Lucas Lee |
Lucas releases the board the shifts it back into place. It's a mess. I thought I might be able to figure out how they set the fire, but it's all doused in water. It would take me hours to comb the place. I saw some guns wrecked by the fire, but I bet either the Dragons took some or the cops secured any left when they responded." He shrugs.
"Ugh, the sewers? I guess Orcs don't mind the smell. Well, should we try to follow them?"
Akio Tashi |
Akio looks down the alleyway. "That makes sense.. the sewers run all around the city. What better way to move unseen than through them." He nods. "We should atleast take a look down there, I hope no one here minds getting a little dirty." He looks to Connie.
GM-JZ |
I'm assuming Midnight has a busy post Xmas :)
The group decide that the sewers are worth checking, and Akio pulls the manhole cover aside before anyone decides to change their mind.
The smell from down below isn't as bad as you expect however. It is far from pleasant of course, but a flow of water runs down a central channel with concrete walkways on either side and you sigh in relief that you aren't going to have to wade through filth at least.
Ebon leads, climbing nimbly down the ladder followed by Concussion, Napalm and finally Midnight who avoids the ladder all together and simply hovers, touching down lightly on one of the walkways.
The age of these tunnels shows in the crumbling walls, and the walkways are treacherously narrow, making footing uncertain and it'll take concentration to move around with any speed down here.
Fortunately, the tunnel is blocked by a sewer grate in one direction, meaning that if the Orcs did come down here, they could have only headed North and so, that is the direction you carefully follow.
Very quickly, it becomes pitch black, the light from the open manhole quickly dissipating after a few dozen feet.
Need to know how you see down here for those without darkvision
Akio Tashi |
I don't have darkvision, so i'll have to cast light.
Moving nimbly across the cat walks of the sewer Akio stops and looks to the group as its clear the darkness will be a problem. "I'm going to need light, if we're to continue." He places his hands together, claps once then curls them into a fists as they both slowly light up illuminating the sewer tunnel.
Melania Mezzanotte |
A sewer?
Melania glances down at the manhole cover with distaste
Seriously?
She points at her white top, then finding no other objectors, shrugs it off and stuffs it in the tiny backpack that hangs between her shoulder blades. In the space of just a few seconds, she's tied up her hair and stowed her headphones.
She hops down but doesn't hit the floor, instead just hovering a few inches above it.
What? These shoes were expensive...
Wrinkling her nose she only notices the drop in light levels when Akio manifests glowing hands.
Well that's a new one, good to know you can overcome the limitations of human eyes even without technology she nods in satisfaction.
She moves forward, taking care not to touch anything.
GM-JZ |
Man, that's pretty cool - and without the help of some alien cube too. says Concussion. You should get a job in Midnight's club if this whole hero gig turns out to be a bust.
But you know what, when in Rome....
Concussion closes her eyes and balls up a fist before her. When she slowly uncurls her fingers, three tiny speck of light float up and begin to glow fiercely. They spin around her hand as if on invisible strings before slowly drifting off into the darkness.
Left my flashlight in my other pants. she says with a shrug.
Hope the bot is cool, C
GM-JZ |
The group continues on, taking their time and continuously watching their step for fear of treading on a rat or even something less... savoury.
The sewer tunnels run like a warren under the city and Lucas begins to wonder idly about the urban myths such as alligators or rats the size of dogs in this city below the city. He doubts if Akio and Midnight would have heard these tales.... but then decides it isn't worth bringing it up. Just in case it's true.
The group continues on for some thirty minutes and after a while begins to wonder whether this was a wild goose chase after all.
But then, bizarrely, you come across a sign made from a piece of old delivery pallet and scrawled on it in a faltering hand are the words; Keep Out and soon the tunnel opens into a wider intersection with room for a maintenance shed.
Two bulky humanoids are arguing in an unknown language, standing before an open maintenance hatch, a selection of tools on the floor beside them.
As your light shines upon them, they spin suddenly and growl before snatching up a hammer and heavy wrench between them.
Our place! Out! one shouts.
Round 1 - Heroes
Concussion |
No worries! The downside of catching up on posts at work is sometimes I check the thread, then get distracted and forget I need to post something and there aren't any new posts to remind me!
"Hey hey hey," Concussion exclaims, holding up her hands. "We're just uh...passing through, looking for someone - that's all," she says with a smile. "Wouldn't happen to know where we might find the Dragons, do ya?"
