GM Tarthrin |
The group has found themselves in the city of Alkenstar, situated deep within the Mana Wastes. The city blends remarkable technology with a constant air of imminent danger. Haunted by deadly mutants and sitting between two competing wizard nations, the people of Alkenstar are protected by pistol-toting shieldmarshals and arquebus-wielding dwarven snipers. Many of Alkenstar’s citizenry also carry their own personal firearms, whether that be a simple dwarven clan pistol or a more powerful gun, and rarely let their weapons stray far from their sides.
It is about two hours before sunset on a Friday evening. For many people, this is the end of their workweek and the numerous restaurants, saloons, and gambling halls of Alkenstar’s entertainment districts are doing brisk business.
Tonight is even more special however as a traveling theater troupe has rented out the renowned Aldivur Company Theater House to perform a much-hyped and never-before-seen play by famous playwright Melsa Aldthistle. While walking the streets there are plenty of people chatting excitedly about the play and there are numerous fliers advertising the play as The First Sin of Pharasma, and promises the audience a “once-in-a-lifetime experience” that is “sure to go down in history!” Nothing ominous about that at all, I'm sure
The as-yet-to-be-seen heroes are currently relaxing at the Powder Horn. It's a dingy bar, located in the heart of the nearby entertainment district. You were lucky that you arrived so early that you were able to take one of the last remaining tables.
A muscular half-elf approaches the table, half-paying attention to you and half-paying attention to the extreme business of the rest of the bar. "Name's Martelle. Welcome to the Powder Horn... what can I get ya?"
Once you all decide on characters, feel free to introduce yourselves and RP until we officially begin the one-shot on Oct 29th
Doc Featherton, Nuoc proxy |
Amara Featherton, better known to her allies as "Doc", was nursing sore muscles from a week of some particularly sad results. The kid went far too early, she thought to herself, recalling the Alkenstar urchin she tried for a grueling hour to mend the damage from a dagger wound in his side. But it was not to be. The cheap and needless fight took him.
She tries not to care. It was the looks on his friends' faces that did it for her. They're too young to see that.
Sulking, and staring at her hands, fingers lightly tapping the oak tabletop, she heard a new voice, though muffled due to the inner dialogue with herself. "Name's Marrrn...herrHorn... what can...get ya?"
She snapped to and blurted, "Boulderhead Bock. Or equivalent. Leave the bottle."
She didn't even give Martelle the respect of eye contact. Deep down, she hoped Booker or the others had something in mind to liven her spirits. That is, if they too weren't going through a cruddy week.
Alexander Woods 180 |
Zakzak is busily tinkering with his flingflenser* trying to get every last ounce of boom from it. While also chattering away idly. Whether he is speaking to his gun, himself, or to Zindarel is... Questionable.
When Martelle is about to turn and leave he will suddenly look up happily. "Got any pickles? We need pickles." He says the second sentence while attempting to buff out a spot on his gun. Which, due in part to the grime on the cloth used, just makes it dirtier instead.
*
Booker Kaar- grimsnik |
Booker sits quietly watching the crowd. He looks over to Martelle, "rum for me."
The big man then turns his attention back to the crowd.
Zindarel - Proxy |
As soon as they had entered and sat down, Zindarel had been going over the dingy bar with a critical eye. However, she had no problem with the state of the bar, many years of field training had found her inhabiting less hygienic places. Though she understood why many would think that she with her clean and neat dress would think herself better than this establishment. Instead, her critical eye was mainly surveying the bar for strategic positions and exits. "Always know the best place to get a shot off and the best way to get yourself out if that shot doesn't hit," says a voice from her past. A lesson she had taken with her everyday since a particularly grave situation occurred in Port Peril. In a bar that was similarly as dingy. Out the corner of her eye she notices Zakzak's intense concentration on his work. He certainly has a focus that nearly rivals mine when he sets his heart to it, she thinks to herself as she finishes her memorization of the bar's layout.
She smiles at the occupied goblin as he requests pickles. "Yes, I think it would be best if you brought us any pickled goods that you have. I made the mistake of telling my friend here that I have never had a pickle and he has been raving about them ever since."
