The World's End - Maximum City [A Mutants & Masterminds Campaign]

Game Master DM_Lazer_Beam

The World's End - Maximum City
DM_Lazer_Beam's M&M Campaign
Elli's Map of Massachusetts
Station X-438
Castle Sinh Overview


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Human [MIA (deceased?)][-H- *S* D] (3hp/3Lp)[Defenses] D:3(9)/ P:1(7)/ T:1/ F:1/ W:2 [Stats] STR:1(8)/ STA:1(8)/ AGI:3(11)/ DEX:3(11)/ FIG:1(8)/ INT:1(8)/ AWE:2(9)/ PRE:2(9)

Flying Charge: 1d20 + 1 - 2 ⇒ (8) + 1 - 2 = 7
Slam/Grab: 1d20 + 1 + 6 ⇒ (11) + 1 + 6 = 18

Risen Fate doesn't waste a second. He crouches, leaps, soars, and in true superhero form weaves through the frightened crowd to land a flying tackle (Literally!) on D.Mask and carrying him through the room and crashing into the back wall.

Looks like your luck just ran out.


Human [MIA (deceased?)][-H- *S* D] (3hp/3Lp)[Defenses] D:3(9)/ P:1(7)/ T:1/ F:1/ W:2 [Stats] STR:1(8)/ STA:1(8)/ AGI:3(11)/ DEX:3(11)/ FIG:1(8)/ INT:1(8)/ AWE:2(9)/ PRE:2(9)

On second thought, we're gonna make sure this sticks; D.Mask got the better of me once, not again. Reroll that Flying charge with a hero point.
Rerolled Flying Charge: 1d20 ⇒ 19 + 1 - 2 = 18


Middle-aged Human Male [Injuries] [HP]0[Luck] 0 [Defenses] D: +9/P: +9/T: +0/F: +0/W: +0 [Stats] STR: +4/STA: +0/AGI: +1/DEX: +0/FIG: +1/INT: +0/AWE: +0/PRE: +0

perception: 1d20 + 0 ⇒ (8) + 0 = 8
I charge to the whole and jump down hopefully as i had moved closer to D. Mask but the people most likely prevent me from reaching him.
acrobatics: 1d20 + 1 ⇒ (10) + 1 = 11


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

DM Only:
Death Mask's Dodge roll: 1d20 + 5 ⇒ (12) + 5 = 17
Door Toughness: 1d20 + 3 ⇒ (8) + 3 = 11 DC 21
Death Mask Toughness: 1d20 + 3 ⇒ (11) + 3 = 14 DC 13
Death Mask Toughness: 1d20 + 3 ⇒ (9) + 3 = 12 DC 21
BBE: 1d4 ⇒ 1 Ally
Ally: 1d2 ⇒ 1 Complication
Target: 1d3 ⇒ 3 1=Risen Fate,2=Timeline,3=Joe
Joe: 1d7 ⇒ 7
Pilot's Perception: 1d20 + 1 ⇒ (14) + 1 = 15

Death Mask is caught unawares (making Risen Fate's attack a Surprise Attack) and Risen Fate barrels into him sending both careening through the Final Exhibit, past the soldiers, into the Hallway, through the thick wooden doors of the Dino Exhibit, and ultimately into the Dino Exhibit, smashing Death Mask against the stone wall.

Death Mask drops away from the hero, blood dripping from his nose, but landing on his feet.

As this is an ad hoc ruling for how bull rushing someone works you don't get the normal bonuses of applying the normal Grabbed conditions to Death Mask. You instead moved him and dealt him damage.

Joe:
You are able to jump into the hole but it takes a move to reach the hole and another to jump in. You are unable to see anything before you jump and end up rolling off of something large and furry. You are prone.

Timeline:
, you are able to spy the cockpit from your location and teleport into it...right in front of a gun-wielding Knight. Hey! what are you- You teleport you, the chopper, and the two Knight's 4 miles upwards.

