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{Isabella}

The strength of the ritual is stronger than she expected, even in the midst of the melee. Isabella sees the fleeting glimpse of the dog going for the book, but decides to shift her spell to prepare for the next round. Her voice undulates from the more rhythmic Ogham to an actual song. She calls upon the Wisdom of Frigga in the ancient nordic language. Beseeching to see the path to destroy the Cthulu ancient making its way to her plane.



[[[[]]]]

OOC: Sorry to have held things up. Rough weeks in very different ways. Many frequent flier miles.

Here are the roles:

Isabella Notice 10 + Observation 3
Lionhawke rolled 1d20 and got 12

Not sure of target for spell, but here is the roll.

Isabella Wisdom of Frigga
Lionhawke rolled 1d20 and got 9

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[OOC: No worries. This a game, RL takes precedence. Sorry life has been challenging. Go ahead and roll another d20 and use it for both rolls. The system uses 2d20.]

Isabella notices that the book is no longer streaming the black smoke. In fact her keen eyes note that the portal to this plane is open, and the "thing" is stepping through the opening. The ritual might not be finished, but it is strong enough to enter with what it was offered.

However the book no longer being on the altar, and her efforts have controlled the size of the gateway. At the present time only one can get through, as near as she can tell.

[OOC: This is the complication from the earlier roll.]

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ISABELLA the extra role
Lionhawke rolled 1d20 and got 13

{Isabella}

"Scheisse" She cursed again. At least they would have to only deal with one of the beings - perhaps. But that would be enough. "Incoming." She shouted to her team and hoped to pivot again with additional knowledge.

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((OOC the 13 should be another success on the Insight + Observation but not a success for Wisdom of Frigg according to the info from this link which theoretically should still be updated on her character. But only you can edit it, Pande. But it only needed one success.))

Last edited by Vryx; Mon 08/04/24 01:56 UTC.
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[OOC: Correct the second d20, was for the insight and observation roll, but she only needed one success to learn the truth of what was going on. The spell worked, but again going to write that up in the next post.]

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Isabella's incantations and somatic movements create a whirling vortex of light that springs forth from her fingers at her intended target, the otherworldly monster. The circles of light have a slight blue cast to them as they wrap around the tentacle thing's head and squeeze. She knows in her heart that she has made the thing more substantial and thus can be affected by normal weapons, regardless of what protections it had before.

Jean has a fallen Black Sun leader at his feet and a blood-encrusted axe in his hands.

The troopers seem quite disheartened by the actions of the little but successful commando force facing them. However, they don't give up.

Captain Swann says "Take down that thing," to those who are close enough to hear him. He for his part tries to keep his wounds from bleeding too much more, though he is in no danger of dying, at least those with medical experience can see that.

Walker fires her Thompson at another trooper and steps on the book that Crook has dropped at her feet, now closed. But there is a resounding explosion as her weapon misfires, and then the shell in the chamber behind the stuck round explodes—the weapon clatters to the ground as she falls stunned.

Crook turns and charges back into the fray on his way to attack another enemy soldier.



[OOC: Friendly's up first. All may attack. Then the baddies go.
Walker Attack a trooper tgt 13
Pandemonium rolled 1d20,1d20 and got 19, 20
Walker Damage from malfunction 4 stress plus a special effect, 1 armor, 3 stress left
Pandemonium rolled 1d6,1d6,1d6,1d6,1d6 and got 5, 3, 2, 1, 4
Gregg Attack trooper Walker tgt 11
Pandemonium rolled 1d20,1d20 and got 17, 17 Whiff
Neilsen Attack Monstrosity tgt 11
Pandemonium rolled 1d20,1d20 and got 14, 6
Neilsen Piercing Damage 2 stress no effect on the Servitor
Pandemonium rolled 1d6,1d6,1d6 and got 3, 6, 6]

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{Isabella}

A curl of a vengeful smile teased across her face as Isabella let the magick flow through her and attack the Ancient abomination. She could feel the decades studying The Arts connecting as the call to higher powers opened her mind. She would keep the attack going until it was dead and the rupture between planes could be closed. Isabella slowly pulled her hands apart letting the light tighten ever further and more damaging.

