for other options.

(( Alertness 4d3-6 ))

Your companion informs you that it will be roughly half a minute as the locations may appear close in Midgard but are farther apart in the Nevernever.

The Nevernever here seems to be a great trash heap of things. It looks like someone has take large chests and dropped them here from a fair height. Even the 'ground' you are standing on appears to be 'discards' of centuries of trash.

When you look around, you see a large wall of ice rings the area.

You aren't sure but you think there may be 'things' moving amongst the piles of discards that you are standing on like a shark or crocodile moving just a few feet below the surface.


Male Half Orc Cleric 2 Fighter 2
David Monroe, Savvy Retired Cop wrote:

I did charge him a Fate Point for the reroll. I wasn't using Quick Eye to justify it, just explaining how he does an Investigation in a single round.

Monroe heard a dull pop and could no longer hear Pernilla. He tried to wriggle free, but that simply makes it worse. He needed to get out before it was too late, especially considering the unearthly wail he heard outside.

Athletics 4d3-8

Instead of making much progress, you find more boxes come tumbling down.

Deirdre is up.


Female Valkyrie/Human

"Let us take to the air my friend... we do not wish to deal with mroe than we have to here." Once airborne eh asks the the pegesus, "Do you happen to know the closest exit to Toronto? I am sure if the trolls are up to something, they will need to return to the Nevernever with the ill gotten goods. And while I do not wish to fight them all at once... perhaps a timed ambush where we might swoop in, grab their bag of goodies and get us out of here."

As the mount look back at her she shrugs and comments, "Hey, it's worth a try."


Male Half Orc Cleric 2 Fighter 2
Pernilla Tharaldson wrote:

"Let us take to the air my friend... we do not wish to deal with mroe than we have to here." Once airborne eh asks the the pegesus, "Do you happen to know the closest exit to Toronto? I am sure if the trolls are up to something, they will need to return to the Nevernever with the ill gotten goods. And while I do not wish to fight them all at once... perhaps a timed ambush where we might swoop in, grab their bag of goodies and get us out of here."

As the mount look back at her she shrugs and comments, "Hey, it's worth a try."

Okay, so you're ending the combat on your terms where you are moving to set up an ambush. I'll get back to this based upon how things go in the museum.


"Pernilla, you there?" The boxes muffle the sounds coming from the hall and the rest of the warehouse, but he is fairly certain that the Monoc agent is no longer there. "Damn it. How's that for not leaving a man behind?" It will probably take the better part of an hour to escape, so Monroe gets to work.


Male Half Orc Cleric 2 Fighter 2

The trolls with two big boys in the lead head into the stairs and up to the crowded area of Gala 1 by the exit.

Boss T and his two companions are still in the stairwell as they are a bit behind.


When her scream rolled right off of the troll, and neither Pernilla or her friend seemed able to get free, Deirdre did what she knew best. She sprinted down the hall and slipped into the shadows.

Stealth 4d3 - 8 + 4 ⇒ (1, 2, 3, 1) - 8 + 4 = 3


Stuck. Monroe refuses to be stuck. He needed to get out there, protecting people and ending the threat these trolls posed. He grimaces and grunts as he tries to free himself. This would have been so much easier 20 years ago. He is still in good shape for his age, but there's nothing that replaces the vitality of youth.

Athletics 4d3 - 8 ⇒ (2, 1, 1, 3) - 8 = -1


Male Half Orc Cleric 2 Fighter 2
Deirdre Harlowe wrote:

When her scream rolled right off of the troll, and neither Pernilla or her friend seemed able to get free, Deirdre did what she knew best. She sprinted down the hall and slipped into the shadows.

Stealth 4d3 - 8 + 4

The trolls will try to keep an eye on Deidre to avoid getting jumped from behind but their focus is on getting out of the building with their prize.

Distance is at least one area which adds one to the difficulty. The trolls are Fair +2 on Alertness.

Alertness Troll 4d3 - 6 ⇒ (2, 3, 3, 3) - 6 = 5

These trolls must be getting some outside aid getting a +3 roll. They win the contest 5 to 4.

