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"What's that Adir? Timmy's stuck down the well?" Retzack chuckles as the owl transforms.
Of note, I think InfernalZero is taking a bit of a break. He's free to prove me wrong, but we may wanna bot him for a bit.
"Well, then it sounds like Burke needs our help. Shall we away?"

Adir Bloodmoon |

Adir looks at Retzack, puzzled. "No, it's Burke, and there's no well, just a hotel room. Who is Timmy?"
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"Indeed, we should. I have misgivings about leaving him alone, despite his ability to handle himself."
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"Brill, you say?" Adir growls, even in his eladrin form. "As unpleasant a man as any vermin crawling around the sewer." He will follow Burke in.
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If true, perhaps Zero can be our hotel room investigator?

DM Sbodd |

Sure, Kappa can be covering the hotel room until IZ comes back.
Burke, as you kick in the door, you hear the sound of multiple pistols firing; fortunately, all the shots seem to go wide, one hitting the cobblestones at your feet, and two others thunking into the door frame by your head. Looking inside, you see a decaying lobby, with doors on three floors. Several of them are ajar, and could have been fired from; your guess is that two of the shots came from your right, one of those from a higher floor, and the third from somewhere in front of you.
What do you all do?

Burke Hoffa |

As the others follow him in, Burke stops. Three shooters.
He points. There, there, and there. Let's take at least one alive.
He briefly taps his badge with reverence as he moves forward towards the open doors in front of him. What here is evil? From my human move.

Tethys Araquinal |

Tethys tries to channel her Power as a shield until she can see something to attack :
Channel: 2d6 + 2 ⇒ (3, 4) + 2 = 9
So, +1 ice to her armor (total 2, now), and I'll take a complication :
"the GM will tell you of one or more complications, such as:
• The magic flows out of a different part of your body or is of a different element
• The magic has an unintended effect on the environment
• The magic causes a blast wave and you are thrown backwards"
I assume from the wording that other effects are possible, so have at it! :)

Black Kappa |
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Before taking off to cover the hotel, Kappa slips a watertight container to Retzack. In hushed tones, he informs him it holds:
- A single stoppered vial (marked with a date from a few years ago) from a small box labeled "Invis."
- A handful of thunderstones.
- A piece of paper with a few addresses written on it in a slightly shaky hand.
"They had this in a box with a "Security" label someone had painted over, hidden with some uniforms and such. Make of that what you will."
"Do exercise proper discretion with these, would you? As ever, some things should not reach certain circles." Or Burke in general, for that matter.
Alright, potentially important/useful items transferred, continue as you will.

Adir Bloodmoon |

Adir shifts into the form of a snow leopard, leaping twice to land on the third floor railing where Burke indicated one of the shots was fired from.
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[dice=Shapeshift: Snow Leopard]2d6+1[/dice]
Move: Leap(?)
Hold:1

Burke Hoffa |

I think Evil=Lawbreakers/Criminals/Cheaters to Burke's sensibilities. We are not talking about evil in the angels and demons sense. But that might be too broad and powerful. What do you think?

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"Gratitude, Kappa."Retzack states as he secures the package given him. He's sure such things will be important once they are given more time to examine them.
For the now, gunshots have a call to action all of their own.
"You certainly know how to start a party, Boom-Boom," Retzack says to Burke as he steps boldly into the room. "Oh, Propoket, thou art merciful as thou dost give us a great bounty in the midst of this hellz-cursed boring investigation," the apex predator intones solemnly.
Seeing Boom-Boom dart move directly forward, and the Adir-leopard jump up, that should leave only one shooter on the ground floor and to the right.
Retzack turns and struts powerfully forward. "Oh look, intruders. How entertaining. Or terrifying. Or both.
For them." The vampire's form seems to flicker forward in short bursts as he quickly closes the distance toward where the first shooter is.
Sprinting forward. But Vampires never sprint. They just cooly stride forward, but somehow go faster as they do it. ^_^