Isabella Blue Light Special
Lionhawke rolled 1d20,1d20 and got 4, 13

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[OOC: What spell is that? So I can adjudicate the necessary rolls and effects.]

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[OOC: I was simply following what you had created. Figured it was a spell that was given by the Frigga insight. I envisioned it all like -- the Wisdom of Frigga is like a priest spell that opens the mind to insight. Amongst her readings and studies there was the raw energy spell of containment that bound a weakened pre-natural beings. She is simply connecting the dots in the moment to make it last through the round. There would be little )maybe just a little) chance that she would retain that knowledge in the form of essentially experience points. Did that make sense? Sorry -- breaking the game mechanics probably... (evil giggle)]

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[OOC: So her casting of the Wisdom of Frigga the first time allowed the creature to be able to be hit by normal weapons, i.e., guns, etc... This time, she can do a different spell or a weapon, or what have you. She gets to try to do it some harm or another spell.]

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The allies have the upper hand, or do they? They have managed to take out the Black Sun Leader and a couple of troopers, but they are still faced with formidable enemies. The troopers that are left and wrapped in shadow making the more difficult to hit, and the thing with a writhing tentacle for a head still approached.

[OOC: So both of you are up; Isabella seems to want to cast a spell; see the discussion above. Your allies have gone. The enemy has yet to go this round. There are at least four troopers and the thing left to take out. ]

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((OOC I don't think any bad guys have acted since I acted. I thought they needed to go.))

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[OOC: I believe you are correct. I just would like something from Isabella to finish out the good guy's turn before I have the remaining baddies go. You guys clearly have them on the ropes, but for some reason, they haven't tried to run yet. Maybe they are emboldened by being helped by an otherworldly monster? ]

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((OOC Right. I mean, to be fair, zero time has passed basically since the leader was axed. Isabella is just going last in this turn out of the allies, then the bad guys go.))

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[OOC: That is my perception too, even if it is taking me time. grin ]

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[OOC: sorry for popping away for a bit. Reality vs dream-life. Based upon your chatter it looks like I have really only the three spells to work from unless I use a spell book. So - let's shift. I hope this makes sense.]

{Isabella}

"It's vulnerable now!" She shouted at the others. "I'll work on closing the portal!" Isabella assumed the others could take care of the abomination, whilst she was the only one that might be able to use her magicks to cut the connection between planes. Once again, she called forth the Sign of Ogham - using as much energy as she could muster - to weave the connections of reality back together.


Isabella closing the portal
Lionhawke rolled 1d20,1d20,1d20 and got 6, 11, 8

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Isabella draws power from dangerous forces, offering her a bit of additional assistance in her attempt to close the rip in space and time that the Black Sun Colonel so foolishly opened. The fellow squad members might be thankful they have her along because none of them have the skills to do what she is doing.

However, her skills prove more than adequate as the portal begins to shrink. Even without additional power, the tear is being stitched back together. Isabella gave the world enough of a push that it has begun to heal itself at an accelerated rate. There is no doubt that the tear in space and time will close in a short amount of time. Isabella is pretty sure that nothing else will escape into their reality. However, she will feel this in the morning.

The enemy sees that the portal is closing, and that their leader has fallen, an axe blow having ended his reign of Eldritch power, begin to show cracks in their facades. They might be cloaked in protective magic, but they don't seem to be willing to fight on without additional direction.

There is a clatter of metal striking stone as they drop their weapons. Possibly not the wisest choices with loaded sub-machine guns but luckily enough, none go off accidently. It might be a little difficult given the dark cloaking magic, but the next immediate action by the enemy soldiers is to raise their hands in surrender.

Walker and Gregg kept their weapons trained on the black-uniformed men as they shuffled together to be easier to detain. Nielsen moves from pillar to pillar in the ritual chamber cutting the ropes that held the poor townspeople. They are still frightened by their experiences, but the are happy to be free of the ropes.