Deidre from where she squats just inside a doorway down the hallway hopes that the Trolls will pass on by.

Boss T before heading up the stairs takes a moment to stop and pose at the bottom of the stairs and wink at Deidre. "Be seeing ya darling."

Boss T is again choosing to be cocky instead of moving up on to the stairs and thus earn a fate point.


Male Half Orc Cleric 2 Fighter 2
David Monroe, Savvy Retired Cop wrote:

Stuck. Monroe refuses to be stuck. He needed to get out there, protecting people and ending the threat these trolls posed. He grimaces and grunts as he tries to free himself. This would have been so much easier 20 years ago. He is still in good shape for his age, but there's nothing that replaces the vitality of youth.

Athletics 4d3-8

David is definitely looking like it is going to take ten or fifteen minutes to dig himself out of the piles of boxes and other antiques that he is littered in.

Sure, he could step on every bone that was covering the floor and have his Shaman spend the next month on how he had destroyed history and upset some ancient spirit. Better to take some time and move carefully rather than rush the job and end up with a thousand angry ghosts hunting him across town.

While you are working to clear your way through the boxes and other items, your knife brings forth your friend the Shaman who points out that there are some native items amongst the boxes and piles.

This might be a good time to return some items to the people. Who is to say the Trolls didn't take the items and they would be going back to their proper owners rather than this soulless place.

This is a compel from your Shaman knife to take a few items that it will point out for return to the proper owners.


As Monroe struggles to get free, Kaniko appears before him and begins to speak. "Friend David, the empire builders have taken these items from the sweat of my people. I beseech you to return them to the Mohawk nation."

A few years ago, Monroe would never have considered stealing goods from a museum. However, Kaniko had been a good friend to him since joining the supernatural world, even though no one else could even see him. Monroe owed him quite a bit, even if he was just a ghost. "Okay. Any chance you could help me out of here? If I get caught in here, these items won't be goin' nowhere." He puts a few items in his pockets and continues to try his best to get free.

Athletics 4d3 - 8 ⇒ (3, 1, 1, 1) - 8 = -2

While reaching for a piece, the boxes shift precipitously. If Monroe isn't careful, he'll be crushed under the weight of it all.


Male Half Orc Cleric 2 Fighter 2

Okay, Kaniko has heard your request and is willing to help you get out of the museum. Basically, combat is ending for you but you are going to get out. Kaniko is going to advise that sometimes the fastest way to go forward is to go back. Kaniko will direct you out towards the back of the museum but it will take some time.

Deidre is up for doing something again.


Deirdre boils with rage at the boss troll's cockiness, but she is in no position to do anything about it right now. Once he passes, she ducks back in to help the Pernilla and the cop out only to discover no one is there...

Alertness 4d3 - 8 + 5 ⇒ (2, 2, 1, 3) - 8 + 5 = 5

Can't hurt the trolls, can't hide from the trolls well enough to confidently trail them, was going to help dig the other guys out but they are gone. That's just Deirdre and the trolls left... so getting the hell out of here sounds best right about now.
If I have an action beyond looking closely enough to discover that neither of them is there, she'll start moving back up into the gallery where there might be some allies.


Male Half Orc Cleric 2 Fighter 2
Deirdre Harlowe wrote:

Deirdre boils with rage at the boss troll's cockiness, but she is in no position to do anything about it right now. Once he passes, she ducks back in to help the Pernilla and the cop out only to discover no one is there...

Alertness 4d3 - 8 + 5

Can't hurt the trolls, can't hide from the trolls well enough to confidently trail them, was going to help dig the other guys out but they are gone. That's just Deirdre and the trolls left... so getting the hell out of here sounds best right about now.
If I have an action beyond looking closely enough to discover that neither of them is there, she'll start moving back up into the gallery where there might be some allies.

I'll sink this action of following on the trolls after checking on the others since there was a bit of time while Monroe was trapped.

Your alertness is high enough and you do arrive in time to spot Monroe grab a few items from the shelves as he is disappearing out of the back of the room.

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