Welp, it's time for you to see if a block of ice can stop two dinosaurs.
Vote tally:
##### 3.21
[X] Use Dust (4 attacks left)
-[X] Creep 1
-[X] Creep 2
--[X] Cyan (ice)
--[X] Throw a dust crystal between the two creeps and shoot at it to blow it up and freeze both ofthem.
[X] Each attack a separate Grimm
No. of votes: 3
Itaywex, Krain, Diomedon

[x] Ranged
-[x] Creep 1
[x] Focus on one
-[x] Creep 2
No. of votes: 1
Icipall

[X] Use Dust (4 attacks left)
-[X] Creep 1
-[X] Creep 2
--[X] Cyan (ice)
--[X] Throw a dust crystal between the two creeps and shoot at it to blow it up and freeze both of them.
[x] Focus on one
-[x] Creep 2
No. of votes: 1
Zam
Must...resist...joke...Nope, I cant:
 
Week 9: Running in the Tunnels, Pt 4
Running in the Tunnels, Pt. 4

Roman came up with his plan and quickly acted upon it. They couldn't exactly afford to waste time, so he wasn't inclined to give them a moment to attack. Reaching into his pocket, he produced a crystal from there, a cyan one that he knew to be ice. It was a risky idea, but it might be worth it.

"Alright, heads up boys," Roman called out then as he tossed the crystal, the glittering object landing and sliding between the two Grimm. They seemed to have some idea of what was to come as they tried to leap away, but it didn't matter as Roman aimed and fired, sending bullets slamming into the Dust Crystal.
2D20 = 14, 11. One success, one failure
The bullets slammed home and shattered the crystal in a single moment, sending a cloud of glittering blue about the area that seemed to engulf and chill the Grimm as they fell under the influence of the Dust between them.

Then there was the sound of sudden cracking, rippling through the air as the Dust solidified into a solid mass. Much to Roman's disappointment one of them wasn't all that restrained at all, and managed to smash it's way free before it could finish hardening. The other one though was firmly caught, legs trapped as it collapsed.

At the same time, the ice dust would do a bit of damage, though more to the caught Grimm than the other. Noticeably though, said Grimm also had a chunk of ice in it's leg which looked fairly painful. But that seemed to have only made it angry at the same time, which didn't bode well.

Creep 1: 21 HP [Trapped]
Creep 2: 23 HP


"Tch," Roman grunted as he saw the half success of his effort. Well, it might have been a bit much to hope for, and now he would just have to make the best of it. "Go get it already."

The men hardly needed direction though as they opened fire, one targeting the trapped Creep while the other grunt shot at the one who was free. Understandably the trapped one had a harder time dodging, but it was more tricky to hit the one that was still moving.
D20 = 8, 15 vs 4, 11. Success
But they managed to do so, bullets slamming home as the men laid in with everything they had. The trapped Grimm hissed, seriously injured by the attacks that had been dealt to it. It's inability to dodge was seriously harming it on that front, and Roman was sure that it was just a matter of time if it couldn't break free.

As for the other one, it was better at dodging, and managed to avoid most of the bullets fired at it. Which caused Roman to roll his eyes, even though it wasn't exactly like shooting fish in a barrel. So he had a slightly better excuse. That and the fact that he wasn't combat oriented.

Creep 1: 9 HP [Trapped]
Creep 2: 20 HP


In turn, the angry Creep rushed forward, striking out at the nearest person that it could reach. Fortunately that wasn't Roman, but it didn't change the attack and all of that, a result of his failure to catch it in the Ice Dust.
1D20 = 9 vs 4
And unfortunately for that poor mook, his efforts to back away in time were in vain. Someone trained in combat probably could have handled it, but the thing was fast, and it was on him before he could prepare, delivering a vicious headbutt that sapped away at his Aura and did not favors to confidence.

Mook 1: 25 HP, 20 Aura

With that handled though it seemed that the frozen Creep was still struggling to get out of the ice, as one would expect in a situation like this. They could leave it alone for the moment, to focus on the threat at hand.

And so, they prepared to go again

Creep 1: 9 HP [Trapped]
Creep 2: 20 HP

Mook 1: 25 HP, 20 Aura
Mook 2: 25 HP, 50 Aura

[ ] Ranged
-[ ] Creep 1
-[ ] Creep 2
[ ] Melee
-[ ] Creep 1
-[ ] Creep 2
[ ] Use Dust (3 attacks left)
-[ ] Creep 1
-[ ] Creep 2
--[ ] Write in Dust color
[ ] Retreat
-[ ] Outside
-[ ] Further in the building

As for your men....

[ ] Each attack a separate Grimm
[ ] Focus on one
-[ ] The one you're attacking
-[ ] Another
--[ ] Write in which one
[ ] Retreat
-[ ] Outside
-[ ] Further in the building
 
[X] Melee
-[X] Creep 2

[X] Focus on one
-[X] The one you're attacking

Let's try to kill Creep 2 before Creep 1 gets out of ice.
 
Last chance to vote here before we move this on.
 
And with the fewest possible votes, Option 1 (the only option) has won this tally quite obviously at 100%. I guess we'll see where this goes!
 