The soldiers, both military and SHRU, open fire on the Knights.
Handgun attack: 1d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (1) + 5 = 61d20 + 5 ⇒ (5) + 5 = 101d20 + 5 ⇒ (7) + 5 = 121d20 + 5 ⇒ (9) + 5 = 14 DC 18
Knight #1 Toughness save: 1d20 + 3 ⇒ (11) + 3 = 14

Only the Colonel hits one, taking the Knight down on the first shot.


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
I stop for a minute waiting for something else to happen. I also take a moment to take the armor off. After that, I move north, avoiding the weird sound alarm thing on my way by. As I walk, I continue to look for a blockage of any kind in the water, trying my best to notice the flow of the water in case the blockage is submerged.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Baker took his triggered action but has taken no action this turn. Will need that before I can continue posting the remaining NPC's turns.

Currently have Timeline's and Joe's turns. The military personnel have gone. Waiting on Risen Fate's actions before posting turns for Death Mask, Rampage, the Knights, and the civvies.

Updated Initiative:

Baker
Timeline
Death Mask
Military Attache & General
MLK Jr.
Civvies


Human [MIA (deceased?)][-H- *S* D] (3hp/3Lp)[Defenses] D:3(9)/ P:1(7)/ T:1/ F:1/ W:2 [Stats] STR:1(8)/ STA:1(8)/ AGI:3(11)/ DEX:3(11)/ FIG:1(8)/ INT:1(8)/ AWE:2(9)/ PRE:2(9)

Prepared action to hold my breath if he starts chucking gas at me again.
Risen Fate squares off with D.Mask.

Lucky you, you're made of tougher stuff than I had hoped. Guess we'll have to do this the hard way. How unfortunate.
(Turn on Fate Sealed and Fate Rewritten if necessary)

Risen Fate glances at the precariously balanced dinosaur skeleton, leaning towards D.Mask, out of the corner of his eye.
Hindered Fate: 1d20 + 8 ⇒ (11) + 8 = 19 Damage DC18


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
You make it another few hundred feet without incident. The eerie silence and cloying fumes continue to pervade the area. You reach a dead end. Pressing your ear to the wall you can hear the faint burble of flowing sewage.

Expertise (Geography) check please.


DM Only:
Death Mask Toughness: 1d20 + 3 ⇒ (2) + 3 = 5 DC 18
Takes a Bruise and is Staggered until he can recover.

Risen Fate:
The preacariously perched pterodactyl skeleton (still perched at the top of the corner column) falls onto Death Mask who is unaware of the attack. The beak strikes death Mask in the back of the head drawing blood and staggering the villain.

You don't know who you be dealing with, mon. His face changes as he speaks, cheekbones widening, skin coloration changing until his face looks like it was stitched together, a too large grin showing where his mouth should be. He lunges with the dagger he had until this point managed to hide, a green and purple paste smeared along the edge.

Power Attack w/Poisoned Combat Knife: 1d20 + 10 ⇒ (18) + 10 = 28 versus Dodge AC of 13-1

I'm gunna gut ya like I gutted that preeetty red-head. He grins wickedly at you. You realize you haven't seen Marrisa since you left for the basement. The last time you heard her, she had called you about the security guards death...

Risen Fate, need to make a Toughness save and two Fort saves. The Fort saves are only if you take damage from the knife, FYI


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

DM only:
Deception to Baker: 1d20 + 12 ⇒ (20) + 12 = 32

MLK Jr.:
MLK Jr., the lights are out in the basement but you can see glimpses of your foe from the lights above. Fully twice your height and at least 8 times larger than you, the monstrosity known as Rampage gets to it's feet.

RAAAAGGGHHHH!!! I will end you! The gleam of something metal is all you see before a massive greataxe swings down...fully 2 feet from your location.

Power Attack w/ Greataxe: 1d20 + 8 ⇒ (2) + 8 = 10 Versus Parry AC 19

Wasn't...there...???...*huff*...RRAAAAGGGHHH! Show yourself!

Timeline:
Timeline, the Knight raises his assault rifle and fires point blank! You're not one of us! how dare you wear the sacred armor of our order!

Multiattack Assault Rifle: 1d20 + 5 ⇒ (9) + 5 = 14 Versus Dodge AC 13-1

The pilot calls out, Boss, we gained altitude! A LOT of altitude, but I don't think anything's damaged...