Tethys Araquinal |

DM Sbodd - I envision the shield as coalescing out of the water vapor in the air and freezing into a shield in front of her.
Regarding the Hazard tag...well, the power says "choose two tags", and *all* of the other were attack-based, so Hazard was the only one left. Maybe...it condenses water vapor out of the air in a wider radius, covering the area in fog? Nah, that's a penalty for her too.
I'd be happy to just apply the one tag to this Power, if it's ok with you...Actually, the instructions *don't* say "two *different* tags", so could I take the Barrier tag twice for +2 Armor? Nah, didn't think so... :)

DM Sbodd |

Tethys
I'm fine with just one tag. Doubling up a tag I think I'm going to say 'no' to - +2 armor, not a big deal, 2d8 damage would be more so :p
It's a very humid day, and you pulled more power through your conduit than you intended; your shield manifests, but there's also additional pillars of ice all along this block of the street - including one blocking the door your comrades just used to enter the building. You hear gunshots from inside, and a sudden set of footsteps from the alley on the right side of the building. What do you do?
Burke
I'm okay with that; how "sensitive" is it? Do you pick up starving kids stealing food? First time offenders? What about white collar crime?
Looking around at the lobby, you can tell - this building is used as a gang hideout; everyone here is likely to be a member.
You walk forward towards the door ahead of you. Two more gunshots come from inside, one flying wide and the other pinging harmlessly off your RHC badge. As you reach the door, you hear a misfire and a Crisillyri curse; whoever's inside flings a pistol at your head. What do you do?
Retzack
More shots fly as you walk toward the door; you can smell fear from whoever's inside. What do you do? Probably going to be a Defy of some sort to get close enough to open the door.
Adir
A 10+ on Shapeshifting gives you 3 hold, right? Or did you mean you were spending one hold for "easily traverse a steep surface"?
Bonus question: Your land is the Great Forest, and Risur is a tropical kingdom. Tell me, how did you learn to take a snow leopard's form?
You see the muzzle of a pistol sticking out from the door; it doesn't seem that the wielder knows you're there. The door begins to open wider; what do you do?

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Retzack's form seems to shimmer and flicker as he coolly walks inexorably toward the door and the sweet, red, wine of life that someone else is currently holding for him.
Defy Danger Dex!: 2d6 + 0 ⇒ (5, 5) + 0 = 10
I've now entered a new location. I'm asking the GM for one interesting fact about the place. =)

Adir Bloodmoon |

Adir creeps up on the door and swipes at the hand holding the gun.
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Hack & Slash: 2d6 + 2 ⇒ (1, 1) + 2 = 4 Or not...
Hold:2
Adir Lore: My mother hails from the Frozen North and I learned a few basic forms from her: Snowy Owl, Snow Leopard, and Polar Bear. I enjoy using them as a tribute to her.

Burke Hoffa |

Burke scoffs as he bats the peashooter aside with the butt of his Pistol and sprints through the doorway.
Defy Danger Dex: 2d6 + 2 ⇒ (4, 1) + 2 = 7
Goal is to get close enough to this guy to pistol whip him unconscious.
Detect Evil: I'm tempted to say all criminals from the most petty to the most egregious, but that is overpowered. Let's exclude the extremely petty theft, etc. Is that defined enough?

Tethys Araquinal |

Tethys takes a quick look around, and asks herself "Where's my best way in, out, or through?" to get to the alleyway where she heard the footsteps. And, while she's at it, "What can I see that no one else can?".
And not to belabor the point, but *all* the other tags can easily be paired with another one (one type-of-effect, one damage tag), because they're all damage related. What if I could only double up on Barrier, because it's so odd? Last time I'll bring it up, I promise...