GM Tarthrin |
You've only been relaxing for a few minutes and Martell is at the bar pouring your drinks, when the anticipatory murmurs of excitement echoing off the walls of the Powder Horn are suddenly silenced by a bloodcurdling scream. A man stumbles through the main door, clutching at a gushing neck wound. A gurgling gasp escapes his lips as he topples to the floor. Even as the man’s body collapses, a shambling horde of misshapen humanoids attempts to follow him through, accompanied by a fetid stench of blood and excrement.
“What th—zombies?!” The cry comes from inside the bar as the patrons begin a panicked rush for the upper floor. As they rush for the possible safety of the upper story, the burly bartender leaps over the countertop, a heavy length of wood in her hands. “The doors!” she cries out. “Clobber those blighters and shut the door or we’re all doomed!”
Your table is the lucky table right next to the door.
The rest of the bar patrons push and shove each other to get to the second floor and Martell is holding what looks like the bar for the door. As soon as the way is clear and the door is shut she's ready to move up.
For future combat initiatives and secret rolls, please fill out your stats in the macros link at the top of the page.
Booker: 1d20 ⇒ 7
Doc: 1d20 ⇒ 1
Zindarel: 1d20 ⇒ 12
Zakzak: 1d20 ⇒ 11
Zombies!!!: 1d20 ⇒ 7
@Zakzak, since you were "tinkering" with your weapon you can start combat with it already drawn
Round 1
Initiative Order: (Bold may go)
Zindarel
Zakzak <Weapon already drawn>
Booker
Zombies
Doc
**************
◆ | ◇ | ↺ Don't forget to label your actions and if-then reactions please
Zindarel - Proxy |
◆ Interact to draw mithral tree
◆ Stride
◇ one shot, one kill: 1d6 ⇒ 2
◆ Strike red square +1 mithral tree(piercing/bludgeoning): 1d20 + 12 ⇒ (4) + 12 = 161d6 + 1 ⇒ (4) + 1 = 5
In what seems like one fluid movement Zindarel pulls out her weapon, moves to the middle of the room, and fires at the zombie in the doorway. Smirking to herself she thinks, "It really would be a shame if I died without ever having a pickle."
GM Tarthrin |
No one shot one kill this time, please move your token in the battle map linked. Let me know if you can't access it.
The zombie in the doorway jerks its torso back awkwardly as the bullet slams through its shoulder. It looks towards Zindarel as a ghastly moan escapes its lips.
GM note, Red square -7 hp
Alexander Woods 180 |
To start: Zakzak will trigger ◇ Ten Paces: Treating his Initiative as 2 higher, and getting a free 10 ft Step as his first action.
Then, he will aim his gun at White Oval, and take a shot.
◆To-hit: 1d20 + 12 ⇒ (19) + 12 = 31
the target get's a cover bonus to their AC, in-case that matters for a crit or not after that roll.
damage: 1d6 + 1 ⇒ (4) + 1 = 5Fatal die if crit: 1d10 + 1 ⇒ (4) + 1 = 5 all adjacent enemies take 1 splash damage from the Scatter.
if a spoon gun is your decision of him wielding. no fatal die
then ◆move and ◆reload.
end turn
Alexander Woods 180 |
As an FYI, since they are all pregens. I went in and updated the macros for not only Zakzak, but Booker and Doc too. I filled in all the requested skills in which the characters are trained or better. If you want otherwise, feel free to hop back in and make the requisite changes. I also set Booker and Doc to "investigate" as default exploration activity. Definitely feel free to change it. As I chose Scouting for Zakzak, I increased everyone's listed Initiative by 1. {(Booker and Doc's initiative were listed based off the assumption of perception, due to the default exploration activity. Change as needed.)
Booker Kaar- grimsnik |
Booker's training kicks in as he pulls up his scattergun. ◇ Living Fortification (trigger- you roll initiative) Interact to draw +1 Dwarven Scattergun
He then lines up a shot on the lead zombie.
◆ Strike vs red square: 1d20 + 11 ⇒ (16) + 11 = 27 Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Concussive:
These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.
Scatter 10 ft.:
This weapon fires a cluster of pellets in a wide spray. Scatter always has an area listed with it, indicating the radius of the spray. On a hit, the primary target of attacks with a scatter weapon take the listed damage, and the target and all other creatures within the listed radius around it take 1 point of splash damage per weapon damage die.