Captain Swann says "There are still live enemy troops in the castle above us. We should escape via the tunnel with all the people and pows. We can let the regular forces deal with those above ground. It isn't worth the risk now. We have stopped the ritual and we have prisoners for interrogation. We saved many of the townspeople and made the world a safer place. Good job so far, but we aren't finished yet." He stands wincing at his wound.


[OOC: No worries. I want to keep this scene alive because we are so close to completing this particular game. However, I don't rule out the possibility of another scenario. I have plenty on deck now that we know the system a bit more if we want to. I also could revert to the original rule set PDQ!, which is Prose Descriptive Qualities, which is quite a bit simpler. Though this system really isn't bad. The GM has to remember a few fiddly rules, like not getting additional Momentum dice to spend on spells without taking threats, but mostly, it is pretty reasonable. It also seems very pulpy, which fits the style of the setting. Thanks for you two giving this a go, in case I didn't say that before. grin

Isabella takes some fatigue, but I am going to keep it nebulous because I doubt it will matter in the long run. ]

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((ooc what about Earthworm Jim? We killed it?))

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[OOC: I completely forgot it got through the gate. Since the gate was closing anyway, let's direct her three successes to expulsion/banishment. Does that work? Or do you want me to rewrite my scene, and we can continue combat? It really is a forgone conclusion at this point unless the dice go seriously awry.]

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(( ooc I'm fine to wrap it up. I was just confused.))

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Jean-Jacques Lupien

"Captain, I ain't got no German," Jean-Jacques reported to Swann. "But if you need, well, I might make 'em understand we mean business, eh?" He grinned and hefted the axe covered in the "pure" Aryan blood of Stoller. Jean-Jacques thought it smelled like any other dead'un.

"But maybe I get these people out of here, eh? I thought there was a lot more though? Maybe they not too far? Get them out before more shooting."

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Captain Swann

"I believe our contact speaks German. But I say we get them all out of here. Take what you want of the enemy's weapons and or anything else, and let's get going. The longer we stay, the more likely the entire batch of troops will come down on our heads."

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{Isabella}

Her success at closing the rift had also sent the abomination back from whence it came. Isabella steadied herself against a pillar, though, as the army boys discussed next steps. Gathering her strength with a deep breath, catching the smells of incense, acrid blood, and gunpowder in the air, she moved over to where the book of incantations lay on the ground. She picked it up cautiously, but then strode to one of the prisoners.

"Wir besprechen Ihre Pläne. Sei vorbereitet." She hissed at him and placed the book in her satchel for study later. "Captain. We'll need to find an appropriate place to interrogate. But agreed we need to leave now."

[OOC: I'm fine to wrap as well.

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Jean-Jacques Lupien

Jean-Jacques looked regretfully at the door leading further into the compound, but replied, "Yes, sir."

He saw to the villagers, gave comradely pats on the shoulders to his squad mates, made intimidating growls at the Nazis, ruffled the dog, and offered Isabella his cleanest hand.

"You did good, there, lady. Probably saved all our bacon. So, thanks, eh? Agent Rogers, you know, she was supposed to be here for stuff... stuff that shouldn't be nowhere, eh? But we lost her in the drop. Just a kid. A real smartie, could have had a good life. Should have. Goddamned Nazis."

He looked over at the POWs and they could tell what thoughts were passing through his head. His gaze lingered on a young blonde boy and then he turned away.

"They got kids in this mess too. Goddamned war."

At that, the big man headed for the tunnel out of this particular hell.

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The ritual is broken, and the Black Sun is, at least for now, defeated. Yet you hear the pounding of many boots coming from the chateau above. Whether they are arriving to continue the fight or running to summon more forces against you is irrelevant; you have overstayed your welcome and need to flee the area. Getting back to London to report this will be challenging, but at least the world is safer.

Back down the Forgotten Passage. Recovery of booby traps and out into the countryside again. Private Gregg jury rigs the truck in the barn, and viola, it is up and running. Soon, they are speeding away from the area.

The question arises: will they take any prisoners with them?

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