Diplomacy: 1d20 + 3 ⇒ (16) + 3 = 19
Lucas Lee |
Napalm is momentarily distracted by Midnight taking her top off to slog through the sewers. "I...uh...ok, I guess that's one way of doing it." He tries to avoid looking directly at the alien woman.
He shields his eyes when the others are able to produce light from nothing. "Hey, that's neat. Some sort of metaphysical, chemical reaction? Hmm, no heat. Interesting."
When they near the guards, Napalm stays quiet, trying to make out the humanoids and see if they are Orcs.
Knowledge, local: 1d20 + 10 ⇒ (1) + 10 = 11
GM-JZ |
Not pass through here! Our place. Dragon place. Out now while you can! one of the men growls banging the wrench on the maintenance door with a noise so loud and shocking in these closed quarters that it startles you.
The men a brutish in appearance, dressed in ragged bits of odd clothing, with leather jackets and piece-meal bits of metal armor strapped on them almost haphazardly. They have a greenish tinge to their skin, undershot jaws and thick, muscular frames.
You can surmise these are orcs Lucas, but surprisingly you know nothing of practical nature about these particular alien beings.
Akio Tashi |
Looking down at his fits he smiles. "It's just a little something I picked up, comes in handy from time to time." Then seeing three orbs of light shoot from Concussion. "We're still learning a lot of about each others abilities.
--
As they finally spot someone else down here Akio lets Concussion do the talking. I'm sure she could take her way anywhere. But expecting a fight eventually as they shout back a command he clenches his fists.
What knowledge would it be?
GM-JZ |
Still Knowledge Local. Regardless of them being fluffed as aliens/mutants etc the skill uses for them will remain the same.
If you were ever unlucky enough to fight something like a Gibbering Mouther for example it would be some disgusting cast-off from another dimension, but you'd still use Knowledge Dungeoneering to identify it.
Concussion |
Kn. Local: 1d20 + 7 ⇒ (3) + 7 = 10
"Okay, look...we've got business with your boss and we're not leaving until we speak with him," Concussion sighs, her eyes narrowing. "You can either let us pass or we can do this the hard way."
Hey, I mean we came here expecting a fight anyway so I guess it's no skin off our nose if they aren't feeling reasonable.
GM-JZ |
Round 1 - Enemy
The orcs growl and seem disinterested in any further conversation. As if to punctuate this, one charges at full tilt toward Akio, bringing his hammer up and then slamming down in a powerful arc.
Akio raises his arm instinctively and the head of the hammer crashes down onto his forearm, sending numbing tingles right up to his shoulder.
Red, light hammer, Akio: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 Hit
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
The other, unable to reach the group shouts again;
Get out, NOW!
Intimidate: 1d20 + 4 ⇒ (2) + 4 = 6
Round 2 - Heroes
Akio Tashi |
Akio winches as the hammer slabs into him. Retaining his senses he focuses forword.
His hands and forearms now light up and trailing lines of light travel up his arms and towards his chest.
He crouches slightly, easing into a stance and strikes out at the orc with devastating strikes.
Attack 1: 1d20 + 3 + 1 + 1 + 1 - 1 ⇒ (14) + 3 + 1 + 1 + 1 - 1 = 19
Damage 1: 1d20 + 3 + 2 + 1 ⇒ (3) + 3 + 2 + 1 = 9
Attack 2: 1d20 + 3 + 1 + 1 + 1 - 1 ⇒ (14) + 3 + 1 + 1 + 1 - 1 = 19
Damage 2: 1d20 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8
Non-lethal damage
hp - 10/15
Lucas Lee |
From back in the line, Lucas pulls a small bottle from his belt. He hurls it up and over Akio towards the Orc in the back.
Move: Draw acid flask; Standard: Throw it
Ranged Touch Attack (IC, cover): 1d20 + 4 + 1 - 4 ⇒ (14) + 4 + 1 - 4 = 15
Damage (IC): 1d6 + 1 ⇒ (3) + 1 = 4
Melania Mezzanotte |
Hovering as near to the ceiling as she can, Melania summons a blast of air to smash in to the orc with the yellow bandana.
kinatic blast: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 -4 if she can't get anough height to stop the others acting as soft cover for the orc :s
bludgeoning: 1d6 + 4 + 1 + 1 ⇒ (3) + 4 + 1 + 1 = 9
GM-JZ |
Round 2 - Enemy
Ebon drives his fist into the stomach of the brutish orc and then deftly sweeps his foot hard against his leg, sending him spiralling into the air where Midnight catches him with a current of focused, blasting wind that sends him crashing into the door of the maintenance cupboard, denting the solid plate steel.
