The Questioning pt2

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When last we left our brave heroes (who threaten teenagers in some cases), they were generally in pursuit of one of the members of the Wastrels who'd escaped their manacles by faking...dying??

He's running down the street with various memebers of the adventuring party behind them in some manner of 'order', with a couple others just now exiting the station to help givbe pursuit while the guards are trying to restore order.

Toha and Carwyn are at least witness to the young one bolting down the street at a high rate of speed.


Deak is one of those just exiting the station, having stepped briefly inside to tell that the once-dead is suddenly fleeing. Anyway, he's jogging behind.


Gregor is riding after him, on horseback.


Sargon chases after the youth as well. His arms pump but he keeps his hands open and relaxed. His long-legged gait also hints at someone who's used to running. At moving lightly and eating up the distance without resorting to an all-out sprint that would tire him out too soon.


Shara starts to run after the youth as well...but she's not a fast runner. She never was, so she jogs.


Ah, the pitter-patter of little feet... tearing hell down the street. The noise draws the ear, and soon, the eyeslit of the hammer slinging war golem. There are a lot of people, a couple comrades in arms amongst them, chasing that person. There could be a reason. Toha turns fully to face the oncoming rush, begining to heft that really...big... hammer but pauses, and reaches into one of the pouches dangling at her waist to withdraw a tanglefoot bag. If she's going to meddle in civic affairs on a hunch, there's no need to stain the cobblestones unless she's sure, right?


Naturally, Carwyn follows the hoard of adventurers, recognizing them for what they are and even noting an acquaintance among their midst.


The armored Gnomish Knight bolts after the fleeing child. Atop his mighty steed, Malfesance the wonder Corgi. Which runs because something else is running. Tongue flapping in the air, the many stone dog monster of slobber and fur races along after the child. Not quite interested in catching, but running the new toy until it can't run anymore. It's happy yips and open mouthed smile rather different when turned huge and having 'dire' added to it. The foot long curved fangs flashing in the light as it's horrible growl fills the air in it's glee.


GAME: Deak rolls Athletics: (5)+2: 7

GAME: Soup rolls Ride+5: (4)+4+5: 13

GAME: Gregor rolls ride: (1)+8: 9 (EPIC FAIL)

GAME: Carwyn rolls athletics: (10)+4: 14

GAME: Shara rolls athletics: (10)+9: 19

GAME: Sargon rolls athletics: (14)+9: 23


It's not as easy as it looks to chase someone through the city streets.

For one, there's people out. Alexandria is a city that runs around the clock. Sure, it's a little different at night and a different set of denizes of the city are out. It's gotten towards evening, yes, with a light snow filtering down.

The teen is fast.

Way fast. He can really run. Like the world's fatest kid, or something.

He throws a stall down behind him with a crash as he books it down an alley, forcing some of you to jump or avoid it otherwise just to keep pace. Deak trips into it, Soup's mount finds out there were food stuffs in the stall and Gregor's horse rears back at the same time, but Shara, Sargon, and Carwyn are not dissuaded from the chase as of yet.


GAME: Toha rolls athletics: (2)+3: 5


Gregor's horse balks at stepping on the bits from the stall. It knows that stepping on loose things is bad footing. Gregor would have made the same decision, and it costs him precious moments to sidestep around the debris and continue the chase in the close quarters of the alley. A part of him wants, more now than before, to just ride the kid down with his lance. But we're capturing and interrogating them. There can be punishment after, maybe.


Carwyn promptly winces and glances back at his fallen (new) allies. A glance turns into a pitying look, then he's wheeling back around to help with the crashes stall. "Are you alright, sir?" He inquires meekly, embarrassed by the damage he's caused. A hand is offered to the blonde fellow who tripped over the stall.