He places another cartridge in the gun.
◆ Reload
He moves around the table.
◆ Stride
GM Tarthrin |
The zombie Booker aims at is suddenly only half a zombie as it collapses to the floor. Shrapnel from his scattergun pelts the remaining zombies just outside the door.
The rest of the zombies come pouring through the door and shamble up to the first living bodies they see. One takes a swing at Booker but barely misses.
zombie fist: 1d20 + 7 ⇒ (11) + 7 = 18
bludgeoning: 1d6 + 3 ⇒ (2) + 3 = 5
Round 1
Initiative Order: (Bold may go)
Doc
**************
Zindarel
Zakzak
Booker
Zombies
◆ | ◇ | ↺ Don't forget to label your actions and if-then reactions please
Doc Featherton, Nuoc proxy |
Doc, witnessing the chaos from her seat, draws her closest confidants, Problem and Solution, from the holsters at her side as the zombies (red circle) gets up close and personal to her and Booker. She opens fire with both weapons, immediately reloading.
◇ Into the Fray is triggered, Interacting with both Problem (+1 dueling pistol w/ bayonet) and Solution (dragon mouth pistol w/ reinforced stock).
◆ dueling pistol: 1d20 + 12 ⇒ (5) + 12 = 17 (concealable, fatal (1d10), concussive, magical, range increment 60 feet, reload 1)
Piercing Damage: 1d6 + 1 ⇒ (4) + 1 = 5
◆ dragon mouth pistol: 1d20 + 11 ⇒ (2) + 11 = 13 Will fire at white square if red is down (concussive, scatter 5 ft., range increment 20 feet, reload 1)
Piercing Damage +1 Piercing Splash: 1d6 + 1 ⇒ (3) + 1 = 4
◆ Dual-Weapon Reload
GM Tarthrin |
Doc sends two solid blasts into the zombie in front of her. They should have downed any living creature, but the zombie doesn't seem phased even as its left arm hangs uselessly by its side and part of its torso is missing.
Note, updated some damage on the zombies, forgot to apply weaknesses, Zakzak's slashing shrapnel blast seemed to be particularly effective. Please make sure to include the damage type in your damage rolls, that will help keep me honest.
Round 2
Initiative Order: (Bold may go)
Zindarel
Zakzak
Booker
Zombies (red circle) -15
Zombies (black circle) -6
Zombies (black square) -6
Zombies (white square) -6
Doc
**************
◆ | ◇ | ↺ Don't forget to label your actions and if-then reactions please
Alexander Woods 180 |
Zakzak will ◆Move around the zombie in front of him. Provoking if they have any AoO and strides up to get a good shot at White Square and Black Oval zombies. "Zorry Booker! But me no likey ztinky dead thingz. You understand, yez?" taking a shot at ◆White Square zombie.
Flingflenser: 1d20 + 12 ⇒ (4) + 12 = 16
Slashing Damage: 1d6 + 1 ⇒ (5) + 1 = 6 and if it hit, 1 slashing splash to all creatures within 5 feet... Sadly, this includes Booker, hence the apology.
Zakzak then takes a ◆Risky Reload, and fires on White Square again (if still standing) or Black Oval if not.
Flingflenser: 1d20 + 7 ⇒ (4) + 7 = 11
Slashing Damage: 1d6 + 1 ⇒ (5) + 1 = 6 and if it hit, 1 slashing splash to all creatures within 5 feet again. If failed, then I misfire.
oof, two natural 4's in a row... We getting hero Points in this one-shot, Tarthrin? Just curious. wouldn't use on this one.
Booker Kaar- grimsnik |
Booker thrusts the butt of his gun at a zombie. ◆ Strike Reinforced Stock vs black circle: 1d20 + 8 ⇒ (1) + 8 = 9 Bludgeoning damage: 1d6 + 3 ⇒ (3) + 3 = 6
Shaking his head, he tries one more time. ◆ StrikeReinforced Stock vs black circle: 1d20 + 4 ⇒ (7) + 4 = 11 Bludgeoning damage: 1d6 + 3 ⇒ (3) + 3 = 6
before he steps back. ◆ Step
Zindarel - Proxy |
As Zindarel reloads she quickly scans the zombies in front of her before out of the corner of her eye spotting the zombie that Zakzak left behind. She quickly moves in position and fires at the zombie.