Napalm, feeling emboldened by the magic of Concussion's song, sends a bomb spiralling toward the stunned orc who just saw his companion felled so comprehensively.
Though burnt and staggered by the explosion, orcs are not known for rational thought and rather than retreat he barrels headlong into Ebon but this time the martial artist is ready and deflects the whirling wrench with ease.
Ebon, charge, wrench: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 Miss
Round 2 - Heroes
Akio Tashi |
Deflecting the blow, Ebon follows through delivering a massive punch to the Orc's chest, as he keels over Ebon throws up his knee and slams into his face as he slams a fist down onto the back of his head.
Attack 1: 1d20 + 3 + 1 + 1 + 1 - 1 ⇒ (12) + 3 + 1 + 1 + 1 - 1 = 17
Damage 1: 1d6 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12
Attack 2: 1d20 + 3 + 1 + 1 + 1 - 1 ⇒ (12) + 3 + 1 + 1 + 1 - 1 = 17
Damage 2: 1d6 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10
GM-JZ |
Ebon catches the orc's wrist as the wrench comes down and twists it violently, wrapping his own arm around the orc's elbow and pulling upward against the joint.
As the orc howls in pain and the wrench clatters to the ground, Ebon draws back his right fist, eldritch fire crawling along his forearm until his entire arm is engulfed and then drives it forward with such speed and ferocity that it sounds like the Dragon itself is roaring in the narrow tunnel.
The orc flies across the maintenance room like he was hit by a car only to lie in a crumpled heap against the opposite wall.
Combat Over
Studded leather x2 and that's it of note
Lucas Lee |
"Whoa, Akio. That was some serious ass-kicking!" Lucas mimes with his hands in a kung-fu-type motion. "You monks really to tap into some serious power!"
He moves down the corridor and checks the Orcs. "They're really out." He looks up at the maintenance door. "So should we go in?"
Melania Mezzanotte |
Ignoring the foul smelling armor, Melania salutes Akio
I've seen some of the greatest Peacekeeper warriors fight hand to hand but I am unsure any could stand against your prowess!
Her obscure compliment delivered, she nods to Connie.
I agree, they may have used some sort of primitive alarm to warn the others so we had best progress at speed...
She coasts forward in micro hops, barely touching the walkway.
Lucas Lee |
Ah, I misunderstood.
Lucas nods. "Yeah, that banging could send a whole lot of them coming. Let's get out of here." He moves to follow the others.
GM-JZ |
It doesn't take an experienced investigator to follow the boot prints along the sewer tunnel.
You have to steel yourselves against the stench down here but by the number of different boot prints it doesn't seem to bother the orcs who dwell here.
Before long you enter a four-way intersection. Along some of the walls here are blackened scorch marks that, above the sewerage, smell faintly of ozone.
The scorch marks seem to have been created by some kind of electrical discharge
From the tunnel directly south of you, you can hear commotion - running and growling language
Round 1 - Heroes
Melania Mezzanotte |
Hands halfway through the Peacekeeper sign for 'Ambush Them' before she could stop them, Melania hovers back and by the ceiling, ready to blast any orc that appears.
Lucas Lee |
Knowledge Dungeoneering: 1d20 + 8 ⇒ (9) + 8 = 17
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Lucas waves to get attention. He points at the scorch marks and whispers. [smaller]"Electrical burns. And someone's up ahead. I hear running. They may know we're here!" He stops to draw a collapsible baton in one hand while fishing out one of his grenades in the other.
Stealth: 1d20 + 6 ⇒ (20) + 6 = 26
GM-JZ |
Round 1 - Enemy
The source of the sound is still out of sight, beyond the range of your vision. But the voices no longer even try to hush and now you hear barked shouting and the splash of boots.
From somewhere south of you there is the sudden, shrieking noise of metal scraping, years of rust being dislodged with much resistance.
