Episode 1 [All] - Reach for the Sky

Started by pringerbeam, October 26, 2018, 05:30:26 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

pringerbeam


Asta

Initiative:
Rolled 2d6+7 : 3, 5 + 7, total 15

Mysticsage


Initiative
Rolled 2d6+10 : 4, 4 + 10, total 18

pringerbeam

Turn 5 Pass 1 Order
Zephyr
Spirit
Valkyrie

Mysticsage

Seeing Valkyrie's movements he will try to move so as to drag the spirit down closer.


To hit logic+ unarmed + 2
Rolled 9d6 : 1, 6, 2, 6, 3, 3, 4, 6, 4, total 35




Punch Force 6
Rolled 8d6 : 6, 4, 6, 2, 4, 2, 2, 1, total 27



Drain 2 Cha+will
Rolled 10d6 : 4, 2, 5, 1, 1, 5, 4, 1, 4, 1, total 28

pringerbeam

     The spell hits its mark and again Zephyr is able to feel the destructive energies of the magic flow into the spirit which pursues its astral target, descending a little to keep pace with Zephyr and once again trying to swipe with its flaming claws.

Spirit has descended to 7 meters above the deck.

Astral Combat attacking Zephyr
Rolled 6d6 : 5, 2, 5, 1, 2, 3, total 18

Mysticsage

Defense test
Rolled 9d6 : 4, 2, 1, 1, 1, 3, 4, 5, 5, total 26

pringerbeam

     Again the spirit fails to land a blow.

Valkyrie's turn

Asta

The spirit was still too high to do employ her home-made sticky grenade so again Valkyrie gesticulated that her companion bait the thing closer to the deck. The only other thing she could do at the moment was try to look for the best place to cram the explosive so that it would hurt the most.

Observe in detail on the spirit looking for nice soft spots to stick a grenade
Perception:
Rolled 5d6 : 5, 4, 3, 1, 4, total 17

pringerbeam

     Taking a look at the spirit, its wings might be a weak point that could cripple the flight of a flesh and blood creature but you don't know if that would be the case here.  The spirit's large golden eye that occupies the center of its chest would seem to be another good target to aim for, you at least don't see any spare eyes lurking around on the spirit's body to back up the single eye on its torso.  Other than these obvious features, it's hard to tell much with the flickering motes of flame that flare off the creature's skin getting in the way and causing heat waves that distort the air.


pringerbeam

Turn 5 Pass 2 Order
Zephyr
Spirit
Valkyrie

Mysticsage

Continuing to float down the rest of the way as planned while taking a swing


to hit
Rolled 9d6 : 5, 2, 1, 5, 5, 3, 3, 6, 5, total 35

spell force 6
Rolled 8d6 : 4, 5, 6, 4, 4, 6, 2, 3, total 34

Drain 2
Rolled 10d6 : 2, 5, 6, 4, 4, 3, 6, 6, 1, 6, total 43

pringerbeam

     The spell connects and it appears that the spirit is starting to slow down from the damage slowly being inflicted upon it.  In retaliation, it swipes at Zephyr's spirit once again.

Astral Combat targeting Zephyr
Rolled 5d6 : 3, 4, 5, 2, 1, total 15

Mysticsage

Defense test
Rolled 9d6 : 3, 5, 2, 2, 5, 3, 5, 5, 4, total 34

pringerbeam

     The spirit is unable to catch the astral form of Zephyr once again in it's pursuit and sets down on the prow of the ship, the blood on the deck sizzling and burning to expel the smell of searing flesh to those nearby.

Valkyrie's turn.