24 4e Style : Day 2

Dagran waits in the hall, and confronts Kendrick when he tries to leave. He is interposing himself to use his body as threateningly as he can.

"Kendrick, I'm not terribly bright, but something is bugging me, but I couldn't help noticing your 'art'. Who are they, and more importantly who are they to you?"
"Targets, customers, fantasies... whatever. Be straight with me, It will be easier than the other way."


OOC: Intimidate (1d20+10=28)
 

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Kern grinds his teeth after finding the spot. In the middle of such luxury. The people here were soft and foolish to let the sniper get away and did nothing about it.

He searched for the staff in charge of renting out room. Kern is not subtle about it—he grabs them and flings them against the wall. Its people like you that almost got the Consul killed. Doing your job, keeping your head down, ignoring what's important. I want to know who was in that room and where they went. And I want to know now!.

OOC: Time to channel my inner Jack Bauer. Intimidate: Success (20).
 

Nathan see no times in front of him, so he doesn't bother with formalities. As his companion go with big arms, he find the idea good and apply it to the owner of the Inn. "And what do you think it will happen if rumor spread you were related to an attack of a dragon against a Tribune? I think your business will crash. I'll make sure it happen. Or you could help us in the investigation of an assassination attempt, that could prevent some leak."

[SBLOCK=OOC]Intimidate roll:1d20+13=32. That should do it... if you look at the roll, the orginal modifier was +5. It was for Streetwise, and before I notice the SBLOCK about the great roll of Kern that worth 2 success. As my Intimidate is better than my Streetwise, the success in Streetwise will turn out as a success anyway... and I think the staff of that Inn won't like us after that.[/SBLOCK]
 

Kendrick frowned in annoyance as he is interrupted.

-''So that's what I get for sticking my neck out? I could have sit that one out in my room but instead I lent a hand. Do I get thanks? No, I get an ugly dwarf sending pointless threats my way.'' he growls. ''Ever thought about just asking politely? The tiefling is MIA. His name is Akmenos, he's a wealthy businessman and his father is paying me a fortune to find him. The girl is unknown but she's my lead and is assumed involved in the disparition. A source spotted her regularly in the area and it turns out that the owner of the inn is a third degree cousin to Akmenos so I figured I'd base myself here while I was hunting leads. Now, next time you ask me a question, do it with the courtesy owed to an ex-colleague or just draw that absurd hammer immediately and see if you can beat the answer out of me. Odds are you'll be unpleasantly surprised.''

[sblock]The roll is pretty damn good but the mark wasn't. But then again, he did talk so it can be interpreted either way...[/sblock]

[sblock=Kern + Nathan]Back at the inn, you got the answers you need and a dozen official complaints on your hands. That would be the 3rd turn and occur after almost half an hour, at which point new teams are arriving through nearby linked portal. I'll give the crew at the inn the chance for some more actions before taking it from there. I am seriously thinking about having Kern and Nathan dig deeper on their own, splitting the party for the duration of one encounter, though.[/sblock]

[sblock=Mirage+Garrick and the rest]
Mirage; Garrick is onto something.
[/sblock]
 
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OOC: Kern & Nathan take no guff! Looks like we should start in our own grizzled 70's cop show.... :)

Edit: I'm cool w/ a short split. Of course, that's going to end badly... splits always do. ;)
 
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"I can't find anything out of place up here." Garrick spun round as Mirage came up behind him. "We'll need to look at something else." He thought for a moment.

"What about the missing? Wasn't there a coordinator, Lars something amongst him? And didb't I hear his name in connection with something else?"


"Lars Kinnar, an event coordinator I believe. I don't know what else he was connected with though. I don't think so anyways..." Mirage paused trying to remember the name. "No wait, I do remember him. He wore this necklace is a simple gold chain with a medallion showing the draconic rune for the word unity. The rune itself was nothing special; it is very popular amongst Undhil's patriots. You see it in graffi, tattoos, jewelry etc. Kendrik picked it up after we defeated that bearded devil."

