GM Arkwright's Harvest Run
(Inactive)
Game Master
Arkwright
Map
Being paranoid by nature, Henry is watching to see if anyone is following them. He's not one for people skills, but he wants to be useful.
perception: 1d20 + 10 ⇒ (18) + 10 = 28
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
Clyde tells his group.Ok, lets go see the parents and see if the kids came home. Clyde will follow the directions given.
M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]
Henry spots one of the kids following you; though they quickly decide that you lot aren't interesting to follow enough for any great length of time.
Splitting up, you quickly visit a few parents' addresses. They confirm that their children have gone missing, and they are on the verge of hysterics because of it- they definitely don't believe their children sold off the competition and are away living high off the proceeds.
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
Clyde speaks to his allies. Hmprh..I am rather stumped here, just what can we do next to try and find these kids?
M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]
int: 1d20 + 5 ⇒ (18) + 5 = 23
Ask where the kids liked to hang out, where they were before they disappeared.
Asking the parents, Telsyn is able to get a few street corners where they preferred to spend their time. A single corner is common to all of them, however; a small street between a fancy manor and a series of apartments.
M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]
Maybe Henry could do some snooping. Telsyn can make him invisible.
Usually stakeouts take longer than invisibility will last. More likely he should scout out the apartments, and see if there is a vacant one which overlooks the corners in question. Then take up a position there to watch for a while.
M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]
Henry will head for the apartment building and follow his plan to see if any of the rooms are unoccupied. If that doesn't work, he will head for the roof and see if he can get a vantage there.
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
Clyde helps out as well, checking around the manor
Stealth: 1d20 + 10 ⇒ (20) + 10 = 30
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
While it takes some effort, Henry manages to sneak his way past the doorman. While all the apartments are locked, he manages to find a broom closet with a small window overlooking the manor.
Searching stealthily around the manor, Clyde finds it unoccupied. He spots a few strange burn marks in the corner in the opening courtyard.
Anything anyone else wants to do for prep for the stake-out?
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
Found a few burn-marks in the manor's courtyard but have no idea what it is about. I can help camouflage people when we do the stakeout.
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
Clyde does some aid another for those who want to hide
Stealth Aid-another: 1d20 + 10 ⇒ (10) + 10 = 20
M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]
stealth: 1d20 + 4 ⇒ (8) + 4 = 12
Alrighty.
Finding his vantage point, you wait.
After two hours, dark events begin. A window opens in the block of apartments opposite. Henry hears muttered works.
Atop the burn marks, with a crack of flame, otherworldly creatures appear.
First, a small imp, winged and red-skinned.
Second, a fire elemental, large as a man.
Third, a strange little creature, an orb-like body with a mouth full of gnashing teeth.
Finally, a seething devil deftly wielding a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous twitching beard.
Positioning themselves behind the compound wall, the imp starts poking a head around the corner, watching.
Oh crap! Those are definitely not from around here.
and he keeps watching trying to decide if he will survive intervening if they go after some of the children.
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
Holy %#^#%@^#%! This is way above our pay grade! Clyde pokes Henry and Telsyn and points at the open window where the muttering came from, and makes a slahing motion across his throat.
M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]
Telsyn stares in disbelief. What now?
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
Clyde twitches and mutters to the others.We should check out whoever is at the window.
perception: 1d20 + 10 ⇒ (10) + 10 = 20
M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]
percep: 1d20 + 2 ⇒ (14) + 2 = 16
So, what's the plan? Checking up on the window?
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
Well, does Henry cue us in on what he heard? Otherwise, we should go for the window.
"The little winged thing is trying to entice the children. If it starts to pull away a child, I'm going to shoot it. I can't let those fiends have at the kids" he answers in a whisper.
and he spends the move action to study the imp.
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
Yea, we gotta get those kids away. They are more important right now but no doubt Mr.Window is going to bolt. Clyde gets his bow ready.
M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]
If he can do it without being heard, Telsyn will cast mage armor on himself. If not, he'll just be ready to cast.
So, waiting for a kid to come, then shooting the imp and starting a combat? Is this the plan?
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
Some plans right now. 1.Go after the guy in the window. 2.Shoot the imp if it draws a kid. 3.Intercept kid rather than risk a fight with multiple nasties
If a kid starts to get drawn off my the imp, I shoot. I'm not risking the kids on anything fancy.
hand't rolled stealth before.
stealth: 1d20 + 15 ⇒ (12) + 15 = 27
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
I follow Henry's lead then
M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]
Telsyn casts Mage Armor on himself and gets ready to kill.
M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]
What are they doing?
perc: 1d20 + 2 ⇒ (10) + 2 = 12
I can't really tell.
Alright, map updated. Place yourselves where you'd like, and roll initiative.
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
Init: 1d20 + 8 ⇒ (17) + 8 = 25
init: 1d20 + 4 ⇒ (4) + 4 = 8
I'm up in a room across the street. Doesn't seem to be a street to use on the map)(understand the difficulty finding good gridded maps), so I put myself at a distance.
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
Accidentally messed things up I think when I resized the map We should stick together and get ready to run
M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]
init: 1d20 + 5 ⇒ (4) + 5 = 9
Henry, to represent being off the room I put you slightly off the map. I suspect that you didn't notice that and added a new token to the field, since there currently seem to be two Henrys. Would you like to change some of this?
Also, yes Clyde you messed things up. Everyone, please reconsider your token placement, and try not to touch the map.
Enemies 1d20 + 2 ⇒ (16) + 2 = 18
Henry 8
Telsyn 9
Clyde 25
Init
Clyde
Enemies
Henry, Telsyn
Caught mid-plot, the creatures turn, surprised, as enemies take the field.
Surprise round; go everyone. Standard action only.
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
Clyde takes a shot at the imp/whatever
PBS,PS: 1d20 + 8 ⇒ (3) + 8 = 111d8 + 3 ⇒ (8) + 3 = 11
I'm not sure I understand the map properly. Just put me where you understand the room to be.
Henry will shoot at the Imp
studied target
to hit: 1d20 + 11 ⇒ (10) + 11 = 21 damage: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (1) = 7
add +1/+1 if I'm wthin 30'.
M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]
planes: 1d20 + 9 ⇒ (5) + 9 = 14
Telsyn fires 2 bolts of force at the imp.
m.m.: 2d4 + 2 ⇒ (4, 3) + 2 = 9
M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]
planes: 1d20 + 9 ⇒ (5) + 9 = 14
Telsyn fires 2 bolts of force at the imp.
m.m.: 2d4 + 4 ⇒ (3, 1) + 4 = 8
M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]
MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
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