
| Rasp the Rogue | 
 
	
 
                
                
              
            
            Nope. No gunfire.
-Posted with Wayfinder

| John Smith42 | 
 
	
 
                
                
              
            
            From the look on John's face, you can tell that a light bulb just went off in his head.
"Wait, I got it! There *must* be something or someone in the house, functioning as a focus for the evil. If we can find it we can perform a Ritual to exorcise the evil from it.
I still say we head for the basement first. Shall we go, or do you two want to continue to debate the improbability of the situation we're actually in?"

| Rasp the Rogue | 
 
	
 
                
                
              
            
            Waiting for the last zombie to leave is not a problem. I'll need Stealth rolls though. Since the zombies are currently preoccupied, make the rolls with a +2.
Let's treat this as an opposed roll.
zombie notice: 1d6 ⇒ 5
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| Nate "Thrasher" McCulligan | 
 
	
 
                
                
              
            
            Well, wait. I thought if one wasn't trained one could use the associated ability. You rolled a d4 whereas your Agility is d6. Am I mistaken? I didn't find an answer in a quick spin through the PDF. (And if I was supposed to apply a -2 "not within the norm" penalty across the board, then Nate lost the roll-off.)

| ZenFox42 | 
 
	
 
                
                
              
            
            No, the "untrained" skill roll is just always d4-2, and the -2 applies to the Wild Die. But if Ray lets you keep the Wild d6 roll, you still made it : (4) + 2 - 2 = 4 is a Success.
Stealth & Wild: 1d4 ⇒ 41d6 ⇒ 3
Explode: 1d4 ⇒ 4 Wow!  Continuing just for the thrill of it...
Explode: 1d4 ⇒ 4 Figures I'd get this on Stealth, not any kind of attack or damage roll...
Explode: 1d4 ⇒ 3 Awww, "only" 15-2+2 = 15 is a Success and TWO Raises!
Despite his bulk (perhaps because of his fear), John manages to practically tip-toe across the room so quietly you have to check to make sure his feet are actually touching the floor.

| Rasp the Rogue | 
 
	
 
                
                
              
            
            Rechecked the stealth rules. I actually should have kept it to a standard success, rather than an opposed roll. So congrats, y'all! You made it.
It takes a bit of finagling but you locate the basement door without alerting the zombies upstairs. The basement creaks open to reveal a darkened stairway.
For this next part you guys need light. So let me know what you do, and who is carrying a flashlight.
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| Nate "Thrasher" McCulligan | 
 
	
 
                
                
              
            
            Nate looks at Arlo and answers him with a grin. "Gavril, obviously." He likewise pulls a smaller flashlight from his pocket, but doesn't turn it on just yet.
Despite his bulk (perhaps because of his fear), John manages to practically tip-toe across the room so quietly you have to check to make sure his feet are actually touching the floor.
Now I have this image in my head I can't purge... was it from Fantasia... the hippo in a tutu toe-dancing across the room...

| Rasp the Rogue | 
 
	
 
                
                
              
            
            The Hunters descend to the basement and hear quiet singing. You point your lights to the sound and find a Caucasian man in a faded blue baseball cap and grey jacket, singing a lullaby to a swathed bundle in his arms.
He pretends to notice you for the first time and says quietly , "Shh! You'll wake the baby."
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| wicked_raygun | 
 
	
 
                
                
              
            
            The Baseball Cap Man smiles at you, and you see him raise a knife to the little bundle.
"So...are you friends of the mongrel lovers that rented this place?"
The knife he's holding is dripping with blood and covered in some sort of strange lettering. It also seems to be made out of bone, not metal.

| Gavril Vasilescu | 
 
	
 
                
                
              
            
            Gavril shrugs. "When work maintain, work with hands, need both hands. No hand for flashlight. Lantern better." And it is an electric lantern, guys. He doesn't walk around with some Victorian-era oil piece... even if that seems more fitting now that I think of it. The large Romanian draws his flashlight and heads down the stairs with the others, sweeping it back and forth while grumbling about "...job like this never end well..."
Notice: 1d6 - 2 - 1 ⇒ (1) - 2 - 1 = -2
Wild: 1d6 - 2 - 1 ⇒ (5) - 2 - 1 = 2
Gavril freezes as he sees the man with the bundle and raises his hands, loosely holding the flashlight, palms forward. "Hold on. I am no bad guy. We no bad guy. No hurt baby, da?"

| John Smith42 | 
 
	
 
                
                
              
            
            Notice & Wild: 1d6 ⇒ 41d6 ⇒ 6
Explode: 1d6 ⇒ 2 = 8-1 = 7 is a Success
Nice knife!  Not liking what he's about to do with it.
Since initiative hasn't been given, just work this in whenever...
And, I can't/wouldn't do this if I'm more than 20" away from him.
Concentrating...
Magic & Wild: 1d10 ⇒ 61d6 ⇒ 2 = 6 is a Success
Everyone sees a small dot of light appears in front of the guy's face. It grows slowly at first (hopefully getting his attention so he looks right at it), and then suddenly bursts like a flashbulb.
He must make a Smarts-2 check or be Shaken.
Note to self : another PP used.