Need a Toughness check. Remember your -1 Bruise and the +6 from full plate armor.

End of this round, start of new round with Risen Fate and Timeline.

Updated Initiative:

Baker
Timeline
Death Mask
Military Attache & General
MLK Jr.
Rampage & Knights of Revelation
Civvies

Risen Fate:
Forgot Sealed Fate save:
Death Mask Toughness save: 1d20 + 2 ⇒ (9) + 2 = 11 DC 18
Takes another Bruise as dimensional energy pours forth from you wracking the villains body.


Human [MIA (deceased?)][-H- *S* D] (3hp/3Lp)[Defenses] D:3(9)/ P:1(7)/ T:1/ F:1/ W:2 [Stats] STR:1(8)/ STA:1(8)/ AGI:3(11)/ DEX:3(11)/ FIG:1(8)/ INT:1(8)/ AWE:2(9)/ PRE:2(9)

DM:

Toughness Save: 1d20 + 13 - 1 ⇒ (9) + 13 - 1 = 21
Fortitude Save: 1d20 + 3 - 1 ⇒ (7) + 3 - 1 = 9
Fortitude Save: 1d20 + 3 - 1 ⇒ (10) + 3 - 1 = 12

Oh no! What's he done to Marissa!
Risen Fate blinks a half-step out of reality for just a moment.

If you've gone and harmed any innocents, those agents in the other room will be the least of your worries! Where is she?!


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
Expertise Geography: 1d20 + 9 ⇒ (19) + 9 = 28


Human [MIA (deceased?)][-H- *S* D] (3hp/3Lp)[Defenses] D:3(9)/ P:1(7)/ T:1/ F:1/ W:2 [Stats] STR:1(8)/ STA:1(8)/ AGI:3(11)/ DEX:3(11)/ FIG:1(8)/ INT:1(8)/ AWE:2(9)/ PRE:2(9)

DM:
Insight: 1d20 + 8 ⇒ (5) + 8 = 13 Where is she, dammit!?


Human [MIA (deceased?)][-H- *S* D] (3hp/3Lp)[Defenses] D:3(9)/ P:1(7)/ T:1/ F:1/ W:2 [Stats] STR:1(8)/ STA:1(8)/ AGI:3(11)/ DEX:3(11)/ FIG:1(8)/ INT:1(8)/ AWE:2(9)/ PRE:2(9)

DM:
Mis-post from earlier:
Toughness Save: 1d20 + 11 - 1 ⇒ (9) + 11 - 1 = 19
Fortitude Save: 1d20 + 1 - 1 ⇒ (7) + 1 - 1 = 7
Fortitude Save: 1d20 + 1 - 1 ⇒ (10) + 1 - 1 = 10

I read off my Dex score instead of my Stam score...


Middle-aged Human Male [Injuries] [HP]0[Luck] 0 [Defenses] D: +9/P: +9/T: +0/F: +0/W: +0 [Stats] STR: +4/STA: +0/AGI: +1/DEX: +0/FIG: +1/INT: +0/AWE: +0/PRE: +0

i rise with my move action and attack him with my right,not speaking hoping to catch him off guard.
attack with power attack: 1d20 + 6 ⇒ (18) + 6 = 24DC 24
stealth: 1d20 + 1 ⇒ (4) + 1 = 5


Human [MIA (deceased?)][-H- *S* D] (3hp/3Lp)[Defenses] D:3(9)/ P:1(7)/ T:1/ F:1/ W:2 [Stats] STR:1(8)/ STA:1(8)/ AGI:3(11)/ DEX:3(11)/ FIG:1(8)/ INT:1(8)/ AWE:2(9)/ PRE:2(9)

I asked you where she is, dammit! Risen Fate yells from the next room.
Grab on D.Mask: 1d20 + 1 ⇒ (2) + 1 = 3
And we're gonna reroll that with a Hero Point
Reroll: 1d20 ⇒ 17+ 1 = 18

Fate grabs D.Mask by the front of his jacket, lifting him off the ground.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
You realize the map you are holding is a few years out of date. despite that fact you are aware that a main sewer line would not have just been closed off without making way for a new line large enough to accommodate the flow. This "dead end" must be of recent make.