DM Sbodd |

Retzack
You glide smoothly towards the door, your path neatly avoiding the incoming shots without any apparent effort on your part.
As you enter the room, you suddenly recognize it - years ago, when the first factories were being built, a serial killer was caught here, with the partial remains of a dozen victims stuffed into the floorboards. You can still smell it...
Now, there's just one terrified tiefling inside; his pistol lies discarded on the floor, and he's pulling a knife. What do you do?
Tethys
Alright, double barrier is fine.
The alley you could just walk to; anyone else might have trouble with the icy street, but you'll have no problem getting over there.
One other thing strikes you as odd...a few blocks away, there's a policeman looking in your direction; it should be obvious that something's going on where you are, but he's just watching.
What do you do?
Burke
Works for me. Got a few edge cases that come to mind, but we can clarify if/when those come up.
You bat the thrown weapon aside easily, and burst through the doorway; inside, a man snarls "Git outta here" as he stands there, brandishing a small sword in one hand and a safer in the other. From his stance, your guess is he knows how to use them. What do you do?
Adir
Just as you move to strike, the door opens wide and the woman inside rushes out. You claw her hand, but the impact with her sends you flying over the railing, back down to the ground floor. Her pistol drops to the second floor landing.
She knows you're there now, she's two floors up, and you can see her reaching for something on her belt. What do you do?
Deal your damage, and also take 1d6 yourself from the fall.

Burke Hoffa |

Volley: 2d6 + 2 ⇒ (4, 1) + 2 = 7
Reduce ammo by 1
Damage Pierce 1 (shooting to disable if possible): 1d10 ⇒ 4
Volley: 2d6 + 2 ⇒ (4, 3) + 2 = 9
Reduce ammo again
Damage Pierce 1: 1d10 ⇒ 5

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Retzack's face splits into a mirthless grin, showing canines overly long to be human. "A knife. How cute. The ArchDemon father that spawned you must be so _very_ proud of your power. That knife doesn't even reek of dried blood from a dozen lost souls murdered alone. In the dark. Is it perhaps simply stolen from mother's cutting board for you to play big warrior? Hahaha, it is isn't it?
Destiny is not an arrow's flight. It is a winding path that twists through dense woods and splits and wanders for a lifetime. Right now two paths fork before you. In one path you stay silent and keep playing the tough thug. For a few more seconds, until I wrap my arms around you, bite deeply into your carotid artery, and drink the sweet, sweet nectar of your heart's blood. Your cold, drained corpse will hit the ground and none will remember you when tomorrow's sun rises.
In the other path you surrender your weapon, drop to the ground, and kneel in supplication, begging forgiveness and telling me EXACTLY why you are here.
Do this, and I shall consider letting you go to commit your petty crimes on the morrow.
Do it not, and your cold corpse will join the victims of Lord Benedict the Insane. Now -he- knew how to wield a knife!
What say you?"
Parlay!: 2d6 + 2 ⇒ (3, 1) + 2 = 6
'That could've gone better.'

Tethys Araquinal |

Tethys runs out into the street, looks over at the policeman and shouts at the top of her voice "RHC! We could use your help over here, NOW!" and points back into the building she just left.
Maneuvering the icy street with ease, she dashes around the building into the alley, to discover...what?

Adir Bloodmoon |

Adir hits the ground with a loud thud. Standing up and stretching the sore muscles, he leaps back up next to the woman.
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Damage:Dealt: 1d6 ⇒ 2
Damage:Self: 1d6 ⇒ 6
Move: Leap
HP: 10/16
Hold:1