◆ Interact - Reload
◆ Stride
◆ Strike black square +1 mithral tree(Traits Concussive, Elf, Fatal d10, Parry)(piercing/bludgeoning): 1d20 + 12 ⇒ (15) + 12 = 271d6 + 1 ⇒ (4) + 1 = 5
Fatal(If it's a crit): 2d10 + 1 ⇒ (10, 8) + 1 = 19
GM Tarthrin |
Zakzak runs away from one of the zombies to put more distance between him and them. Aiming for the mass of zombies to maximize his scattering weapon he hits one of the zombies squarely in the back (White square), slicing it up pretty good. The surrounding zombies also are slashed with flying shrapnel. One of the already weakened zombies collapses (red circle). Booker gets caught in the blast and catches a blade on his upper arm. Unfortunately, when Zakzak rushes to reload and fire again the weapon jams leaving him defenseless! I think, you just need to use an interact action to unjam it
Booker tries pummeling the zombies back with the butt of his gun but their erratic movement makes it hard to connect properly.
The zombie that Zakzak left behind crumples into a heap as Zindarel sends a bullet right through its brain stem. (Black Square)
Black Circle, ◆step, ◆strike
White square, ◆step, ◆strike
zombie1 target: 1d2 ⇒ 2
zombie2 target: 1d2 ⇒ 2
zombie fist: 1d20 + 7 ⇒ (10) + 7 = 17
bludgeoning: 1d6 + 3 ⇒ (3) + 3 = 6
zombie fist: 1d20 + 7 ⇒ (18) + 7 = 25
bludgeoning: 1d6 + 3 ⇒ (3) + 3 = 6
Both of the remaining zombies move up and try swinging at a seemingly less aggressive target, Doc! As she manages to dodge one, she backs up into a chair giving the other a clear shot to her stomach as it punches her with an already gangrenous-looking arm. 6 bludgeoning damage
Round 2
Initiative Order: (Bold may go)
Doc (-6)
**************
Zindarel
Zakzak <gun jammed>
Booker (-1)
Zombies (black circle) -12
Zombies (white square) -19
◆ | ◇ | ↺ Don't forget to label your actions and if-then reactions please
Doc Featherton, Nuoc proxy |
Doc takes the gut punch, which she'd felt before... but from the undead? Whole new experience. One she hopes to never have to feel again. Taking one step back from the white square zombie in front of her, she opens fire with her guns again.
◆ Step
◆ dueling pistol: 1d20 + 12 ⇒ (11) + 12 = 23 (concealable, fatal (1d10), concussive, magical, range increment 60 feet, reload 1)
Piercing Damage: 1d6 + 1 ⇒ (1) + 1 = 2
◆ dragon mouth pistol: 1d20 + 11 ⇒ (5) + 11 = 16 (concussive, scatter 5 ft., range increment 20 feet, reload 1)
Piercing Damage +1 Piercing Splash: 1d6 + 1 ⇒ (3) + 1 = 4
GM Tarthrin |
Doc takes her revenge on the zombie that punched her, blowing the head off at near point-blank range. Her second shot wounds the last zombie. It appears to be barely holding itself together.
With the last zombie's attention fully occupied, Martell looks around at the situation. She's holding the door barlock, but needs the doors closed. "You! Goblin or anyone, shut those doors before more come in!" It would be one interact action to close them
Round 3
Initiative Order: (Bold may go)
Zindarel
Zakzak <gun jammed>
Booker (-1)
Zombies (black circle) -17
Doc (-6)
**************
◆ | ◇ | ↺ Don't forget to label your actions and if-then reactions please
Alexander Woods 180 |
Zakzak doesn't like the idea of MORE dead things, and quickly ◆ hustles over to the door and ◆ closes it. he then takes the time to pry the bent bits of metal from his gun, ◆ clearing the misfire.
"Ztupid, dingy piece of buzted metal. Work like you iz zuppozed to!"
End Turn
Booker Kaar- grimsnik |
Booker continues to slam the butt of his gun into the zombie before stepping out of the way.