How would you like to proceed? All of the main lines are on the map but there are multiple smaller pipes not included in the overview map that interconnect between major lines offering you a possible alternate route. However, there may still be clues from this dead end wall. Or you might have a crazy idea that just might work. :)


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
What does the water flow look like over here in front of the wall? Can I discern a purpose for the wall being there? My first instict, if this wall doesn't hold a purpose, was to try to break through it haha. I'm impatient and I want to know what's on the other side...or Elli's impatient


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
There is hardly any water in the channel at all. You suspect that it's left over from when this area used to have a flow coming through it. The entire tunnel is bricked up including the channel. You aren't sure how thick the wall is or how close the water you hear is on the other side.

And I'm sure it's only Elli that's impatient. >.-


Risen Fate:
You blink out of existence but Death mask is quicker. He stabs you in the side and you feel the toxin flowing through your veins. Take a Bruise. His blade is no longer coated. Seems to be a one-use effect, at least until he can reapply it.

He smiles with glee and you notice a small nick on his arm. a purple/green smear covers the wound. He must've sliced himself when he oulled it on you. He reacts strangely to the normally deadly toxin, and his skin becomes visibly tougher. This is actually a previous BBE granting him a one scene bonus vs. physical toughness. With all the updates I had forgotten, sry.

The toxin feels more potent likely due to it's non-aerosolized form. Your side goes numb instantly (-6 Stamina Score: DC is 16) and you can feel it crawling up one side. (Take a Bruise and you are Staggered until you can recover. DC 21)

You detect no amount of remorse from this monster, nor do you detect any amount of dishonesty in his statement. Hero Point awarded for complication. better late than never.

Hope she weren't no friend. That'd be bawd mojo, mon.

Death Mask's opposed Dodge: 1d20 + 10 ⇒ (20) + 10 = 30 He evades your grab attack easily. He appears to be more in his element now in hand to hand combat.

The villain lunges with his dagger again.
Power Attack w/Combat Knife: 1d20 + 8 ⇒ (6) + 8 = 14 vs. DC 13

Just a Toughness save this time. DC 21

Death Mask Toughness: 1d20 + 7 ⇒ (18) + 7 = 25 vs. DC 18

FYI: In addition to normal recovery, you can spend a full-round action once per combat to remove your worst condition (Staggered in this case).

Staggered: A staggered character is dazed and hindered.

Dazed: A dazed character is limited to free actions and a single standard action per turn, although the character may use that action to perform a move, as usual. Stunned supersedes dazed.

Hindered: A hindered character moves at half normal speed (–1 speed rank). Immobile supersedes hindered.


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

toughness: 1d20 + 11 ⇒ (2) + 11 = 13
hp re rolltoughness: 1d20 + 11 ⇒ (15) + 11 = 26+10 if 11 or below
Timeline takes the shot with a little help from the gods aka hero point


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

Well your a pain in my side.
blaster pistol: 1d20 + 6 ⇒ (8) + 6 = 14 Im guessing vs Dodge but its not on my sheet but its DC 20

waiting on my move to see what happens to the knight in case I have to use it to get away.


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
*ppfff* Since when was I ever impatient >_>
Elli decides to go around, via the smaller tunnels, all the while looking out for more of those weird alarms strung around and any other new constructions. Hopefully the detour won't take too long...


Human [MIA (deceased?)][-H- *S* D] (3hp/3Lp)[Defenses] D:3(9)/ P:1(7)/ T:1/ F:1/ W:2 [Stats] STR:1(8)/ STA:1(8)/ AGI:3(11)/ DEX:3(11)/ FIG:1(8)/ INT:1(8)/ AWE:2(9)/ PRE:2(9)

DM:
Spending 2x Hero Points to attempt an Instant Counter against the stamina poison: 1 to use Luck Control to Counter, 1 to make the Counter a Reaction.
Luck point spent on him to force reroll if necessary
Opposed Counter: 1d20 + 10 ⇒ (10) + 10 = 20


Risen Fate:
Death Mask's Power Check: 1d20 + 6 ⇒ (16) + 6 = 22
Death Mask's Power Check: 1d20 + 6 ⇒ (18) + 6 = 24 second re-roll Death Mask's Power Check: 1d20 + 6 ⇒ (20) + 6 = 26 third re-roll

His weaken(stamina) poison has been countered.