The great Corgi turns and nuzzles a spiced ham out of one of the stalls and procedes to choke himself to death on it as Soup flails and yells. Then finally just smacks the animal on the back of the head so it coughs it up enough to get air before it resumes chewing away. Finally the Knight throws a handful of coins to the stall keeper, hauls over on his mount and puts it back into the chase. Thankfully high enough up to avoid most of the slobber as it eats and runs.


Shara does not stop running after the teen, but she's simply trying to keep pace...not overtake. Eventually the teen will wear himself out.


Deak has a hard enough time recovering from his stumble, but the rearing of Gregor's horse catches him by surprise. At this point, the youth is beyond him. He stands up and shakes himself off. Shrugging, he says, "I gather we should head back to the others. If he is caught, he will presumably be brought back."


Sargon jumps onto a barrel, which luckily holds his weight and then without breaking stride leaps over the overturned stall. He lands on the other side and continues the chase, as easily as if he'd been stepping over a puddle.


Toha makes a compelling thud as she turns to take up the courser's path, only to collide with the tumbling stall. Faltered, but unfazed, she (maybe?) glances sidelong at Gregor with a, "Wan'm alive?" before the furlamity happens on the other side. Spattered with errant drool, she looks between the assorted folks on hand and, "Can't wait to hear what this's about..." Something sighish happens in... wherever she makes speech noises, and a long string of Corgi dripple falls to the stones. She's not gonna catch him with that kind of lead, anyway.


the World's Fastest Runner! Not even tiring. he slams into a wall and then runs along it down an alley. He's clearly tiring, at this point, but he isn't doing too badly for a teenager. Maybe he's just running on adrenaline after FAKING HIS OWN DEATH inside to the point where a cleric couldn't tell the difference? He glances behind him as some of you come around the corner, able to see him leap up and grab the side of a window. That's a mightyu leap! About six feet vertically. He then works at vaulting himself up to the roof of a two story building, climbing as fast as he can.

UH oh.


GAME: Shara rolls acrobatics: (18)+11: 29

GAME: Sargon rolls acrobatics: (3)+10: 13


For someone who says she's in her 900th year...Shara is pretty spry for a grandma. While the teen leaps all the way up a two story building, Shara is keeping pace by hopping up to an awning, backflipping onto another awning, leaping up to a balcony, and makes it up to the roof just after the teen.


GAME: Gregor rolls athletics: (17)+5: 22

GAME: Carwyn rolls acrobatics: (15)+6: 21


Gregor rides up the alley, but now the boy is climbing. To go after him, Gregor stands up in the saddle and grabs the lip of the second floor, hauling himself up and onto the roof.


Not quite as agile as Shara, Carwyn has youth and natural athletic on his side. He is up the building in no time and pursuing the running teenager. "Hey! Stop right there!"


GAME: Deak has prepared Deathwatch in a reserved spell slot.

GAME: Deak casts Deathwatch. Caster Level: 6 DC: 15

Deak comes along after the others, but rather than climbing, waits below and casts a spell.

Deak shakes his head.

GAME: Deak rolls Athletics: (3)+2: 5


Vaulting himself over the roof, the teenager makes a break for the next one over, jumping to the next building roof, skidding on the shingles and dislodging more than a few. He turns back to wave cheerfully in your direction. Asshole.

Most of you are actually doing okay. Deak's having the most problems, but Shara and Gregor are the first to make it to the roof in time to see the teen do that. The rest of you will follow shortly thereafter.

There's a pause as he holds his hand up and lets loose a single bit of magic: a flare spell. Is he signalling someoine? Something?


GAME: Deak casts Dispel Magic. Caster Level: 6 DC: 17


Deak starts to analyze the bizarre things he's seen this youth do, and comes up with an idea. He casts another spell.


GAME: Gregor rolls acrobatics: (4)+-2: 2

GAME: Toha rolls athletics: (11)+3: 14

GAME: Shara rolls acrobatics: (11)+11: 22


After some inner debate, mostly because the sudden light spell cresting in the sky over the building, Toha shakes her head and moves to the building, stowing her burdens and begining to scale the structure. A little late, but never never.


