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  1. - Top - End - #1
    Barbarian in the Playground
     
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    Default Maacain Invasion: Ross Dattar's Group II

    "I will then try to get to the place where the figurine and other equipment is being held and proccur equipment. It is best if you all stay here and try not to raise an alarm." Says Slip

    Chris raises his hand, "I have a plan to help us get out of here once you have everything. We should let the other captives free"
    Last edited by Talfrey; 2007-10-02 at 01:45 PM.
    Thank you good sir Necromimesis for the amazing avatar.

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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah

    "Be quick in finding it, our escape will not go unnoticed for long.

    Hmmm, releasing them would prove a wonderful distraction, as long as they do not decide to go after us instead of their captors.
    "

    Ferah makes a quick tour of the cells, looking to see what all is in here.

  3. - Top - End - #3
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Slip disappears to go find the items.

    In the cages there appear to be a number of goblins, and honestly, everything else is hard to identify. What might be a small gray render, some sort of large lizard, A very large furry man who reminds you of a student from the academy...
    Thank you good sir Necromimesis for the amazing avatar.

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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah

    Starting with the goblins, Ferah goes along the cells again, hoping to find someone or something that is able and willing to communicate.

    (Known languages: Common, Thri-kreen, Elven, Gnoll)

  5. - Top - End - #5
    Barbarian in the Playground
     
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    "Hey lady! It's been a long time since we's sees another freak of our world! Who're you!" says one of the Goblins. None of the others seem capable or even willing to communicate.

    The goblins on the other hand swarm to the window, eager to speak with you. (in common)
    Thank you good sir Necromimesis for the amazing avatar.

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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah

    While speaking to the goblins, Ferah examines the cages, looking for a means to open them. In the absence of Slip's sliver, her own sliver has reverted to its regular form, and is perched on her shoulder like some kind of mutant parrot.
    "Who I am is not important right now, what is important is that I intend to leave this world, and you are welcome to join me. Until my associate returns with the item we need to make the journey home, we need to keep our freedom secret. Once we make our move, we will need to move as quickly as possible, there is no telling how many agents there are in this facility.

    If you have been here for a while, have you learned anything about this facility that may be useful for us to know?
    "

  7. - Top - End - #7
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    "No" The goblin replies stiffly.

    Then a loud alarm begins sounding above.

    "Tha's the alarm!" One shouts, trying to be helpful.

    Chris growls, "There should be like a keycard or something... to open these..."
    Last edited by Talfrey; 2007-10-02 at 06:09 PM.
    Thank you good sir Necromimesis for the amazing avatar.

  8. - Top - End - #8
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah

    "Its probably on the Amrien lookalike."

    Ferah heads over to the fallen man and searches him for a 'keycard', whatever that was.

    Search - (1d20+2)[14]

  9. - Top - End - #9
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    The man has a pencil... and nothing else at all.

    "How ELSE do you open a door?" says Chris.
    Thank you good sir Necromimesis for the amazing avatar.

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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah

    "This is your world, you tell me."

    With no means of opening the cages presenting themselves, Ferah examines the cages again, trying to get an idea of how hard they would be to break open.

  11. - Top - End - #11
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Chris grabs ahold of the doctor and attempts to use him as a ram, but is surprised that just as he's about to impact, the door opens.
    Thank you good sir Necromimesis for the amazing avatar.

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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah

    "Interesting... I suppose you considered what would have happened to him had the cage NOT opened?"

    "Slip, you know what that alarm is about? If we have been discovered, Chris and I should start moving to rescue Marcus, along with some goblins we have freed."
    Last edited by NEO|Phyte; 2007-10-03 at 04:04 PM.

  13. - Top - End - #13
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Chris, "Not really. Let's go!" he screams and begins to run down the hallway, goblins in tow.

    "I know the way to Marcus, let's see if he's there!"

    Slip doesn't respond.
    Thank you good sir Necromimesis for the amazing avatar.

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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah

    Ferah chases after Chris, muttering various swears and curses under her breath. The entirety of the adventuring team she had started this quest with has fallen out of communication, and she was stuck with some human from an isolated world that seemed to barely think anything through before doing it! Hopefully the goblins prove to be a bit smarter than him in that regard.

  15. - Top - End - #15
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    ...

    BATTLE!

    As you round a corner, hot on Chris's trail, you come face to face with Chris in the midst of a squad of agents. Their weapons are already pointed at him and the goblins are cowering back, their hands empty, fearful without weapons.

    It's too late that one's eye finally catches you.

    You have the element of surprise.

    Their are six agents, in a circle around Chris.

    Roll Initiative after surprise round.
    Thank you good sir Necromimesis for the amazing avatar.

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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah
    HP 43/47 AC[touch](Flatfooted) 20[14](16) Initiative - (1d20+4)[24]
    AC modifiers -2 from charging


    Now THIS was something Ferah knew. For all the strange things in this world, at least fighting was more or less the same. Making a quick analysis of the situation, Ferah picked her target, keeping her attention on him, watching his eyes as he turned and noticed her, staring with her cold, emotionless face. Moments later, she dashed towards her target, bringing a claw around in a dangerous swipe.