Round 2 - Heroes
Map update later. For those with darkvision, a single move action will reveal two orcs some 50 ft ahead (they are 70ft away at the start of this round). They are tucked into little alcoves on the east and west of the corridor, struggling to load and cock battered, old revolvers.
Melania Mezzanotte |
It'll have to be all of us rushing at once otherwise they'll dig in and fend us off... whispers Melania.
As soon as everyone nods their readiness, she flies up the corridor close to the roof, before throwing her hand out at one orc to buffet it with air .
kinetic blast: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
bludgeoning: 1d6 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8
Akio Tashi |
Akio pulls his fists out, shining light out over everyone as Midnight flies forward. "So be it."
He pounds his fists and forearms together, projecting a semi translucent shield out from his chest then moves forward.
AC - 20
Concussion |
"Damn...guess we made too much noise earlier or they got some kinda warning system set up down here," Concussion grimaces as she quickly stands up. As Ebon brings forth the light once more she smiles evilly as she begins to sing her battle song.
Starting up her performance as a standard action, she'll hold back to let Ebon and the others move up first.
GM-JZ |
Napalm pulls one of his explosive cannisters from his belt and moves up behind the others, wary that the bullets might start flying any second.
Round 2 - Enemy
One of the orcs ducks his head behind the corner of the alcove as a blue bolt of ionized air cannons into the brickwork, sending chunks flying into the tunnel.
He leans back out and levels his revolver at the flying woman, grunting something unintelligible before pulling the trigger.
Orc, revolver, Midnight: 1d20 + 3 ⇒ (10) + 3 = 13 Miss
Midnight twists in the air and the bullet ricochets off the ceiling and whizzes past Napalm's ear.
Orc, revolver, Midnight: 1d20 + 3 ⇒ (1) + 3 = 4 Miss
The second takes his shot but Midnight raises both hands and creates a tremendous updraft sufficient enough to slow the velocity of the bullet a thousand-fold, causing it to drop limply to the ground.
From further along the tunnel the screech of metal continues before there is a sudden lurching crunch and the sound of metal is replaced by that of suddenly rushing water.
From ahead, thousands of gallons of rushing water is suddenly careering toward you like a solid wall. The orcs, obviously ready for the trap, duck back into the alcoves and let the water rush by whereas it hits the assembled heroes, even Concussion standing further along the tunnel, like an oncoming car.
Midnight ref: 1d20 + 5 ⇒ (15) + 5 = 20 Success
Ebon ref: 1d20 + 4 ⇒ (17) + 4 = 21 Success
Concussion ref: 1d20 + 5 ⇒ (14) + 5 = 19 Success
Napalm ref: 1d20 + 5 ⇒ (4) + 5 = 9 Fail
Damage: 2d6 ⇒ (6, 5) = 11
Those who passed the save take 6 damage. Napalm, you take full damage and are knocked prone
The water levels in the tunnel have now risen to a height of 2 feet, causing the entire area to become difficult terrain
Round 3 - Heroes
Lucas Lee |
Worse than that, Napalm is unconscious.
Hit by the water, Napalm does down quickly. You don't seem him pop back up from the water.
Concussion |
"...You're goin' d-oof!" Concussion exclaims as the blast of water hits her mid-song and very nearly bowls her over.
"Oh gawd, GROSS!" she gasps as she manages to keep her feet. However she notices out of the corner of her eye that Napalm didn't fare so well, lying sprawled in the water and not moving.
Sh!tsh!tsh!t he'll drown if we leave him there!
Still humming her song she ducks and makes a dash to where Napalm lays sprawled and tries to pull him up out of the water. "Come on man, don't let a little water get you down!" she cries as she gives his face a good slap.
Cure Light Wounds (Napalm): 1d8 + 1 ⇒ (7) + 1 = 8
HP: 5/11
Performance Rounds Left: 4/7
Oracle Spells: 3/4 1st Level
Melania Mezzanotte |
Eyes narrowing as the revolver bullets are followed by the wave of water, Melania soars forwards, determined not to let the orcs get another attack off on her or the team.
She brings her hands together suddenly, the air responding to her command and smashing in to both sides of one orc's head.
kinetic blast: 1d20 + 4 + 1 + 1 ⇒ (16) + 4 + 1 + 1 = 22
bludgeoning: 1d6 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10
By my guesstimation, Midnight is just out of AoO range sadly :(
Status: hp 12/18