Human [MIA (deceased?)][-H- *S* D] (3hp/3Lp)[Defenses] D:3(9)/ P:1(7)/ T:1/ F:1/ W:2 [Stats] STR:1(8)/ STA:1(8)/ AGI:3(11)/ DEX:3(11)/ FIG:1(8)/ INT:1(8)/ AWE:2(9)/ PRE:2(9)

DM:
Hero Point on me to reroll: 1d20 ⇒ 14+ 10 = 24
Toughness Save: 1d20 + 11 - 3 ⇒ (7) + 11 - 3 = 15
Fortitude Save: 1d20 + 1 - 4 ⇒ (15) + 1 - 4 = 12
5 Bruises total so far, and staggered... ow.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Timeline:
Hey guess what, his Dodge AC was 14.

Bullets spray off your authentic full plate armor and you pull a Han Solo, flipping your blaster up and firing in one smooth motion.

The Knight of Revelation's uniform peels and blisters where the laser blast hits, knocking him from the chopper.

AEEEIIYEEHhhhhhhh.....

Boss? BOSS!!!!... The pilot looks at you and puts his hands up. The chopper immediately begins to spin and he puts one hand back on the controls.

D-D-Don't hurt me. I just fly things. I'm in it for the free food.


Male Mutant Minotaur

DM Only:
R's Toughness: 1d20 + 10 ⇒ (3) + 10 = 13 DC 14
R's TOughness: 1d20 + 9 ⇒ (7) + 9 = 16 DC 29

MLK Jr.:
You connect solidly enough to hear a bone crack. Wounded though he is, he whips his axe around at chest height intending to slice you in half.

Greataxe: 1d20 + 8 ⇒ (4) + 8 = 12 Versus AC 19

You sidestep the clumsy swipe cleanly.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Knights of Revelation

Targets: 1d5 ⇒ 11d5 ⇒ 31d5 ⇒ 51d5 ⇒ 11d5 ⇒ 4 1-2, SHRU; 3-4, Soldier; 5, Colonel.
AK47 gunfire: 1d20 + 4 ⇒ (11) + 4 = 151d20 + 4 ⇒ (4) + 4 = 81d20 + 4 ⇒ (13) + 4 = 171d20 + 4 ⇒ (8) + 4 = 121d20 + 4 ⇒ (3) + 4 = 7 Versus AC 15

Colonel's Toughness: 1d20 + 5 ⇒ (6) + 5 = 11 DC 20
The Colonel takes a grazing shot, knocking the wind out of him temporarily.

Officer Charlie goes down, taking a bullet to the knee.

Soldiers, SHRU, and the Colonel. Oh, my.

Handgun: 1d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (9) + 5 = 141d20 + 5 ⇒ (8) + 5 = 131d20 + 5 ⇒ (17) + 5 = 22 Versus AC 14

Three more Knights go down. Mothfrickin' Helmet heads! Kestrel, get that man behind cover now!

To the remaining Knights, You terrorists are all the same! Nothing but bluster! Come and get us you s***s of b*****s!


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
Need an Expertise(Geography) check to avoid getting lost.

As you traverse the sewers you come to a point where you are going to have to crawl...yes crawl...through at least 100 feet of sewer pipes to get anywhere near the main line. Acrobatics check.


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
Expertise Geography: 1d20 + 9 ⇒ (9) + 9 = 18
Acrobatics: 1d20 + 3 ⇒ (1) + 3 = 4
That tunnel looks awfully small...haha oh this aughta be good


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

See the parachutes there bring two over here and give me one you take the other and jump, because the food cant be good enough to die for. Im assuming that there is a couple parachutes.
Timeline waits until the pilot jumps looking at the second parachute.
well damn cant let him die I suppose.
Timeline using his turnabout action teleports to the falling knight and straps on the parachute and pulls the cord and ports back to the helicopter. Im assuming the helicopter wont fall to earth in one round and is why i ported it up four miles just in case so im hoping to regain control next round if this works thought it was a cool little cut scene like moment.