| Rasp the Rogue | 
 
	
 
                
                
              
            
            Okay, we'll use that as a surprise action, sort of. But no bonus for getting the drop on him.
Smarts: 1d4 - 2 ⇒ (2) - 2 = 0
The Baseball Cap Man shouts in surprise as the flashing light hits him. He manages to hold onto the knife, but the bundle in his hands lands on the ground with a wet splat.
Arlo: 1d54 ⇒ 38
Gavril: 1d54 ⇒ 49
John: 1d54 ⇒ 53
Nate: 1d54 ⇒ 45
Cap: 1d54 ⇒ 50
Bundle : 1d54 ⇒ 30
Okay, John, is up.
-Posted with Wayfinder

| Rasp the Rogue | 
 
	
 
                
                
              
            
            Almost forgot...
The bundle is shifting and moving unnaturally. Whatever that is, it's no baby.
-Posted with Wayfinder

| John Smith42 | 
 
	
 
                
                
              
            
            Drat. NOT making a Notice roll, as that is an Action, and both it and my attack would be at -2 for multiple actions (which I hadn't thought of in my first action post, but fortunately they'd still both succeed)...
Shouting "Attack him while he's distracted!"
And following my own advice :
Shooting & Wild: 1d6 ⇒ 51d6 ⇒ 6
Explode: 1d6 ⇒ 2 = 8 is a Success and a Raise (since Ranged TR=4)
(If he's more than 12" from me but less than 18", using a free Move action to get within Close range for no penalty)
Damage + Raise: 2d6 + 1d6 ⇒ (6, 2) + (4) = 12  Woohoo!
Explode: 1d6 ⇒ 1 = 13 = ??? Don't know his Toughness - Ray? Don't forget 1 point of Armor Piercing.

| Rasp the Rogue | 
 
	
 
                
                
              
            
            John uses the distraction of his flare to fire a single shot that hits the Baseball Cap Man dead center in his chest. It knocks him over on the chair he was sitting on, sending his knife flying. You all want to breathe a sigh of relief but then the bundle on the ground begins to grow. And grow. And grow!
A figure with a shiny, black oily carapace rises from the bundle. It's body is covered in razor sharp spines. It is otherworldly and horrific.
Where it's face should be there is simply nothing. No eyes, nose, or mouth. But you know without a shadow of a doubt that this monster knows exactly where you are, what you smell like, and will certainly consume you if given the chance.
Everyone must make a Spirit check versus fear or be shaken. And everyone but John is up. We are still in the first round.
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| Nate "Thrasher" McCulligan | 
 
	
 
                
                
              
            
            Spirit & Wild: 1d6 ⇒ 21d6 ⇒ 1 => 2 Failure: Shaken
Occult & Wild: 1d6 ⇒ 21d6 ⇒ 6
Boom!: 1d6 ⇒ 3+6=9 => 9 One Raise (sure, now)
Burning a Bennie to shake off the Shaken.
Reaction Roll (high = cap Cap Man): 1d100 ⇒ 33
Shaken out of his reverie by John's shout, Nate takes aim at the man. But John shoots first, knocking the target backwards. Before Nate can again line up a shot, it becomes obvious there's another threat in the room. Without a moment's thought he refocuses, and one of the world's most powerful autoloading handguns barks.
Shooting & Wild => Demon Thingy: 1d8 ⇒ 81d6 ⇒ 6 (Now THAT'S what I'm talkin' about!)
Boom bada Boom!: 1d8 ⇒ 31d6 ⇒ 3+8=11 => 11 One Raise
Damage (Desert Eagle + Raise: 2d8 + 1d6 ⇒ (2, 8) + (4) = 14 Yeah, baby!
Boom!: 1d8 ⇒ 4+14=18 => 18 Damage
"Demon! Demon!" he shouts. "Magic or cold iron if you have it!"
I hope I got all that right. Note: Knowing what this might have been about, Nate loaded garlic bullets... which obviously don't help. He also has silver nitrate bullets for werewolves. He has no cold iron gear at all.

| Gavril Vasilescu | 
 
	
 
                
                
              
            
            Spirit: 1d6 ⇒ 4
Wild: 1d6 ⇒ 4
Although he was unsure of what to do about the man, when Gavril sees a demon burst out of the bundle as John and Nate open fire, he lunges forward to tackle Baseball Cap and keep him down if necessary. Guessing that'd be a Grapple.
Fighting: 1d8 ⇒ 5
Wild: 1d6 ⇒ 2
 
	
 
     
     
    