Fancy being a magic spy in WWII? [Table 2] (Inactive)

Game Master Johnny_Panic

WW2 Map of Kew Gardens

Google Docs map Zoo Warehouse


151 to 188 of 188 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

"Of course these are made out of people. The germans are always terribly efficient like that," Shrike notes with audible disgust in his voice. He crouches next to the remains and uses the end of his cane to manipulate the body as he looks for any kind of identifying or notable marks.

Perception to examine the body in detail: 1d20 + 14 ⇒ (16) + 14 = 30


As the goo falls away you note half dissolved dog takes, the are English ones, home guard ones.


Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

"Miss P? Are you there?" Shrike tried to 'think' loudly for their handler while speaking for the benefit of the others, "We've got a situation, some kind of possession weapon over what appears to be a fluid medium. It was using a body from the home guard that came in first. I don't know if there is anymore unactivated ordinance in here but I would recommend we treat Kew as a possession risk and sanitize the areas where the bombs fell."

He took a deep breath before continuing, fully aware he might be signing his own death sentence with the next admission, "Agent L and I came into direct contact with one of the targets and should be considered possession risks as well until we can submit to a full examination."

He looks to the others, "Ms. Korematsu, you're our magic specialist, does any of this sound like something you have prior knowledge of?"


F Japanese-American Human Eliciter 7 | HP 33/52 | F+6 R+6 W+9 | PAC 18 BAC 20 T 13 FF 16 CMD 17 | Init +6; Perception +7

"Eugh, foul. I wouldn't exactly call myself a specialist, but I can take a look, let me see..."

Know Arcana: 1d20 + 6 ⇒ (19) + 6 = 25


As Sam looks over the goo she thinks a while on what she knows from old books and her reserch.

@Sam:

You remember reading about a Demonic thing called The Living Lake. A small like in Poland, location lost. This lake had a surface that was said to be calm and serene, and a cool morning mist rises from it. But when travelers came close its would become alive with activity as a massive pseudopod, towering dozens of feet into the air, erupts like a cyclone. From this mass things came to devour travelers flesh and use its soul to power there form. It was said blessed silver or wards of magic and magic fire would keep it at bay. To the point an order of magic using knights sort it out and sent it back to hell with "Blessed weapons and armor, and holy fire". It was rumored that some of this lake survived this however, going into caves under hills around the lake. Where if any entered the caves, they would be covered a goo, driven mad and become monsters.


Female Humanoid (human) as well as [Tiefling] outsider (native) Pison [Telepath L5] Investigator [Psychic Detective L1]

::"I see"::

came Ms Ps voice back

::"I will take that under advisement Agent Shrike, but for now consider yourselves under quarantine, and stay in the area. I will keep others out, But you must keep investigating. I need to know more. How much of a danger is this possession weapon its type and from."::


F Japanese-American Human Eliciter 7 | HP 33/52 | F+6 R+6 W+9 | PAC 18 BAC 20 T 13 FF 16 CMD 17 | Init +6; Perception +7

After taking a look at the body and recalling the pseudopod that came out to attack L, Sam says, "There was a creature of some sort resembling this. It was called a Living Lake, an ooze-like creature that could disguise itself as a normal, calm lake, until it was disturbed, when it could form a massive pseudopod that attacked people, dragged them under, and used their bodies to fuel itself. It was somewhere in Poland, originally, but was mostly destroyed by magi using magic, silver, and magical fire. Legend says that some of the creature survived, fleeing into caverns in the area, where it continued to hunt, albeit on a much smaller scale, turning their victims into monsters."

She stands and crosses her arms. "If the goop is what causes the change, I don't know if this will do anything, but--" She then casts Prestidigitation to clean the goop off of Shrike and L.


That the magic effects it the rotting goo falls away and smolders where it falls, turning to black ash. There was only a small amount on Shrike and L and it took a few casting to get it all off.


The black mass now seems to have fallen bellow down into the cellar you will need to look around for a way down.


Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

"I would prefer to go down there with flame ready to hand," Shrike notes, tapping his cane on the floorboards. "But making sure it does not have another body on hand to use takes precedence. Lets try to maintain line of sight with each other at all times. I don't want this thing picking one of us off without the others noticing. I can take point again since I've already been exposed once and provide the most obvious threat profile." He started heading from the western most door of the room.

Stealth: 1d20 + 12 ⇒ (13) + 12 = 25
Perception: 1d20 + 14 ⇒ (3) + 14 = 17


| HP 41/41 | F +6 R +15 W +6 | PAC 18 BAC 16 T 14 FF 14 CMD 19 (+2 grap) | Init: +6 Perception: +7

Agent L follows quietly.

Stealth: 1d20 + 9 ⇒ (10) + 9 = 19


This one is kind of key guys I am going to wait for everyone to post order, then move on

The group lines up and starts to search for a way down to the cellar.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

sorry, between technical difficulties and being busy, I haven't gotten around to posting
Pierce takes the rear, stealthily following and keeping an eye out
Take ten for stealth 26, perception 24


F Japanese-American Human Eliciter 7 | HP 33/52 | F+6 R+6 W+9 | PAC 18 BAC 20 T 13 FF 16 CMD 17 | Init +6; Perception +7

Sam goes somewhere in the middle.

stealth: 1d20 + 9 ⇒ (1) + 9 = 10

She trips over her own feet.