"Wait an event coordinator, could he have been working with Neostalgia, the band that was going to be playing here tonight? They aren't in the inn, we should also check to see if they were here. Could they have been a plant? That would explain why so many guests are missing from the inn, if they were all part of it, potentially disguised devils. Do you know if Silverfox's people are part of that patriot movement and use the unity symbol too? I could be all connected. I think we should follow up with Kendrick while Dagran has him cornered first." says Mirage continuing.
 
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Dagran tries to calm down Kendrick a bit. "I'm sorry if my confronting you comes off as ungrateful. I just have trouble expecting anything but the worst from people who abandon their duty."

Dagran tries to dial back the machismo and let Kendrick go. He then follows downstairs slowly.
 

[sblock=OOC]
"Wait an event coordinator, could he have been working with Neostalgia, the band that was going to be playing here tonight? They aren't in the inn, we should also check to see if they were here. Could they have been a plant? That would explain why so many guests are missing from the inn, if they were all part of it, potentially disguised devils.

LOL, Neostalgia as the bad guys! I didn't see that coming. They are just a bit of flavor I threw up on the fly as I wrote the intro. Otherwise Mirage finally hits the nail on the head with the last part.
[/sblock]

Mirage approach Kendrick about the necklace. At first he is resistant but it turns out to be nothing more sinister than a natural tendency to be protective about what he perceives to be his loot and trophies. He was always more of a freelance adventurer at heart than an agent... You remember that he has a tattoo in elegant runes on his back that says : 'If I killed it, I own it!'

Examining the necklace carefully confirms that it isn't merely identical; it is the very same. There are initials carved inside that leave no doubt to it. That strongly indicates that the Bearded Devil was already inside under the disguise of Lars Kinnar when the trouble started. Presumably most of the legionnaires were too and same with the Cambion.

That leaves a very obvious vector of investigation; presumably Kinnar was in charge or at least ranking and so paying a visit to his home should be a high priority.

[sblock=OOC]There really isn't much more to do here but follow that trail.[/sblock]

Before leaving though, Mirage hears about what Kendrick was doing.

-''You know, if you don't mind, I would like to go with you at Kinnar's home.'' Kendrick says. ''Akmenos and the Innkeeper lady were related, even if vaguely. Now they are both missing. It's a weird coincidence. I have been drawing blanks the past three days looking for my mystery woman. I might as well take a shot in the dark and see if this is related.''

[sblock=Mirage]Obviously enough, if Akmenos is a third degree cousin to Hope, he is a third degree cousin to Mirage too. Mirage barely knows him at all. Third degree means that you have a great-great-grandfather in common; you are barely related. You still have heard of him and seen him four or five time in your life. He is a successful businessman and his father (a human, BTW) is one of the five richest man in the republic and very is involved with behind the scene political dealings.[/sblock]

Before they take a final decision, the agents at the inn hear a short, rushed message from Nathan.

-''We are following the trail of sniper, we will be out of touch we...'' and the communication is cut abruptly. The two agents remain silent despite repeated request to come in.

---

Meanwhile, a few moment earlier.

Kern had been growing frustrated trying to locate the exact location from where the sniper had fired. Nathan was not being very useful in that regard; too much time spent studying magic, not enough hitting the streets, he expected. Suddenly he had a flash of insight; Beggars. Across from the general direction from where the bolt had come was a well known beggar spot. It was well protected from the wind and warmed by a poorly isolate fireplace inside the adjacent building. It was filled all year long with vagrants. Obviously they had fled at the first sign of trouble but one of them might have seen something. A few minutes of hunting and he had scored gold; a one armed man identified for him the building from which the bolt had come. A posh hotel, no less.

