Heroes, Inc. Day 3+, Voyage to Sarkon

frostrune said:
"Well done Murdoch," Timrin sincerely states.
Murdoch nods in appreciation of the acknowledgment.

frostrune said:

"The majority of our attack should come from the rear and the sides to cut off escape and force the pirates to flee away from their camp, if they get a chance to flee at all."

"Don't forget that some of our attacks will come from the air", Murdoch states, swith a smirk. "I'll fly over them, to make sure that none escape. It would be wize to separate the slaves from them as soon as possible, so we can use area attacks and wipe them out quickly, rather than one by one."
 

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Hypersmurf said:
"Anything I summon won't last more than a couple of minutes at most," Fin replies. "On the other hand, Shando and I can outrun any pirate ever born. If we both dress up for the dirty, terrified, hunted villager role, we should be able to draw a response, I'd imagine."

OOC: Having Shando dress as a peasent would be unnecessary, as he looks like a peasent all of the time anyway. Remember he is a servent of Ilmatar. He looks like a peasent, because he is one. He just happens to be one that can break demon flesh with his bare hands. ;)

Hawkeye
 


Alethia settles down, alert and comfortable in the leafy cover the tree provides. "Gods speed," she calls down. "Leave some for us!"
 

Hawkeye said:
Having Shando dress as a peasent would be unnecessary...

OOC: A dirty, terrified, hunted peasant. It's all about the subtleties ;) /OOC

Shando turns to Fin, "Is it time for us to hunt?" a mischevious glint in his eye.

"It's time," Fin confirms. He eyes Maggie Kiran a moment. "Do you have a Message spell prepared?" he asks. "It would be useful for us to be able to keep in contact with Murdoch, and with those in hiding. If you could act as a relay...?"

The plan at this point is for Fin and Shando to follow Murdoch's directions to where they can intercept one of the four groups, preferably out of easy shouting range of the other three groups, and allow themselves to be seen at a reasonable distance. Then to attempt to lead some or all of the pirates in the group into a pursuit that brings them towards the clearing...
 

Crimson (Psion) AC:26 HPs: 92 PPs: 194

Fin said:
"It's time," Fin confirms. He eyes Maggie Kiran a moment. "Do you have a Message spell prepared?" he asks. "It would be useful for us to be able to keep in contact with Murdoch, and with those in hiding. If you could act as a relay...?"
"I can cover that, Fin," Crimson said. Crimson concentrated a moment and lit up Correspond with Fin, Murdoch, and whoever else Fin designated (at 7 points each), most likely herself as she planned on sniping from hiding.
 

Keia said:
"I can cover that, Fin," Crimson said. Crimson concentrated a moment and lit up Correspond with Fin, Murdoch, and whoever else Fin designated (at 7 points each), most likely herself as she planned on sniping from hiding.

OOC: 'concentrated a moment'? Doesn't Correspond have a 10 minute manifestation time, and a 1 round/level duration?

It has a lovely range advantage over Message, but apart from that, um...? /OOC
 

(Well, you have ten minutes to cast it, so you're OK).
(BTW, Shando, peasant outfits here look a whole lot different than those back in Waterdeep, so changing is still a good idea.)

Before you begin, Maggie gives a short lecture on half-demons. When they arrive, yo uwill be better prepared (Her surprise round action will be move action to activate dark knowledge (Foe). Her Knowledge (Planes) is 15ranks +7int +2class +5item = 29, so she can easily make the check by 20 and give everyone +3d6dmg per hit against half-demons for one minute.)

The plan works perfectly. One of the groups sees them and all give chase. The Kyton screams out a battle cry that echoes far and wide. The floating whips keep striking the prisoners to keep them running with the group. Some are faster than others, but none can keep up with Shando and Fin, who have to go a little slower than they otherwise could to get them all in position.

Fin and Shando run to the huts while the Kyton, the prisoners, and ten pirates climb over the wood in the clearing, their weapons and chains clanking loudly and getting tangled in debris.


You've given general actions. Now is the time to clarify them, especially with regard to your targets and priorities. You have surprise. They are in the middle of the clearing. cpread out, the prisoners in the middle. The Kyton is in front, by the huts. Post your targets and whatever move clarifications you deem necessary.
 

Arundel has pre-cast Spikes and Celestial Brilliance. He'll unveil the Brilliance when the trap is sprung, and then he'll act primarily in a melee role (club, shield, full plate) to make best use of Maggie's Dark Knowledge, and to save spells for later. If anyone's in extreme trouble, he'll cast some in-combat healing, but if possible, he'll save healing for out-of-combat wandage. He'll leave the Kyton for Timmy, and just head for the nearest pirate.

Fin will sub out a Flame Strike for a Summon Nature's Ally IV: 1d3 Augmented Dire Wolves. His self-appointed task is getting the prisoners clear, rather than directly clashing with the pirates. He'll set the wolves to protecting the prisoners and tripping the pirates who pose the greatest threat to them, while he directs them to safety, away from the melee. Again, conserving spells where possible - the team's combat power should hopefully mean the magic can be saved for later.
 
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