    Spoiler
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    Initiative roll is in my header.

    First things first, if the nearest agent is within 30', I shall initiate a Duel of Wills, as outlined in Tome of Batle.
    Intimidate - (1d20+8)[23]

    Assuming there is nothing preventing me from charging, I'm making a partial action charge on the nearest agent. If I can't charge, I will instead move up to the nearest agent, drawing my weapons in the process.
    attack - (1d20+10)[17] damage - (1d4+3)[4]
    Last edited by NEO|Phyte; 2007-10-03 at 11:51 PM.

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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Will Save:
    (d20+4)[24]

    The blade hits, cutting deep into the agent's flesh.

    Chris throws a punch, the agent grunts as the fist connects.

    Agents
    (d20+2)[12]
    (d20+2)[16]
    (d20+2)[14]
    (d20+2)[9]
    (d20+2)[15]
    (d20+2)[21]

    Chris
    (d20+1)[7]
    Thank you good sir Necromimesis for the amazing avatar.

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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah
    HP 43/47 AC[touch](Flatfooted) 20[14](16) Initiative: 24

    Moving swiftly, Ferah swings in with a second arm, aiming for the agent's weapon hand, hoping to disarm him and send the weapon the goblins' way.

    Spoiler
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    Standard action for Disarming Strike.
    attack - (1d20+10)[13] damage - (1d4+3)[5] disarm - (1d20+6)[7]

    If the disarm is successful, move action to kick the gun towards the goblins, or at least away from the agent. Pretty sure this kind of thing falls under 'Manipulate an Object', no clue if it provokes or not. (although without Combat Reflexes or Uncanny Dodge on the part of my foes, I'm not at risk regardless, I think)

    Also, if there's room, 5' step to threaten as many of the agents as possible.

  19. - Top - End - #19
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    The agent nimbly dodges the swing, and then brings round the barrel of his weapon to fire. Three around him do the same. The others focus on Chris.

    (1d20+4)[8]
    (2d6)[7]
    (1d20+4)[13]
    (2d6)[7]
    (1d20+4)[5]
    (2d6)[7]
    (1d20+4)[22]
    (2d6)[8]
    Thank you good sir Necromimesis for the amazing avatar.

  20. - Top - End - #20
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah
    HP 35/47 AC[touch](Flatfooted) 20[14](16) Initiative: 24

    Ferah looks at the guns leveled at her, her mind racing. Swinging out with all four of her arms, she attempts to disrupt their aim to the best of her abilities, succeeding with the first three, then bringing a kukri up to attempt to deflect the shot from the agent that managed to keep a decent aim.

    Spoiler
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    AoOs
    attack - (1d20+10)[27] damage - (1d4+3)[4]
    attack - (1d20+10)[17] damage - (1d4+1)[3]
    attack - (1d20+10)[23] damage - (1d4+1)[3] (Confirm/damage 23/2) ***Blood in the Water at +1 to attack and damage***
    attack - (1d20+10)[15] damage - (1d4+1)[3]
    And immediate action to Wall of Blades the attack that can actually hit me.
    wallofbladesAC - (1d20+10)[17]


    Her kukri was not brought around fast enough, and the bullet connected. It was like the impact of a club compressed into the point of a pick. Hissing loudly in anger and pain, she brought her weapons to bear on the agent responsible.
    Now is the time for fighting, Little One!

    Spoiler
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    Full-attack, starting with the agent that shot me, moving to a new agent if he drops.
    kukri1 - (1d20+8)[11] damage - (1d4+3)[5]
    kukri2 - (1d20+8)[10] damage - (1d4+1)[5]
    kukri3 - (1d20+8)[27] damage - (1d4+1)[4]
    kukri4 - (1d20+8)[11] damage - (1d4+1)[4]
    bite - (1d20+3)[6] damage - (1d6+1)[2] poison - (1d6)[4] DEX damage, fort DC 13 negates
    And I have no clue what the sliver can do, so you'll have to handle that for the moment
    Last edited by NEO|Phyte; 2007-10-04 at 10:26 PM.

  21. - Top - End - #21
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    The sliver rockets from your shoulder and slams into the chest of the agent you just carved apart, it's tiny scythes burying into the flesh of his chest. With a gasp that expelled a stream of blood, the agent collapses to the ground.

    Sliver = 2 1d4 claw attacks at +2 bonus

    The remaining agents bring their weapons to bear.

    (d20+4)[20]
    (2d6)[7]


    (d20+4)[12]
    (2d6)[7]


    (d20+4)[17]
    (2d6)[5]
    Thank you good sir Necromimesis for the amazing avatar.

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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah
    HP 28/47 AC[touch](Flatfooted) 20[14](16) Initiative: 24
    BitW +1 to attack and damage


    More shots, more counterattacks, and another hit, but this one Ferah was powerless to prevent. Again, she lashes out at the one that managed to hit, as her Little One makes another leap towards a fresh target.