Moments later Kern and Nathan were crashing in and demanding cooperation. An angry manager insisting on the privacy of his establishment was slapped around and cowed, personnel was intimidated, doors were kicked in without warrant across the hotel and ledgers were confiscated. Eventually they came to a room that was signed in by an E.Terl. He was a prime suspect; he was alone, he had been seen carrying large luggage, had spent most of his time in his room and was described as being an athletic looking elf. Yet he had received a visit from a suspicious man shortly before the attack. The witnesses couldn't explain it but the casually dressed man had elicited a feeling of intense unease in everyone who crossed his path.

Opening the door reveals a disappointingly empty room but the agents became suspicious when a cleaning lady said she thought the man was inside. No one had seen him leave. Kern and Nathan set out to thoroughly inspect the room. Suddenly Nathan cried victory. Being well versed in things arcane, he discovered a hidden portal. It is very weak and about to collapse. Presumably an accomplice had cast a ritual to leave the sniper a simple exit strategy. But the spell was about to fade from existence any seconds now. A quick decision was needed. Kern opted to take his chances and stepped through. Nathan tries to warn the other agents.

-''We are following the trail of sniper, we will be out of touch we...'' but his arcane senses warn him that the portal is about to collapse right now and he jumps through at the last moment...

[sblock=OOC]All right, enough chit-chat! We’ll get back too breaking heads in short order, as soon as I finish building the next encounter(s).[/sblock]
 
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Kern and Nathan are disoriented as they arrive suddenly into a tiny and cluttered apartment. A quick look around showed them that the now defunct portal simply overlapped with the tiny storage room. The room is empty and they soon exit it into a busy and noisy street.

vs Insight 21 (Kern) and 22 (Nathan) (1d20+8=9)

The agents immediately detect more than half a dozen suspicious characters obviously lying in wait to see if someone would find the portal before it shutdown. Both are ready when they make their move.

Initiative (1d20+18=22, 1d20+18=26, 1d20+6=19, 1d20+7=14) Kern (first 2 check) and Nathan (3rd check) go first before the badguys (4th check).

---

Dagran, Garrick, Leyra, Mirage and Kendrick arrive at Lars Kinnar Home. The man is fairly wealthy and lives in a small manor. They note a lookout at one window as they approach through the front yard. Having a bad feeling and suspecting that they need to move in as soon as possible to avoid the destruction of evidence, Garrick swiftly picks the locks. The team rush in to apprehend suspects.

They are greeted by a gruesome humanoid pieced together from the part of severeal different living creatures. They spot another bearded devil to their right and a maniacal looking halfling on top of the stairs. Needless to say, they are hostile.

Dag, Mir, Ley, Gar, Ken; BG; (1d20+8=22, 1d20+13=16, 1d20+9=23, 1d20+13=29, 1d20+8=15, 1d20+13=27)

Garrick is up, then the Bad guys













The X on the first map indicate dense crowd. It's difficult terrain and area attack catch civilians. The crowd is thick and has nowhere to go, it will clear on its own slowly. A minor action Athletic DC 21 buys you one square of normal movement (Allowing you to shift).

On the second map, the Hafling is at the top of the stairs, not in another room. You have LOS, he has cover, the stairs pose no special problem, treat them as normal squares.

The dark square is furniture. Depeding on the room, its nature vary wildly. By default you need to terat it as obstacle but some of it can be climbed on or pushed out of the way; ask if you need details.


Status

Leyra 78/81 [9] [2] AP,SW
Garrick 69/80 [5] [2] AP,SW
Mirage 64/78 [5] [2] SW,
Dagran 97/119 [13] [2] AP,SW

Kern 81/90 [6] [2] AP,SW
Nathan 107/109 [10] [2] AP,SW

I had Mirage spend 2 surge and Dagran 1, you can retcon that if you want.