DM Sbodd |

Retzack
The guy drops his knife, and drops to one knee, hands behind his back. "Alright, just... don't hurt me! We're....with the Hand. Boss wants to shake down the factories around here, said we should set up here to...watch the area, pick out a good first target, make sure the Ravens aren't still in the area." He fidgets as he watches you closely.
What he just told you is a lie; this has never been Raven territory. He's scared of you, but even more scared of something else - presumably, whatever the real reason he's here is.
What do you do?
Tethys
The policeman doesn't appear to react immediately, beyond an acknowledging wave. As you head into the alley, you see four figures scurrying away, carrying a small but seemingly heavy box between them; when they spot you, two of them stop and walk towards you, drawing blades. One of them says "Turn around if you know what's good for ya," as the other two keep moving, struggling with their load. What do you do?
Burke
I see autocorrect mangled something in my last post; the guy in front of you has a sword and a dagger.
You fire, and the shot connects; before you can get a second shot off, however, he's on you, slashing with blows you just barely avoid. What do you do?
Adir
You leap back up to the balcony, and the woman there has drawn a baton, the end of which is sparking with electricity; getting hit with that will probably hurt, and might leave you stunned. She brandishes it at you as you face her on the balcony. What do you do?

Burke Hoffa |

Burke engages with a smile on his face as the Pistols whip out at the criminal's head.
Pistol Whip H&S: 2d6 + 0 ⇒ (6, 1) + 0 = 7
Damage: 1d10 ⇒ 6

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Retzack nods sagely, as if believing every word the man said. "Mmm. Ah. So, you are saying that Lord Borak himself set you to look after an abandoned area. One that has little value, and you were only waiting for us, in ambush positions, by shear happenstance, eh?
Well, I guess I did not make you promise to tell me a _good_ story.
Of course, I never did promise to let you go."
Retzack's mouth gapes open and his face contorts into an animal's snarl as he LAUCHNES himself at the dishonest man!
H&S!: 2d6 + 2 ⇒ (2, 2) + 2 = 6
Alas, his muscles have not yet reshaped into their normal form, and after so long in torpor his reflexes have much ground to make up.

Adir Bloodmoon |

Adir snarls and runs at the woman, but leaps at the wall, pushing off, and attempting to knock her over the railing.
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H&S: 2d6 + 2 ⇒ (2, 5) + 2 = 9
Damage: 1d6 ⇒ 1

Tethys Araquinal |
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Tethys drops the Shield and tries to make the ground under the two ruffian's feet icy and slippery :
Channel: 2d6 + 2 ⇒ (2, 4) + 2 = 8
She'll stop the overflow of power by absorbing the damage herself :
Self damage: 1d4 ⇒ 1
Assuming they slip and fall, she'll run by them fast, before they can recover, maneuvering over the ice with ease.
HP = 25/26

DM Sbodd |

Retzack
You bend down towards the kneeling man, and his arm flashes upward, a gleaming silver dagger leaving a wound on your left arm. He scrambles back and away from you, dagger outstretched.
Take 1d6 damage. The dagger is silvered; what effect does that have on you?
What do you do?
Tethys
How does the forceful part of Icy Ground manifest? I'm picturing you basically spraying ice like a firehose from your hands, is that about right?
You coat the alleyway in ice, and the force of your channeling shoves the two people sliding across the new ice into the wall. You glide between them, gaining ground on the other two. They curse, drop their load, and one turns to face you as the other pulls something out of his coat and kneels down, placing something on the ground near the box. They're about fifteen feet ahead of you; what do you do?
Burke
You trade blows Take 1d10 damage, landing a solid blow to his head but taking several cuts in exchange. He stays in close to you, not giving you room to fire, but you can see him starting to look for an exit, even as he spews forth a stream of threats. What do you do?
Adir
Your ploy works, your bounce off the wall is unexpected, and you catch her off guard and send her over the railing, down to the lobby floor. She manages to tag you with the stun stick as she falls, however; your nostrils fill with the scent of burning fur, and you're stunned Mark the debility. As your head starts to clear, you see the woman limping towards the exit. What do you do?

Burke Hoffa |

My damage: 1d10 - 2 ⇒ (1) - 2 = -1
Burke laughs as the blows rain down harmlessly on his armored duster. He fakes another Pistol whip and instead lashes out at the suspect's groin with a steel toed boot.
Boot & Bits: 2d6 ⇒ (1, 6) = 7
Damage: 1d10 ⇒ 2
Grrr.