◆ Reinforced Stock: 1d20 + 8 ⇒ (7) + 8 = 15 Bludgeoning damage: 1d6 + 3 ⇒ (4) + 3 = 7
◆Reinforced Stock: 1d20 + 3 ⇒ (11) + 3 = 14 Bludgeoning damage: 1d6 + 3 ⇒ (3) + 3 = 6
◆ step
GM Tarthrin |
As soon as Zakzak gets the door closed, Martell hustles over and slams the door bar into place. Almost immediately the door rattles, pounding and moans from the other side of the door indicate the doors got secured just in time. There are sounds of fighting and screams heard in the distance.
Booker bashes the last zombie with two quick strikes and crushes in its head.
Combat Over!
The bartender quickly addresses the heroes. “Name’s Martelle. We oughta follow the rest up to the second floor and get a view of the street, see what in the Hell is going on out there.” Martelle starts to head up to the second story herself as she speaks.
Alexander Woods 180 |
Zakzak nods his approval, looks down at his two-handed flingflenser. "Bleh... piece of junk broke down right when mozt needed..." He will toss it in the nearest waste heap, along with his stack of rounds, and pull a smaller, and all-together less-impressive, and more cobbled-looking hand-gun, and start to shove various cutlery into his pockets. "You? You zhall be my mozt imprezzive creation yet!"
Tossed flingflenser, suddenly has Spoongun, per the pdf update ;)
He will then follow Martelle upstairs, while putting one knife in the chamber of the spoongun, and locking it closed. Reload action along the way, before holstering it.
Booker Kaar- grimsnik |
Booker grabs a cloth and wipes down his gun. He then starts to follow Zakzak and Martelle up the stairs.
Zindarel - Proxy |
Bringing up the rear Zindarel follows everyone upstairs. As she makes it upstairs she reloads her gun. She quickly scans the layout of the room looking for the best place to position herself.
GM Tarthrin |
A wide, open area provides additional seating for patrons of the bar. A waist-high railing surrounds a ten-foot-by-tenfoot opening to the bar below, and each of the room’s walls sport a pair of large windows overlooking the street and alleys below.
The second floor of the Powder Horn is packed with worried patrons, most of whom are crowded around the northern windows overlooking the street. From here, it’s clear that zombies are shambling out of the Aldivur Company Theater House before spreading to the rest of the city. Zombies shamble about the town square and main road below. Across the street is a small market catering to the patrons of the district. Just west of the market is the home of the man who runs the playhouse, which also serves as a storage facility for the theater, and west of that lies the theater itself. On this side of the street, a 20-foot‑wide alley separates the Powder Horn from an adjacent two-story building.
Martelle beckons you over to talk once you've joined her and the rest of the patrons upstairs.
“So here’s the deal,” she begins. “You all clearly have more fight and experience in you than most of the folks out this way, you’re a bit more smartly armed, and who knows what to expect of the guard. We could wait things out, see what happens, but it’s not exactly like the number of zombies out there is shrinking. If we don’t put a stop to this now, the whole city could be overrun. So here’s what I’m proposing—you lot head to the theater house and see if you can’t figure out where all these zombies are coming from. Put a stop to them if you can or come back and let us know if you can’t. You put an end to this mess and you’ve got free drinks for life here at the Powder Horn. I’m pretty sure any of the rest of us that survive can probably scrape together a purse for you if the city doesn’t pay out a reward. Deal?”
Alexander Woods 180 |
Zakzak looks out at the growing horde, and wrinkles his nose in disgust.
"Me no likey ztinkey dead-thingz. I zay we re-dead them all.... But maybe not cut through the center of them... Otherwize we may be dead."
He will look at the buildings near-by and point to them. "Do you know who they belong to? Any of the ownwerz here, and not mind uz borrowing the keyz as a temporary zpot to leap-grippli our way to the Theatre Houze?"
Doc Featherton, Nuoc proxy |
Doc takes a moment to look down, then at Booker, nodding to her friend. She finally looks Martelle in the eye for the first time since they arrived. "I'm afraid we don't have much choice. I'll have to go with Zakzak on this: let's re-dead 'em," she declares, ensuring her guns are loaded. "What's our play besides, you know... not failing?"
Zindarel - Proxy |
Nodding Zindarel adds, "Seems like we are all in. Do we know if the theater owner would have been at the theater when the zombies started to appear? If not it might be a good idea to check their home to see if they know how this all started.