Vs. Kern and Nathan :

They are facing what they soon recognize (thanks to their knowledge of SCU files) to be Bearers of Light. They are a weird cult that is not above doing mercenary work as long as they perceive it to be advantageous to their cause; Bringing the Age of Gold to a close and hushering the Age of Freedom. Basically they are wacky anarchist and despite their name there is nothing holy about them; they tend to use alchemy instead.

Zealot (Ze) : Minions
Perception : 17
HP 1; a missed attack never damages a minion.
AC 25; Fortitude 23, Reflex 22, Will 22
Short Sword (Standard, at-will) Poison, Weapon
+16 vs Armor Class; 6 damage, and the zealot makes a secondary attack.
Secondary Attack
+14 vs Fortitude; ongoing 3 poison damage (save ends).

Zealot Warrior (Wa)
Perception. 16
HP 136; Bloodied 68
AC 23; Fortitude 21, Reflex 20, Will 20
Resist 10 poison
Greatsword (Standard, at-will) Poison, Weapon
+16 vs Armor Class; 1d10+4 damage (1d10 + 6 damage while bloodied) and a secondary attack.
Secondary Attack
+14 vs Fortitude; ongoing 5 poison damage (save ends).

vs the rest

Halfling (Ha)
Perception 23
HP 96; Bloodied 48
AC 25; Fortitude 22, Reflex 24, Will 25
Short swod (Standard, at-will) Weapon
Melee 1; +20 vs Armor Class; 1d6+5 damage.

Bearded Devil (Be)
Perception 24
Beard Tendrils aura 1; enemies that begin their turns adjacent to the bearded devil take 5 damage.
HP 129; Bloodied 64
AC 29; Fortitude 25, Reflex 22, Will 23
Resist 20 fire
Glaive (Standard, at-will) Weapon
Reach 2; +18 vs Armor Class; 2d4+5 damage, and the target is marked until the end of the bearded devil’s next turn and takes ongoing 5 damage (save ends)

Flesh Golem (Go)
Perception 15
HP 228; Bloodied 114
AC 26; Fortitude 27, Reflex 22, Will 25
Immune disease, poison, sleep
Saving Throws +2
Slam (Standard, at-will)
Reach 2; +15 vs Armor Class; 2d8+5 damage, and the target is dazed (save ends)
 
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[sblock=OOC]Kern has 1AP; he spent one in the fight (I'm assuming we gained one at the end).[/sblock]Kern snarls at the hostiles. To Nathan, he indicates the fools to the south. He barks lowly, Leave at least one alive for questioning. Then, with a burst of speed, he yells at the zealots to the north, plowing through the crowd as he does so. One tries to jab him as he closed, but the agent dodges aside. Drawing his twisted mace, he strikes out rapidly at the rabble. He breaks the knees of the first, spins and shatters the ribs of the second, and shoving his victim into the last standing, brings down the mace hard, crushing their nose and ruining their face. Turning cooly to the others, he glares at them with one clear thought... I'm coming..[sblock=Actions]Move to E4 (OA from F4: Miss). Minor: Draw mace (can you only draw one weapon?). Standard Spring the Trap: Drop all 3. Its a close, not area attack. Finally, as a free action he uses Gruesome Kill to cause all enemies that see Kern to take a -2 to attack him until the start of his next tern.[/sblock][sblock=Kern (No TWD)]Kern—Male Human Death Dealer Rogue 1
Initiative: +18, Danger Sense; Passive Perception: 21, Passive Insight: 21
HP: 81/90, Bloodied: 45, Surge: 22, Surges left: 6/7
AC: 27, Fort: 24, Reflex: 28, Will: 21; Two-Weapon Defense — Speed:7
Action Points: 1, Second Wind: Not Used
Powers -
Disheartening Strike
Piercing Strike
Riposte Strike

Sizing Strike
Spring the Trap
Enforced Threat
Termination Thread

Precise Incision
Deep Cut
Rogue Recovery

Gruesome Kill
Ferret Out Frailty
Reap the Rattled
Executioner's Mien


Full character sheet[/sblock]
 

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