Male [Injuries][heropoints][stabilty]2 [Defenses] D:+3 /P:+0/ F:+3 /T:+5/W:+0 [Stats] STR:+0/STA:+3/AGI:+3/DEX:+4/FIG:+0/4/INT:+10/AWE:+0/PRE:+1

Forgot to make an intimidate check
intimidation: 1d20 + 1 ⇒ (20) + 1 = 21


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
You can see the end of the pipe just ahead but you get the edge of your jeans caught on an outcropping of pipe. As you struggle to free yourself, you notice large shadows up ahead.

From behind you inside the pipe you are in you hear...a scraping sound.

Acrobatics to free yourself before these things catch up to you.


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
Oh crap, come on! Elli tugs on her jeans
Acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18
Looks like I manage to free myself? If so I keep moving and I'm picking up the pace


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
A clawed hand grabs your ankle but you manage to kick it away in time and wriggle forward into the tunnel. The shadows are getting closer from the right so you break left. You run until the tunnel exits onto a catwalk.

Below you see an amazing sight. The main storm overflow reservoir has been transformed into a small town! What appears to be clean water, pools in the basin of the reservoir forming a central pool. Crude buildings built of discarded sheet metal, plastic crates, and misshapen particleboard.

The people are as varied as the buildings, ranging from scaled lizard people to hairy dog men.

Three hooded figures come around the ccorner from the tunnel behind you. Intruder! Capture the norm!


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
Norm?!
I turn around and decide to give them one helluva show. I get my sword, armor, and wings out. I essentially want to intimidate them into not attacking me.
Who you callin' a norm? hehe
I grin wolfishly at them for an added effect and from the thrill of being all fiery.


Male Earthen Mutant Patrolman

Elli:
The three hooded figures stop short at your fiery display. The central figure steps forward and flips back his hood. He has light ebony skin and his hair appears to be made out of crystals. He makes a strange chiming sound as he talks. A very impressive display. It seems we were mistaken. You are not normal by any means. That does not however change the fact that you are an unwelcome visitor to our fair city. They call me Shard. May I know your name?

While he's been talking, neither of the other two figures seems to relax. A fourth figure, hood down, runs up behind the others. Her skin is a green/blue hue with prismatic scales and she has small slits on her neck, apparently gills.


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
I'm called Elowyn, but I go by Elli. I stumbled upon your city by accident. I am being employed by some norms to investigate the decreased flow of the water through their sewers. I apologize for intruding upon your home. It is possible that we could talk this through instead of resulting to violence?
I look for any possible weapons on Shard and his friends while turning my wings off. I want to get a verbal confirmation before my armor comes off. I also want to keep a ear out in case anyone comes up behind me on the cat walk.
(Weapons Check)Perception: 1d20 + 10 ⇒ (3) + 10 = 13
(Someone behind me?)Perception: 1d20 + 10 ⇒ (5) + 10 = 15


Male Earthen Mutant Patrolman

Elli:
Neither Shard, nor the two cloaked and hooded figures behind him appear to be weilding weapons...at least not obvious ones. The fourth figure does have a set of claws extending from the tips of her webbed fingers however.

Violence is not a necessity. We are more civilized than your world above would lead you to believe. Come with me and we can...talk. His eyes seem to be pleading with you.

From behind you, you hear an almost imperceptible scuff of sneaker on pavement. You realize there are more guards closing off the other end of the catwalk.


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
Heh, they do have a tendancy to be afraid of what they don't understand.
I put my armor and sword away as a sign of good will and follow Shard.
I hope to God that I didn't just make a huge mistake with this...


Male Earthen Mutant Patrolman

Elli:
As you put out your flames, the gill woman shouts, Now! and three cloaked figures from behind rush forward and quickly tie your arms behind your back.

Shard glares at the gill women. He looks back at you guiltily. S-sorry.

The other cloaked figures pull a sack from their bags. It looks like its intended for you.


