The Hunted (DM: IronSky, Judge: ???)

Iron Sky

Procedurally Generated
The Hunted: Day 4, Hour 9, Minute 25

Earth examines the cargo bay as thoroughly as he can in the dim light, finding it full of semi-valuable oils that are now bereft of owners.

In one corner, he finds a gruesome nest made of humanoid remains with silver hair stuck throughout it.

Meanwhile, up on the deck, Devinihm skitters to the cabin only to find it locked...
 

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Voda Vosa

First Post
After finding that, Earth moves towards the wall of the ship, and keeps going, bursting on the other side. "I've found something interesting." he states.
 

jkason

First Post
Devinihm, wilden druid

"Auntie, I know it is a climb, but the cabin door is locked. I think your special hairpins might help?"
 

pacdidj

First Post
"Okay, Tristram. Time for you to help Auntie out. Old legs are never going to climb up the side of that steep deck. Take this hairpin love. That's a good boy. Now, are you ready, sweetie?," Auntie Mab asks, holding her palm out flat.

Looking nervous, and holding a hairpin in his foreclaw, Tristram climbs up onto Mab's hand. The old woman then balls up her fist around the rat, closes one eye for better aim, winds up her arm, and launches the rat through the air...

RBA improvised weapon (Throw Tristram) (1d20+8=11)

...only to see him fall short of the deck of the ship, nevermind the aft cabin. Tristram comes swimming back into the row boat, drenched and irritable.

"Sorry about that love. Well, looks like we'll have to do this the hard way. Jump back in Auntie's pocket and warm yourself up dear," says Auntie Mab, steeling herself to vault onto the deck.

Athletics, Acrobatics (1d20+1=17, 1d20+6=10)
Damage (1d6=1)

A scrape and a bruise later, she arrives at the aft cabin door. "Hmm, let's see. Yes, definitely locked. But we'll fix that in a jiffy..."

Perception check for traps (1d20+8=16)
Thievery check for the door (1d20+17=27)

[sblock=stat block]Auntie Mab - Human Rogue 4
http://l4w.wikia.com/wiki/L4W:PC:Auntie_Mab_(pacdidj)
Conditions: none
Passive Perception: 18, Passive Insight: 18, Init: +6
AC: 20, Fort: 16, Reflex: 20, Will: 17
Speed: 6
HP: 40/41, Bloodied: 20, Surge Value: 10, Surges left: 8/8
Action Points: 1, Second Wind: not used, Milestones:
:bmelee:Basic Atk: Dagger +6 vs AC, 1d4 dmg
:branged:Ranged Basic Atk: Throw Dagger +11 vs AC, 1d4+5 dmg, Range 5/10 (Daggers: 5/5)
Powers-
Preparatory Shot, Gloaming Cut, Sly Flourish, Fast Hands
Eyebite, Shadow Strike, Fleeting Spirit Strike
Twilight Menace
Prison of Salzacas, Cloak of Resistance
Combat notes:

Tristram - Rat Familiar
HP: 1/1; AC: 20, Fort: 16, Ref: 20, Will: 17
Skills: +17 Thievery, +21 Stealth
Status: Passive Mode[/sblock]
 

Iron Sky

Procedurally Generated
The Hunted: Day 4, Hour 9, Minute 27

As Earth walks through the hull of the ship, Mab scampers up to the cabin and, finding it untrapped, quickly pops it open.

Inside is a mess. There's not a piece of whoever was in before larger than a marble to be found. If there's anything else useful or interesting in here, it's covered by enough gore that it would take a fair amount of searching (and a strong stomach) to find it.
 

jkason

First Post
Devinhm, wilden druid

Devinihm holds a hand over his nose and backs away. "The hunters were here, no doubt, and left things as they have before."
 


Iron Sky

Procedurally Generated
The Hunted: Day 4, Hour 9, Minute 28

Raijin uses his arcane sight to scan the area, a feeling of nausea and filth almost overwhelming him at the saturation of Abyssal magics in the ship and around it.

Once he overcomes his revulsion, he analyzes it more closely, determining that there were indeed two... three? Probably two demons that spent several days in the cargo hold of this ship.

Judging by the slowly-fading trail of Abyssal taint, less than half-a-day ago the demons headed inland into the jungle...
 
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jkason

First Post
Devinihm, wilden druid

Any other details? Raijin scans

In response, the wilden once again breaks apart--into a writhing mass of cockroaches which root hungrily through the gore looking for anything usable in gaining more insight into their monstrous foes. Even a swarm at home in the putrid, though, seems to have a hard time finding much.
 
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