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Week 9: Running in the Tunnels, Pt 5
Running in the Tunnels, Pt. 5

Roman grinned as he viewed the situation at hand. One Grimm was trapped, the other fighting strong. That made deciding what to do easy, since only one of those things was a threat at the moment. He knew how to work strategy, and this was, comparatively speaking, easier than his last fight down here had been.

At the moment, he traded his gun for a sword, to engage the thing in melee combat. With how fast it was, ranged fighting wasn't really a viable option at the moment. But he was confident in his abilities, and it would probably be fine.

With his weapon at the ready, Roman grinned as he moved in. He would wait until the end of it's latest charge, dodging past that before striking out, delivering a downward blow to try and hit the thing. The better it worked out, the sooner this would be over
1D20 = 17 vs 14 [Success]
He grunted with exertion, and with satisfaction, as his blow landed home, digging past the thick head to score it's flank. The Creep roared in anger at the blow, but there wasn't much it could do when Roman had landed a hit, and he leapt back then to prevent a counterattack on it's part.

Creep 2: 11 HP

Out of the way, he looked to his men, gesturing towards the injured Creep. "Well, go on and finish that thing off," he instructed, though by now that should have been obvious. The trapped Creep was no problem, after all.

"Got it boss," one of them responded as they moved in, both switching out guns for swords to follow his example. They could tell that he had the right idea, and so they followed it as they moved to attack.
1D20 = 20, 13 vs 16 [1 success, 1 failure]
The first grunt missed, the Creep using it's speed to just past his attempt at a stab. Which was unfortunate, since it was one less blow that could hit. Roman was disappointed, but given that this guy wasn't trained for combat, he would accept it.

But it had a good outcome, as the dodge took the Creep directly into the path of the other mook's weapon. He landed a good and solid hit, doing good credit to his own resolve under fire, or something like that. Roman wasn't about to complain about anything that occurred when it helped the both of them.

With a successful hit like that, it was no small feat that the Creep let out a last dying roar, slumping over as it's eyes lost their color, before the Grimm began to dissolve, like it's brethren. That was one down, and one more to go

Creep 2: 0 HP

The other Grimm hissed and snarled, straining against the ice, which began to crack dangerously. They didn't have much time before this all came to an end. It would be a few seconds before it broke free, much to Roman's annoyance and slight panic.
1D20 = 17 vs 7
Well, this was something that he couldn't allow to stand, so he didn't. He practically leapt over, bringing down his sword in an overhead swing. While the Grimm could struggle, there was no way for it to break free, and the hit effortlessly landed home. It was the final blow, and the remaining Grimm joined it's companion in death, even as the ice shattered completely.

Roman huffed, brushing himself off as he replaced his sword in it's holster, looking over to his companions They had come out of this relatively fine as well, and as far as he was concerned that was a good thing. It meant that they didn't have to worry about leaving immediately.

"Good job boys. Nothing we couldn't handle," he told them as he made his way over to them, glancing back at where the Grimm had been. He could only hope that the other two teams had been doing as well. Without any way to get word, there was no way to know for sure.

His men nodded, stepping towards the door. "Where to now?"

Roman joined them as he opened and glanced at the map. Now he knew where stuff was, which would make planning that much easier. It would increase the chances of finding something useful in this city, and he made note of the places nearby. It was time to get on the move.

Mook 1: 25 HP, 20 Aura
Mook 2: 25 HP, 50 Aura

[ ] Police station
[ ] Club
[ ] Hardware Store
[ ] Department Store
[ ] Gun Shop
[ ] Tunnel Entrance
 
[x] Tunnel Entrance

Guys can we get the whole group together, then loot the crap out of everything here? It'd probably be the most prudent course of action to make sure everyone is okay now that we have the proper amount of information about where we are/where we need to look.
 
[x] Tunnel Entrance

I agree with Iandude, we now know where to find stuff, but we'll need more people to loot the place.
 
Well that fight went rather well. But where to next? I don't think going to a gun store is a good idea, since when the grimm got in it most likely had it's contents looted/confiscated. We might want to check out the police station for two things: loot and whether or not it could work as a base when we come back with larger group.

[X] Police station
 
Could I convince you to try and reconvene with everyone else so we can take the whole group looting for what would likely be a much higher yield?
I voted for police station so that we could scout it as a possible base to use when we come here with larger force. Loot is just something extra we might find.
 
I expect a municipal building like the police station will be one of the places the people made their last stand at, so if their was anything people were carrying that would be valuable, it'd probably be there.

The gun shop should logically be empty. In the last days of Mountain Glenn, do you think they wouldn't have passed out all the guns and dust rounds to anyone who could pull a trigger? What's the point in keeping guns to sell if by doing so weakens the defense and kills you?

That said, we should probably go back and check on the other groups (to make sure they haven't died, and see if there is anything nice (like a dead-end at an semi-completed station or something. It's be best if could make another barrier blocking off Mountain Glenn proper so we could have a secure base that no one knows about that isn't full of Grimm)).

[X] Tunnel Entrance
 
Police might also have body armor in addition to being a defensible location most likely gathered at.

But yeah, gather the looters.

[x] Tunnel Entrance
 
[X] Tunnel Entrance

And I agree with going to the police station once we regroup, though theoretically we should be able to loot everything later once we have enough men to occupy the area.
 
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