GM Tarthrin |
As the group considers Martell's offer, the other patrons clamor around asking for your help. Clearly most of their firearms were more of a status symbol than showing they were trained in their use.
Martell claps her hands once in satisfaction as the group agrees. Great! Way I see it, you’ve got two paths forward. The first one is that you make a break for the house across the square. It’s owned by Aldivur, the theater’s operator, and is also used to store costumes and props from the theater. You should be able to lock it up from the inside, keep the zombies out while you look for anything useful."
"The other is maybe a bit trickier, but also safer." Martelle gestures to the window along the west wall. "That clothesline is bolted in pretty good, and the Thuss’s are good folks. If you can shimmy across there without falling into the alley, they might be able to help you out some. Rickard is a gunsmith and is likely to have some extra ammo on hand, maybe even some weapons. If you fall off the line, you can still make a break for Aldivur’s house, and if you get in there, well, they’re closer to the theater than we are, so maybe they’ll have an idea on what your best next move is. Whaddaya think?"
Alexander Woods 180 |
1 person marked this as a favorite. |
Zakzak considers the two options. "Climbing acrozz the line... High chance of falling?... Zmall chance of zuccezz?... What are waiting for?"
Zindarel - Proxy |
Zindarel walks over to inspect the clothesline out the window."No risk no reward as they say. We will need all the ammo we can get so I'm in favor of this plan if there are no objections."
GM Tarthrin |
Everyone can choose to use acrobatics to walk across DC 19 or athletics to hang from the rope and climb along it DC 17.
Acrobatics
Athletics
Booker Kaar- grimsnik |
Booker waits his turn then calmly climbs across the rope. Athletics DC 17: 1d20 + 8 ⇒ (18) + 8 = 26
Doc Featherton, Nuoc proxy |
Doc makes her attempt to tightrope across the alley.
Acrobatics: 1d20 + 9 ⇒ (3) + 9 = 12
Sorry, I made the Athletics roll below before the Grab a Ledge reflex save. If you think I need to reroll it, please state as such.
Slipping, she attempts to grab the rope as she falls.
Grab an Edge: 1d20 + 11 ⇒ (13) + 11 = 24
Continuing onward along the rope...
Athletics: 1d20 + 5 ⇒ (9) + 5 = 14
Alexander Woods 180 |
1 person marked this as a favorite. |
Zakzak, having been the first to give the idea, will lead the way across the rope, deciding to cling to it rather than crawl on it. Not a fan of having to make a grab a ledge on just a fail XD
Athletics: 1d20 + 1 ⇒ (6) + 1 = 7
Ironic... Grab an Edge it is...
Reflex to Grab an Edge: 1d20 + 11 ⇒ (4) + 11 = 15
... These dice no longer like me... Spending my Hero point on it... BTW GM, since you asked, you are allowed to hand out Hero points whenever you like. The scenario never prevents you ;)
Heroic Reflex to Grab that Darn Edge: 1d20 + 11 ⇒ (20) + 11 = 31
Well... I guess when a crit does me no good at all, is when these dice give em to me... Time to try and continue with Athletics...
Athletics once more: 1d20 + 1 ⇒ (3) + 1 = 4
... I feel some kind of way right now...
More Edge Grabbing: 1d20 + 11 ⇒ (10) + 11 = 21
Absolutely a Goblin here... I'm spinning and flipping all over this rope...
Athletics yet again: 1d20 + 1 ⇒ (13) + 1 = 14
Well, didn't fall this time
athletics once more: 1d20 + 1 ⇒ (17) + 1 = 18
Hey, that appears to have actually worked
Having made it to the other side, Zakzak will proudly pretend like it was all to plan. that he was just showing off.
GM Tarthrin |
Zakzak hangs by his fingers multiple times while trying to climb across. The terror on his face as he nearly falls multiple times disappears as he finally lands on the balcony with a flourish. Comedy of errors there but you made it!
Booker calmly and confidently shimmies across the rope.
Doc attempts to show off by tight-rope walking and falls. She manages to catch the rope but can't quite seem to make forward progress. Need one successful athletics roll to make it across. If I'm reading your note right, you can just re-roll the current one to see if you succeed.