Even as the teen waves and casts his spell, Shara is still running after the youth. While she ponders casting a spell, she can't do both, so she simply continues to run after him. And it has occured to her that he's signalling someone.


GAME: Deak rolls Cleric: (8)+6: 14


Deak may be onto something, but unfortunately the spell fails, so who's to know whether the theory was on track. He shrugs, then sets about climbing up the building where the youth is signalling from.


GAME: Deak rolls athletics: (6)+2: 8


Lance out now, the Gnomish Knight rides steadily around the building, patroling it quickly. His mount sniffing and huffing as it searches for the scent of the youth they have been persuing, if it comes down to ground level this time he means to ride it down.


Gregor can't quite keep up with the fleet little fellow, and he drops a bit too much as he jumps across. His fingers scrabble for purchase on the wall, but find no holds, and he slides slowly downwards.


Sargon joins the others at the bottom of the building. "At least he won't be able to get away from us this time." He thinks about it for a moment. "Unless he can fly."


Deak says, "I'm expecting someone to fly by and pick him up."


GAME: Carwyn rolls perception: (9)+4: 13

GAME: Shara rolls perception: (11)+10: 21

GAME: Soup rolls perception: (3)+3: 6

GAME: Gregor rolls perception: (5)+6: 11

GAME: Deak rolls perception: (20)+7: 27

GAME: Toha rolls perception: (12)+6: 18


Deak snaps his fingers. "Yep. I guessed it. Look..." He points to the east over the rooftops. An artifice vibration comes from a very small airship.

Deak says, "Someone, shoot it down!"


GAME: Gregor rolls athletics: (7)+5: 12


The airship begins to zip closer. It's clearly got three men dressed in black clinging to the side...


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTENTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Whirlpool has dropped a TIMESTOP!

Please +init, then cease all roleplay and actions immediately and wait for Whirlpool to instruct you further. You may earn RPP by logging a scene for a GM.

For in-combat commands, type: +thelp.

-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-


GAME: Whirlpool advances the initiative order.

Round One - Init 26.

It is now THe Youth's turn! Gregor is next!


The Youth, seeing others joining him on his rooftop, steps back and proceeds to take on a defensive stance. He can't do much else except stall until his ride gets here.

His options were limited, after all.


GAME: Whirlpool advances the initiative order.

Round One - Init 22.

It is now Gregor's turn! Sargon is next!


GAME: Shara refreshes spells.

GAME: Gregor rolls 1d20+6: (14)+6: 20

Gregor gets to the rooftop and hauls his shield as more enemies look to be about to join the fray. This is one of the hazards of being a scout: sometimes, you find the enemy, then you have to deal with them. He whacks the fellow a glancing hit with his flail. Not a crippling blow, but enough that he knows how Gregor feels.

GAME: Gregor rolls 1d8+3: (2)+3: 5


GAME: Whirlpool advances the initiative order.

Round One - Init 21.

It is now Sargon's turn! Toha is next!

GAME: Sargon rolls athletics: (10)+9: 19


GAME: Whirlpool advances the initiative order.

Round One - Init 17.

It is now Toha's turn! Airship Crew is next!


GAME: Toha rolls ranged-4: (11)+5+-4: 12


Toha's fingertips screech slightly as she grips the edge of the roof and drags her chasis up, just in time for the odd noise to catch her attention. Her intent to alert the others is curtailed by the call to action by the fellow, and so she considers her options. A hand drifts to her pouches to withdraw the recently restowed Tanglefoot bag, rears back and launches it at the primary subject before his airborne pals can get involved. It makes a nice, gushy >SPLAT!<... as it misses him completely.


GAME: Whirlpool advances the initiative order.

Round One - Init 15.

It is now Airship Crew's turn! Deak is next!


The airrship is zooming closer now and you can indeed see those men on it more clearly now. They're wear dark clothing, quite a bit of it. Leathers. They're armed. Swords at the hips. Goggles over their eyes.