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Silver damage!: 1d6 - 1 ⇒ (2) - 1 = 1
Retzack himself, in an age when he was feeling bored and honest, wrote in his book "On Immortality" that the irritation brought on by the Forbidden Materials was usually proportional to the amount of the material present. A candle or a sliver of sunlight was merely akin to the irritation of having a bad cold, whereas approaching a bonfire could be like a human trying to cross a river of lava.
A single weapon made of the stuff made it harder to kill them. A dagger, the smallest serviceable weapon, brought on the smallest noticeable effect.
-1 to H&S to opponents wielding one-handed silver weapons.
"Impudent cattle!" Retzack snarls as the knife slices along the ancient ring mail that he wears under his finery. "I should have known that Lord Borak would equip his peons against my intrusion. Ha! He must think very little of you to give you so small an instrument. I have not fought against so devious a foe in many, many years. This will be fun.
But not for you."
Yoking his iron will to head in against the silver-wielding opponent, his hands contort like talons trying to clutch the man and hold him still.
Hack and Slash but not really and mostly just grappling!: 2d6 + 1 - 1 ⇒ (6, 4) + 1 - 1 = 10

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Hee. It's never been really put into concrete rules, but I've usually played that if a Vampire succeeds on a H&S, he just gets to drink 1 point from the opponent (Apex Predator). So all he loses right now is one point of blood. After two points a normal human goes unconscious, and is dead at three. ^_^

Tethys Araquinal |

Sbodd - that sounds about right!
Thinking that what worked before should work again, she repeats her efforts at the forceful, ice-coating blast :
Channel: 2d6 + 2 ⇒ (2, 3) + 2 = 7
And again she'll stop the overflow of power by absorbing the damage herself :
Self-Damage: 1d4 ⇒ 4
And grunts as the pain hits her.
HP = 21/26

Adir Bloodmoon |

Adir watches the woman, certain that he should pounce on her to stop her, but can't quite figure out how to make his limbs work. He shouts a warning to his comrades, not realizing that all they hear is, "Meeooowwrrr!"
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Defy Danger(Int): 2d6 - 1 ⇒ (6, 1) - 1 = 6
HP: 10/16
Hold:1
Debility: Stunned(INT): That last knock to the head shook something loose. Brain not work so good.

DM Sbodd |

Retzack
Fair enough. Sounds like that probably doesn't work against armored opponents?
You manage to grab him, and take a nice, long, warm drink. Your victim cries out, and eventually pushes free, pivoting to put his back to a wall. He starts edging towards a window, keeping his dagger pointed at you. What do you do?
Tethys
You cover the next segment of the alley in ice, and the two men in front of you go sliding away, along with their box. They're prone, but close to the next cross street at this point. Behind you, you hear the first two thugs trying to regain their footing. What do you do?
Burke
He reads your kick, and pivots to take the blow on his hip; he then catches your foot, and drops you on the floor Take 1d4. He calls out "Get over here!" as he limps back through a door, slamming it behind him. For clarity, not the door to the lobby. You hear running feet behind you. What do you do?
Adir
As you focus on not stepping on your tail, you're vaguely aware of your quarry below; a curse drifts up as she finds the door blocked by ice. She pulls something out of a pouch, and the room below begins to fill with smoke, and you hear her running away from the building's front door. Your head's beginning to clear (no need for further DDs for being stunned) , what do you do?

Burke Hoffa |

My Damage: 1d4 - 2 ⇒ (2) - 2 = 0
Burke stands, reloading one of his pistols as he does. He then leaps in pursuit, following the swordsman through the door.
Defy Danger Dex?: 2d6 + 2 ⇒ (1, 1) + 2 = 4
Haha, goal was to pursue the guy and shoot him in the leg as he flees, so that could also be a miss on a volley. Let me know if that roll counts for XP purposes.