    Spoiler
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    more AoO goodness!
    all attack rolls and damage rolls have a +1 modifier, which I wasn't aware of when I posted this.
    attack - (1d20+10)[18] damage - (1d4+3)[4]
    attack - (1d20+10)[12] damage - (1d4+1)[2]
    attack - (1d20+10)[17] damage - (1d4+1)[2]

    Swift action to recover expended manouvers, and another full attack. Again, starting with the agent that hit me, moving the attacks to a different agent if he drops before my full attack finishes. My sliver will just go for the nearest target, I guess.
    kukri1 - (1d20+8)[16] damage - (1d4+3)[5]
    kukri2 - (1d20+8)[22] damage - (1d4+1)[3]
    kukri3 - (1d20+8)[22] damage - (1d4+1)[5]
    kukri4 - (1d20+8)[28] damage - (1d4+1)[2] (Confirm/damage 28/4) ***Blood in the Water now at +2 to attack and damage***
    bite - (1d20+3)[19] damage - (1d6+1)[4] poison - (1d6)[4] DEX damage, fort DC 13 negates

    and for little sliver...
    claw1 - (1d20+2)[16] damage - (1d4)[3]
    claw2 - (1d20+2)[10] damage - (1d4)[1]
    Last edited by NEO|Phyte; 2007-10-04 at 10:29 PM.
    Man this thing was full of outdated stuff.
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    I make(made?) avatars! Last updated 12-23-2008. Requests not unwelcome. Last request 01-12-2010.
    Avatar by me.

  23. - Top - End - #23
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    The next agent is torn to ribbons on your blades, and the remaining agents turn to run, carefully moving around Chris and the three standing agents around him.
    Thank you good sir Necromimesis for the amazing avatar.

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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah
    HP 28/47 AC[touch](Flatfooted) 20[14](16) Initiative: 24
    BitW +2 to attack and damage (10 rounds)


    Ferah watches the fleeing agents, unsure of whether to pursue or not. If they got away, they would almost certainly return with reinforcements. On the other hand, it could take them long enough to get said reinforcements that they could be out of the facility, or at least a good ways away from their current location. Looking back at the goblins, she indicates to the fallen agents.
    "Grab their weapons, We are not out of this yet."

    Spoiler
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    Delay action until after Chris goes again, if we're still in combat and stuff.

  25. - Top - End - #25
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Chris screams as one of the agents succeeds at hitting him, and then you see his eyes go wild, like the time before at Wal-Mart.

    He pulls back his hand, and with a single blow sends an agent reeling aside. Not even turning to move, his arm continues to swing, cracking into the jaw of another agent, and immediately followed by yet another strike. The two agents crumple, but the third raises their weapon at his exposed back. It might be best for you to .
    Thank you good sir Necromimesis for the amazing avatar.

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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah
    HP 28/47 AC[touch](Flatfooted) 20[14](16) Initiative: 24
    BitW +2 to attack and damage (10 rounds)


    While Chris had shown a remarkable resistance to gunshots back at Wal Mart with the giant zombie thing, now was not the time to see if it persisted. Moving over to the agent, Ferah unleashes more slashing fury with her kukris.

    Spoiler
    Show
    If I'm within melee range already, fine and dandy, if not, Sudden Leap to get over to the agent and full attack.

    kukri1 - (1d20+10)[23] damage - (1d4+5)[7]
    kukri2 - (1d20+10)[23] damage - (1d4+3)[4]
    kukri3 - (1d20+10)[25] damage - (1d4+3)[7]
    kukri4 - (1d20+10)[21] damage - (1d4+3)[7]
    bite - (1d20+5)[18] damage - (1d6+3)[9]

  27. - Top - End - #27
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    As the final agent falls, Chris takes off down the hallway, lost to his berzerk state.

    Turning around you see that not only have the goblin's equipped themselves with guns, they stripped the agents of their bullet proof vests, and have wads of green papers stuffed into their pockets. The goblins ready the guns and smile at you evilly.

    "Let's get the hell outta heres boss!"
    Last edited by Talfrey; 2007-10-05 at 01:00 AM.
    Thank you good sir Necromimesis for the amazing avatar.

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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah

    With no clue where Marcus was being held, Ferah chases after the berserk Chris, looking for a sign or something that might indicate where Marcus was, or Slip, for that matter. A way out would be nice, too, along with the missing figurine, as Slip seems to have gone missing.

  29. - Top - End - #29
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    Default Re: Maacain Invasion: Ross Dattar's Group II

    "Need a way out boss?" Ask the goblins following you. As you finally catch up to Chris who has caught the two escaping guards and proceeded to break various parts of their bodies.
    Thank you good sir Necromimesis for the amazing avatar.

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    Default Re: Maacain Invasion: Ross Dattar's Group II

    Ferah

    "Unless you are capable of crossing planar boundaries, I do not intend to leave this place without the figurine. Still, a way out is always a useful thing to know, where is it?"

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