As Sam stumbles there is a sound below. Something is moving about. You find 2 doors they seem to be a way down but locked.


guys? the doors are locked need to know how you get them open so you can head on down


| HP 41/41 | F +6 R +15 W +6 | PAC 18 BAC 16 T 14 FF 14 CMD 19 (+2 grap) | Init: +6 Perception: +7

If I can take 10 or preferably 20 that would be an 18 or 28. If I can't

Disable Device: 1d20 + 8 ⇒ (5) + 8 = 13


Agent L has a look at the old door lock, its simple but marge, it seems this was made as a blast door of some kind, but why is it here. They tended to be placed on goverment bunkers. L takes his time, but after a while Takes 20 he bust it open.

What is in front of you is a goods lift.


Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

Shrike leads the way in, adjusting to make room for the others in the lift. Hauling the blast doors shut, he hits the down button.


You all enter the goods lift and go down into the basement. There you door opens to darkness but also sounds. Something is moving about up a head. As you come out you enter a space full of shelves leading back into darkness. Box stacked on them, ALL numbered.


Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

Perception (Nightvision device): 1d20 + 14 ⇒ (6) + 14 = 20
Stealth: 1d20 + 12 ⇒ (1) + 12 = 13

Shrike moves deeper into the room, trying to scan the shadows with the nightvision scope he was provided. The narrowed field of vision keeps him from seeing the jutting corner of a crate that catches along the thigh of his bad leg and sends him staggering for a moment, ruining his attempt at stealth.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Pierce frowns at the stagger, but consoles himself that at least he didn't cry out, so an unobservant enemy might not hear him
stealth: 1d20 + 16 ⇒ (5) + 16 = 21
perception: 1d20 + 14 ⇒ (13) + 14 = 27
His disdain at the other man and curiosity at the boxes does hinder his own efforts at stealth as he inspects the boxes.


Brosnan:

They are full of seeds, all kinds, libeled and listed in small packets. Latin names and all.

You can hear more than one thing moving up ahead. You can her boxs falling in the floor an rummaging about sounds.


F Japanese-American Human Eliciter 7 | HP 33/52 | F+6 R+6 W+9 | PAC 18 BAC 20 T 13 FF 16 CMD 17 | Init +6; Perception +7

Sam advances towards the source of the disturbance, trying to stay out of sight of whatever is there as she tries to get a look.

Stealth: 1d20 + 9 ⇒ (3) + 9 = 12


Sorry for being so long google docs locked me out, but fixed now

Ok the sounds stop, it seems someone had hard you Sam.

Map up surprise round, which is yours.


| HP 41/41 | F +6 R +15 W +6 | PAC 18 BAC 16 T 14 FF 14 CMD 19 (+2 grap) | Init: +6 Perception: +7

Turning on his night vision as well, Agent L dashes forward to hide behind the wall near the corner.


Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

Moving further into the room and readying an attack on the first hostile that comes into my line of fire.

Shrike advances as well, calling up a hefty looking executioner's sword with a thought.


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Pierce sticks to the rear, trying to get clear line of sight


As you up you see what looks to be a German officer pointing your way and sending two of the things your way, a third is moving things quickly to kind of box with a balloon attached.

Ok guys, Inits, you act 1st and they know you are there but not where you can ambush. +2 Attacks and DMG rolls in surprise round.

Perception officer DC20:

The German officer is a projection if some kind.
Like a spirit form.

Kn Eng balloon DC16:

The box and balloon like a weather one used by the met office.
its small only a 1' wide and the balloon 20' tall when fully inflated


| HP 41/41 | F +6 R +15 W +6 | PAC 18 BAC 16 T 14 FF 14 CMD 19 (+2 grap) | Init: +6 Perception: +7

Init: 1d20 + 6 ⇒ (10) + 6 = 16
Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Know(eng): 1d20 + 6 ⇒ (6) + 6 = 12

on my turn
Agent L will partial charge toward the projection at the creature there. L jumps and attempts to land foot first into the creature.

Attack: 1d20 + 11 ⇒ (12) + 11 = 23
nonlethal: 4d6 + 20 ⇒ (5, 5, 3, 1) + 20 = 34


F Japanese-American Human Eliciter 7 | HP 33/52 | F+6 R+6 W+9 | PAC 18 BAC 20 T 13 FF 16 CMD 17 | Init +6; Perception +7

Sam moves to the clear shot, focuses her gaze on the creature nearest her, and shoots at it.

attack: 1d20 + 10 ⇒ (5) + 10 = 15
damage+painful stare: 2d6 + 1 + 2d6 + 3 + 2 ⇒ (3, 5) + 1 + (1, 1) + 3 + 2 = 16