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
NO! I start struggling against the cronies. I turn my armor on and set my hands on fire in an attmept to burn through the binds and burn the hands that are trying to grab at me.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
The three figures holding you leap back as the very air around you turns to fire. You try shooting fire but either you aren't able to aim correctly or the rope is too close to your skin (granting it fire immunity). Youll have to try to break or wriggle free.

The gilled woman steps forward and looks you in the eyes. Her skin begins to shift through the color spectrum in an ever increasing frenzy making you somewhat nauseous watching it. She speaks firmly but softly. It will be so much better if you just come quietly. It is unfortunate but you have seen too much.

Will save versus her Nauseating Pattern ability. Then give me a Strength or Sleight of Hand check to escape the bindings just in case...

DM Only:
DC 20 (Rank 10); Dazed, Stunned, Asleep


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
Will: 1d20 + 5 ⇒ (19) + 5 = 24
Strength: 1d20 + 1 ⇒ (2) + 1 = 3
If I don't fall under the nauseating pattern ability, I'm going to head butt her in the face.
Attack: 1d20 + 1 ⇒ (6) + 1 = 7
After that, I'm going to get my wings out and fly around. I'd like to find a tunnel out of the area that's big enough for me to fly through.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
Just as your brain starts to feel fuzzy, your anger swells and you rush forward, head first, towards the gilled woman. She neatly sidesteps you...and you use the opening to your advantage. You jump off the catwalk, fiery wings spread wide.

Nooo! The gilled woman realizes her error too late. She yells at Shard. Shoot her! He reluctantly raises a hand...and then lowers it again. The gilled woman's tirade fades as you soar further from the catwalk and down into the city proper.

From your aerial view, you see a number of concerned people pointing your way, the closest ones ducking behind whatever cover lies nearby. There is one large sewer tunnel that seems uncluttered by buildings. A waterfall of relatively clean water falls onto a massive makeshift wooden water wheel. The wheel leaks and creaks, sometimes perilously coming to a stop but always finally tilting forward. There appear to be a number of makeshift electrical streetlights (lamps taped to brooms and the like, although there is one actual streetlight present) that flicker in time with the water wheel. The large-ish building next to the water wheel is seperated from the other buildings by a good number of feet and is marked with all number of scavenged warning signs. "Peligro", "Danger: High Voltage", "Caution: Wet Floor", and even a "Deer Crossing" sign have been nailed to the building.

The large sewer tunnel appears to be the main thouroghfare for this community and is guarded by a couple of hooded figures holding makeshift spears. You could fly past them relatively easily.


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
I fly towards the large sewer line and go over the guards, into the tunnel. Once in, I'm going to follow the line for as long as I can to get some distance between me and anyone that might follow. I'll stop after a while and try to get my bearings and the rope off my hands.


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
You fly for what must be nearly a mile the water below you burbling happily down the dark channel. The horrid stench you normally associate with sewage is absent. Near the waterfall, you noticed a few people with large nets and paddles, scooping fish out of the underground river. Further up, the tunnel narrows forcing you to fly nearer the water. Several grates and meshes have been set up across the river's flow catching solid objects before they continue downstream.

Perception Check and Dodge Save please.


Female Human Geographer [5 HP][6 PP] [0 Bruise(s)]

DM:
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Dodge: 1d20 + 1 ⇒ (18) + 1 = 19


Elder Human Mage 20/ Planeswalker 10/ Engineer 10

Elli:
Your eyes adjust quickly to the near darkness and you are able to make out a small pinpoint of light off to the right side and you see an interesction ahead! The stink of sewage again begins to assault your nose. How strange.

Before you can fully register what these might mean, your Fire Wings wink out of existence! You fall forward towards the middle of the sewage intersection. The smell which you had just forgotten hits you full force as you slam into the sludge. Worse, it appears this section of sewage (for sewage it is) is creating an enormous eddy!

Luckily, you land on the lefthand walkway that runs alongside the channel, avoiding a very smelly demise. You notice your Fire Armor has also been extinguished. No amount of effort on your part seems to be able to reignite it. Your hands are still bound.

The light you saw nearby comes closer bobbing in time to a set of shuffling footsteps. A shaky, elderly voice speaks to you out of the gloom. Hello? Is someone there? I swear I thought I heard something...

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