Heroes, Inc., Day 1: Mysterious Strangers


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ooc:
Fly spell does work wonders for the wingless, grounded types. :]

IC
Alethia grins tightly. "But it's way not counterproductive for me,"
 


[You guys were not that specific as to what you were doing exactly, but here is sort of a guess. most of you will take the whole round to get all the way there anyway]

The main light suddenly goes on. It is not as bright as it ordinarily is, and the shape of a sprawled human body is projected on the water.

With Murdoch in the lead, you all fly towards the lighthouse. Murdoch blasts one of the shadowy figures with eldritch energy from each hand, shattering two plate glass window/walls and clearing a path for the others to enter. Both hit (64dmg) and the figure falls to the ground, the two wounds in his back still emitting low flames. Alethia fires three arrows, glowing with holy energy and burning with fire, through another window, all striking one of the men and badly wounding him (51dmg).

You all can now see the scene inside. The lighting machinery remains open, with eight more men that you can see standing around it. All are wearing polar bear pelts turned into human-shaped clothing, which include a hood made of the bear's faces coming down over their foreheads. All wear clawed bracers with the holy symbol of Auril, an evil goddess of storms, on the backs of their hands.

Aleena is lying on the lens of the light, bleeding rapidly from two long slashes on the inside of her forearms. As the blood spreads on the lens, the image projected into the sea turns red.
 

DM_Matt said:
Aleena is lying on the lens of the light, bleeding rapidly from two long slashes on the inside of her forearms. As the blood spreads on the lens, the image projected into the sea turns red.

"Crimson!" Fin calls. "Time Hop Aleena! Their ritual can't be completed if she's not there!"

That said, Fin banks around to the front of the lighthouse to cast Obscuring Mist, blocking the light projecting onto the ocean...
 
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OOC: DM_Matt maybe you could put up an initiative order again? That seemed to work well.

Timrin will make a beeline for the window Murdoch smashed open and engage the first Aurilite he sees in melee. "Face the wrath of Helm!!"

[sblock]AC 29 (30 vs ranged), HP 112

Timrin has two smite evil attempts left today and 7 remaining turn undead attempts. He will smite evil on his first attack, use a turning attempt to invoke his divine might feat, and power attack 5 (+21 to hit, 2d6 +10+12+10+2+5 +2d6 holy).

Round 2+ - Burn a turn attempt as a free action each round. Full attack - using a 5' step to put me in position to cleave. I will continue beating on the 1st guy I attacked until he drops then move on to the next closest. (attacks +21/+16/+11; damage 2d6 +10+2+5+2d6 holy each attack)

My objective is to clear a path to Aleena so the others can help her.[/sblock]
 
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Crimson (Female 'Human' Psion) AC:26 HPs: 66 PPs: 127

Fin said:
"Crimson!" Fin calls. "Time Hop Aleena! Their ritual can't be completed if she's not there!"
"Understood!" Crimson replied. Flying in, Crimson manifested 'Time Hop' and targeted Aleena (range 55 ft). Prior to targeting, Crimson called out, "Aleena, we're here to help . . . from Peregion."

Looking at the location, Crimson looked to see if anything else could be 'Time Hopped' away, such as the light or any other item that looked like it was being used for the ritual.

OOC: Prior to flying in, Crimson will spend one power point to gain a +4 resistance bonus to saves. Then Manifest Time Hop, affecting Aleena and one additional item of up to huge, or 3 additional targets of medium or less. DC 20, will negates.
 
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Keia said:
"Understood!" Crimson replied. Flying in, Crimson manifested 'Time Hop' and touched Aleena.

OOC: Prior to flying in, Crimson will spend one power point to gain a +4 resistance bonus to saves. Then Manifest Time Hop.

Murdock will stay behind Peregion while still flying. He'll try to use his vitriolic cone if he can, without injuring his comrades and getting the blast the most foes that look like they might be ready to cast. If he can't, he'll use his vitriolic eldrich blast (with arc) and blast the three furthest foes that look like they might be ready to cast.

OCC: Eldrich blast (ranged touch attack): +13 hit (+14 if within 30ft) (+9 base +4 dex (+1 point blank shot), Damage: 8d6 +1 (6d6 base +2d6 chasuble +1 point blank shot) + 2d6 for 2 rounds with vitriolic blast (ref save once to avoid additional damage).

Can arc blast to 2 additional targets or 30 ft cone
 


" I'll see if I can keep one of them alive for us to question later on. I know we can question the dead, but I think a living subject would be better in the long run."

Shando lands near the closest uninjured participant and unleashes and stunning succession of punches and kicks on his opponent. Only someone extremely skilled and knowledgeable in unarmed combat can tell he is striking to disable his opponent and not kill him.

[sblock]Flurry of blows [+14/+14/+14+9] using nonlethal damage 2d8+2 per succesful blow.[/sblock]
 

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