Male Human Marksman 6 /gunslinger 1 | HP 55 | F +8 R +10 W +8 | PAC 22 BAC 22 T 15 FF 18 CMD 21 | Init: +5 Perception: +10 (+14 if near psycrystal and looking down the scope)

Pierce decides to kick this off with a bang and pours psionic power into the shot, causing his shot to explode the monster's leg
called shot to the arm: 1d20 + 19 - 2 - 2 + 3 ⇒ (13) + 19 - 2 - 2 + 3 = 31
damage: 2d10 + 1 + 2 + 2 + 2 + 3 + 4d6 ⇒ (10, 3) + 1 + 2 + 2 + 2 + 3 + (2, 3, 6, 4) = 38
1 Deed point and psionic focus spent to increase damage and give it a 10ft 16 splash


Surprise round,
as the things move toward you, you spring your trip.
- Agent Pierce, lithely blasts Thing-1 apart and his psionic power rips its from apart, It falls over and seems to be trying to reform itself. You can see in the hole part of a body of a man.
-Sam +2 on that attack for surprise and flanking. So a hit. was it magic? As Agent Pierce has just blown half of it apart. you can shoot the body in side, head shot. The thing shudders and then starts to melt before your eyes the black goo rotting.
-L jumps and slams into the other thing head on, knocking it back.
- Ref save for Thing-2. 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10 fail, knocked back 1d4 ⇒ 3 x5' feet. Thing-2 staggers back at the blow.
- james if your still with us, you have 24 hours then I will bot you.
- The German officer winks out of being and reappears next to the rocket/ bomb creaming orders to thing-3 in german.

If PC knows German:

"Load it NOW, the boxs there, and close it, then start the fuse/timer, NOW NOW fast fast,"


Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

Initiative: 1d20 + 3 ⇒ (13) + 3 = 16

Targeting the ballon

One-Handed Blades (Misc Bonus/Rapid Shot/Deadly Aim): 1d20 + 14 + 2 - 2 - 2 ⇒ (11) + 14 + 2 - 2 - 2 = 23
Damage: 1d8 + 7 + 2 + 4 ⇒ (3) + 7 + 2 + 4 = 16
One-Handed Blades (Misc Bonus/Rapid Shot/Deadly Aim): 1d20 + 14 + 2 - 2 - 2 ⇒ (11) + 14 + 2 - 2 - 2 = 23
Damage: 1d8 + 7 + 2 + 4 ⇒ (2) + 7 + 2 + 4 = 15
One-Handed Blades (Misc Bonus/Rapid Shot/Deadly Aim): 1d20 + 9 + 2 - 2 - 2 ⇒ (2) + 9 + 2 - 2 - 2 = 9
Damage: 1d8 + 7 + 2 + 4 ⇒ (8) + 7 + 2 + 4 = 21

Without so much as a gesture, Shrike stands the executioner's sword down and instead directs three basket hilted scottish claymores to throw themselves at the gas bag of the balloon.

Sorry that took so long, I was trying to sort out the logistics of attacking a balloon and estimating distance. I figured that it was about 40-50ft away which falls within my range for one-handed blades.

EDIT: "They've got another weapon loaded over there! We can't let them trigger it!"


EDITED:: James Your rounds shred the balloon, with holes, making it unusable

The German officer lets out a long rant of German swear words as he looks your way.

German:

"Grab the balloon last box, and head up NOW MOVE MOVE, you know what to do with it, I have set the rocket for our site in Ireland, NOW GO!!"

Thing-3 grabs the box from under the balloon and heads up the bomb whole to the ground floor.

German:

"HOLD THEM, while we get away, die for the Fu--eerire"

Then the German officer winks out of being as there stimulus blast of smoke, as rocket takes of up throw the whole made by the bomb. Smokes fills the area blinding you all for a moment.

Viability is now 10' for 1d3 ⇒ 3 rounds

Round one

OK guys keep fighting here things-1 and 2 or head up, after thing-3 with the last box. The Rocket is gone., there is no stopping it. You can try the lift slow OR, clime after thing-3

Note: do not worry about the rocket, that is our link to the other game.


Male Human Soulknife (Psychic Armory) 6 | HP 13/52 9 nonlethal Focus: Y Psychic Strike: Y | F +6 R +10 W +12 | PAC 20 BAC 19 T 14 FF 12 CMD 20 | Init: +3 Perception: +14

"Oh no you don't," Shrike growls and takes off after the fleeing target.

Actions:
Assuming I need to double move to get back into range of it

Psychic Strike Inventory:
Daggers 6/6
Light 6/6
One-handed 3/6
Two-handed 6/6

EDIT: Changed to account for visibility.


The fight is short, you make fast work of the things that where left.
As you do Lady C comes with a clean up team.

Its all over the news the next day, a Nazi bomb attack as Q gardens, some home guard and police reported killed when a timed bomb blow up as it was being dealt with.

You are interviewed in de-briefed, then your informed, your going to Ireland, to help with the in place team there.

This ends then game.

151 to 188 of 188 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / WW2 spy game table 2 [Book 1] All Messageboards

Want to post a reply? Sign in.