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Huh. I've never really thought about that, but, yeah, that does make sense that someone armored up in full plate, or even a full suit of chainmail, would be proof against biting. Huh. Hadn't thought about that.
Retzack smacks his lips and dabs at the corners of his mouth with his archaic ruffled sleeves. "Ah, oh, yes. Delicious! It's been awhile since I've had adrenaline and fear in such a delightful concoction. I thank you, my host, for setting such a fine, fine table. Alas, the first course has not slaked me, but has only sharpened my thirst for more.
You will accept my apologese if I make a pig of myself and go back for second helpings. You can at least take comfort in the complment that you taste so very, very flavorful."
Retzack's mouth opens wide and he hisses like a cat as he launches himself at the man again!
Wild fight scene! Fangs v Dagger FIGHT!: 2d6 + 2 - 1 ⇒ (3, 6) + 2 - 1 = 10
Poor kid. He just wasn't meant to win this one. 2 pts. Unc.

DM Sbodd |

Tethys
You reach the box, but one of the men manages to scuttle over to it and gets there at the same time you do. He's draped over it, and you won't be able to just ice-hose him off the box (if you tried, the box would probably go with him). There's also an odd piece of rusted metal - curved, about two feet long, with some hinges or something on it, a couple of feet from where you are. The two ruffians behind you have regained their footing and are (slowly) making their way towards you; the last of the four is crawling away, towards the street that's still in front of you. What do you do?
Retzack
He fought hard, but not well. Another drink, and the poor prey slumps in your grasp. Behind you, you hear feline hissing, cries of pain, breaking glass, and the lobby's filled with smoke - you can't see anything. Ahead of you, there's a back room to the former apartment that you're in. What do you do?
Burke
I'm certainly not going to deny you some sweet, sweet XP. Mark it!
The door resists your first attempt to open it. Before you try second time, you hear shattering glass from the room beyond, followed by a loud, wooden thump. You smash through the door, and the room beyond appears empty, aside from some decaying furniture; a broken window opens into a narrow gap between this building and the next, and the air in the room is filled with dust. What do you do?
Adir
Given that the room was full of smoke and you couldn't see her, I'd go with that roll being a DD+...Wis? to locate her. In this case, though, the outcome is basically the same :p
You correctly guess where the woman was headed through the smoke, and catch up with her as she reaches the doorway Burke went through earlier. Her back's to you as she peers into that room; you've got the drop on her if you act now. What do you do?

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'Well, there's no use going back that way,' Retzack thinks as he sees the smoke billowing from the lobby. Thinking that his current victim prisoner can't go anywhere too soon, he coolly makes his way to the back room and sees if he can't come around and catch the rest of their quarry from the flank.

Burke Hoffa |

Burke leaps from the window and searches for signs of a blood trail, or any other sign of his quarry.
Discern Realities?: 2d6 + 1 ⇒ (2, 1) + 1 = 4

DM Sbodd |

Retzack
The back room doesn't appear to contain anything of interest - old furniture, mostly. A window on the side of the building opens on an alley; you hear some grunting, and note that the alley appears to be covered in decidedly unseasonable ice - likely Tethys' handiwork. You also hear another noise, possibly footsteps, but they're oddly muffled and it's not apparent where they're coming from.
What do you do?
Tethys
It's tough to get leverage, but you manage to shove the man off the box. As you do, he grabs some kind of metal shape off one side; you suddenly feel ill, weak and nauseous, and the man you shoved off looks like he's not faring much better. The other three pause in their approach. What do you do?
Burke
You leap through the window, without quite enough care, and pick up several cuts from the glass take 1d4 ignores armor. Outside, your best search turns up no sign of your quarry; no blood trail, no footprints, no sign anyone other than yourself has been here in some time. What do you do?
Adir
You strike from behind, knocking the woman to the floor. She struggles, cursing at you ("Get off me, you blasted cat!"), but not immediately able to throw you off. What do you do?