Chapter 26: The Secrets of the Caves
The participants of the ritual feel a collective surge of energy. The fibers of light coalesce, forming a pinpoint which opens into a vast darkness. Their light penetrates the darkness, shining the one truth path towards ... everything ... infinity ... timelessness ...
The three watchers, all braced in some fashion and aiming their guns at the smooth wall, see a flash of light in front of them. Jake and Tommy remember the flashes of light; Padre experiences it for the first time. The Hungarian is taken aback, for a moment.
And a single moment is all it takes for a monstrosity to step through the light and plant two iron-clad boots on the landing. Thing stands twice as tall as Richardsen, and its left leg brushes against the Texican's hip. While they have precious little time to consider what they see, the best description that crosses the mind of each of the three men is: a giant, old-timey knight, empty-handed.
... and the six who are one sense the arrival of one who is not.
OOC: In round 2 of Part 1, Tracy earned two more tokens; Earnest got one. That reached a total of 10, which could only be reduced by a Critical Failure amongst the other participants. That didn't happen -- they added another four tokens, so Part 1 succeeds. The portal is open!
Part 2 - this is a one-round part of the task. The six ritual participants are still in the Dramatic Task. The three watchers are beginning a combat situation within the task. We will do both simultaneously.
The Action Card draw does determine Initiative order in this turn as a whole, but really only matters for those in the combat situation. The ritual participants don't need to go in any order, but participants need to make slightly different rolls. Tracy and Earnest must make a Spirit roll again, as well as a Vigor roll (usual modifiers apply). These aren't Multi-Actions, just two different rolls required by the Judge for this part of the task. With the Spirit roll, the two men need to get a total of 3 tokens to maintain the ritual while Faraday and the others attempt to detach from the group mind so they can move through the portal. Tracy and Earnest can earn 1 token for a success on Spirit, and one token for each raise they get for Spirit during this Part 2 of the Task (round 3 overall; in other words, one person could get all 3 required tokens).
Padre drew another Club, so he suffers the Complication (the combat situation is still part of the overall Dramatic task at this time). Padre, Richardsen, and Pearce all get the benefits of Aim, this round (the penalty from Complication can be offset with the effects of Aim), assuming they succeed on their Fear check. Actually, did the Judge mention that each of the three men must make a Fear check? Yes, you do; it's a Spirit roll, no special modifiers, just usual Edge or Hindrance modifiers if any apply to your character. The Fear check isn't an action; make the check at the beginning of your turn before doing anything else. You may spend a Benny to reroll, as always, and Conviction may be used before the roll is made. If you succeed (TN 4 as usual), you may go ahead and take your action(s) during your turn. If you fail, roll a d20 (no Wild Die, just a d20) to determine the Fear effects.
Jake may fire his rifle (pending the result of the Fear check) but it is in close quarters so the Shooting roll will be against the GOTK's Parry instead of the usual TN4. The other two are well within short range for their guns, in their current positions. All three of the watchers also get +2 to attacks against the GOTK because of the thing's size.
Initiative Reshuffled after the Joker in r2
Earnest Five Spades Seventh
Jake Eight Hearts, Nine Spades Third
Padre Seven Clubs Fifth COMPLICATION –2 to any rolls this round
Tommy Two Hearts, Two Spades Eighth; Calculating bonus, too
Tracy Nine Hearts Fourth
Danielle & Extras Six Diamonds Hearts Sixth
Alejandro Seven Hearts, Jack Hearts Second
GOTK King Hearts First
14:41, Yesterday: Judge Messalen rolled 11,9 using d10,d6, rerolling max with rolls of (10+1)11,(6+3)9. DF Spirit roll 2.
14:43, Yesterday: Judge Messalen rolled 4,5 using d8,d6, rerolling max with rolls of 4,5. Alejandro Spirit roll 2.
14:45, Yesterday: Judge Messalen rolled 4,2 using d6,d6, rerolling max with rolls of 4,2. Soldiers Spirit roll 2.
There is an updated Game Map for Group 1. The Judge will also post another image, sometime soon, but don't wait for that.
In combat, it is Jake's turn. The GOTK has already taken its action for this round (movement and Notice, for which the Judge made a secret roll).
In the ritual DT, all participants may make rolls whenever they want.