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. ... Shambling... (+1 on accuracy rolls) 2. ... Grotesque... (-1 to all attacks) 3. ... Rotting... (+1 to all attacks) 4. ... Skeletal... (-1 on all accuracy rolls) Dice 2 1. ... Armoured... (only 3 players per turn may use a special artifact/ability/item) 2. ... Oozing... (-1 to weapon attacks that deal less than 6 damage) 3. ... Disemboweled... (-5 miniboss HP) 4. ... Swift... (players take 2x the amount of damage on their first turn) Dice 3 1. ... Daywalker Captain! 2. ... Zombie Gerbil Pack! 3. ... Mutated Daywalker! 4. ... Undead Slime Lusus! MINIBOSS STARTING HP: 20/20 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 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 second 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!
Doutei rolled 2 6-sided dice:
2, 5Total: 7 (2-12)
Posted: Wed Nov 15, 2017 11:20 pm
Quote:
HP: 12/20 Damage: 6 Military grade weapon: +1 Adept Offensive Style B: 2/2 Tevini is using her telekinesis! 2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
"Ahh!" Tevini shrieked as zombie gerbils flooded the next room, startling her. They nipped at her and she stumbled backwards while getting out her gun to start shooting. A horrid realization followed.
Ephias was just outside on the floor, within reach. She had to stop them before they started feasting on him! I mean she wasn't sure if he was just asleep or actually dead and it would be okay- NO! She was not going to go down that train of thought!
Doutei
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Doutei
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Posted: Wed Nov 15, 2017 11:21 pm
Quote:
HP: 16/20 Damage: N/A forgot to roll Military grade weapon: +1 Adept Offensive Style B: 2/2 Tevini is using her telekinesis! 2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
"Shoot!" Tevini frowned as her nail gun malfunctioned. It was rare these days but did occasionally happen. She needed to improvise a new plan quick! Scanning around the room she started looking for some projectiles she could hurl around. Anything would do! Well not anything, these dried banana rations would only reward the zombie gerbils for their chaos.
"C'mon!" She whined, knocking down boxes of cargo and trying to find something sharp and lightweight.
Doutei rolled 2 6-sided dice:
1, 6Total: 7 (2-12)
Posted: Wed Nov 15, 2017 11:22 pm
Quote:
HP: 16/20 Damage: 0, missed Military grade weapon: +1 Adept Offensive Style B: 2/2 Tevini is using her telekinesis! 2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
"Damn!" Tevini cursed as nothing usable was appearing. Should she abandon this task and try to fix her gun real fast? Would she be able to concentrate while trying to dodge these vermin? Unsure of the best course of action, Tevini trembled from the pressure. She felt awful that she was letting the team down.
"Faithe! Help!" The redblood pleaded. She was in over her head and needed assistance!
Etsali HP: 11/20 Military Weapon YTMA Pins: Journeytroll Covert Ops, Endurance, Novice Strength Trinkets: Adept Artifact - Agi B , Novice Trinket - Def B
Etsali stepped very carefully over Ephias to make sure not to wake him as she moved into the room to give Tevini back up. He pretty clearly wasn't getting enough sleep again, so if he'd dozed off now it was best to let him get some rest while he could.
Hmm, this was no good. If she didn't step things up a bit, she was never going to kill them all before they got to the doorway where Ephias was still slumped over! Kicking another gerbil back, she reached for her belt and pulled free the grappling gun. This wasn't exactly what it had been made for, but hey, a gun was a gun.
2 2d6 hits with +1 to accuracy to each on this attack
7 damage!
KitsuneAura
Magical Detective
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Doutei rolled 1 4-sided dice:
3Total: 3 (1-4)
Doutei
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Posted: Wed Nov 15, 2017 11:31 pm
Quote:
HP: 16/20 Damage: N/A Military grade weapon: +1 Adept Offensive Style B: 2/2 Tevini is using her telekinesis! 2d6 Deal double damage on this attack, 2x per battle. 1 ongoing damage for all turns after. The ongoing damage from these stack.
Finally they'd reached the control room. Tevini nervously entered and searched for the power switch. They were so close to finding a working ship. She longed to sit in the helmsman's chair and fly it out of here. It was risky to consider stealing a ship for the rebels under all this surveillance, especially since the military ships probably all had tracking devices in them. But what if she could disable it? She could finally get to examine a working ship up close! Her many sweeps of research had helped her learn how this stuff all worked in theory but it was another thing to see it up close.
"Please." Tevini pleaded, her fingers resting above the switch. She closed her eyes and pulled it.
Nothing.
The redblood tried to stay calm. It was okay. There were still other ships to explore. They still had plenty of time to keep looking. If they could get this far in here, they'd do it again. Even if this defeat stung a little, or maybe a lot, she glanced at Cerpin and remembered her conviction. They couldn't give up hope.