GAME: Whirlpool advances the initiative order.

Round One - Init 13.

It is now Deak's turn! Soup is next!


GAME: Deak casts Bless. Caster Level: 6 DC: 15

GAME: Deak rolls athletics: (7)+2: 9

Deak blesses his comrades in Althea's name, them tries again to scale the building, but isn't getting there very fast.



GAME: Whirlpool advances the initiative order.

Round One - Init 12.

It is now Soup's turn! Shara is next!


GAME: Soup rolls weapon10: (12)+8: 20

GAME: Soup rolls 1d4+1: (1)+1: 2

"Oh dear." Soup remarks as he lowers his lance and draws his composite shortbow. The small weapon tightly compact and made for firing from dog-back. With a 'zwip' the small arrow darts upwards and strikes the flying ship with minimal effect. Undaunted the knight nocks another arrow. "Not quite a dragon, but just need to find the right spot."


GAME: Whirlpool advances the initiative order.

Round One - Init 12.

It is now Shara's turn! THe Youth is next!

Shara slows down as she sees the Airship...and shakes her head. "We were hoping you'd surrender....now you're gonna die." Her voice almost sounds musical before she begins to sing....and draw an arrow from her quiver...


GAME: NEW ROUND!

Whirlpool advances the initiative order.

Round Two - Init 26.

It is now THe Youth's turn! Gregor is next!


GAME: Whirlpool rolls 1d20+9: (9)+9: 18

Swiftly, the youth levels a kick straight at the flail bearing hand of Gregor, sending it flying.

He smiles.

"Now we're even." He just experlty kicked Gregor's flail out of his hands. They're not even.


GAME: Whirlpool advances the initiative order.

Round Two - Init 22.

It is now Gregor's turn! Sargon is next!


GAME: Gregor rolls 1d20+7: (6)+7: 13

Gregor can't keep a grip on his weapon, and as it skitters away, he tries to slam the kid with his shield. The problem is, he has no idea how to do that sort of strikem having never tried it before, and he just looks like an idiot now.


GAME: Whirlpool advances the initiative order.

Round Two - Init 21.

It is now Sargon's turn! Toha is next!


GAME: Sargon rolls cmb+2+3: (19)+8+2+3: 32

Sargon pulls himself to the top of the building just in time to witness the teen kick Gregor's weapon away. Before the youth can fully recover, Sargon grabs his wrist. He expertly applies leverage, twisting the arm back and up until Sargon has the youth's arm pulled behind his back.


GAME: Whirlpool advances the initiative order.

Round Two - Init 17.

It is now Toha's turn! Airship Crew is next!


GAME: Toha rolls ranged-2: (9)+5+-2: 12

Toha shakes her head and goes to the pouch on the other side, though to little better effect aside from leaving sticky goop on someone's roof.


GAME: Whirlpool advances the initiative order.

Round Two - Init 15.

It is now Airship Crew's turn! Deak is next!


The airship zips closer, having apparently not been slowed by a single arrow shot.

Immediately, the two men are descending from it onto the roof while the pilot waits within, since their pick-up has been grabbed.

Seems they're ready to have a go at it.


GAME: Whirlpool advances the initiative order.

Round Two - Init 13.

It is now Deak's turn! Soup is next!


GAME: Deak rolls athletics: (9)+2: 11

Deak concentrates on ONE JOB ONLY. With a few grunts and some excessively careful (read: nervous) movement, he FINALLY climbs up the building.


GAME: Whirlpool advances the initiative order.

Round Two - Init 12.

It is now Soup's turn! Shara is next!


GAME: Soup rolls weapon10+2: (2)+8+2: 12

'Thwip' Another arrow sails up and away as Soup aims and fires. However he manages to miss an entire flying ship. Where that arrow ends up is anyone's guess, hopefully it won't ruin some citizen's evening.


GAME: Whirlpool advances the initiative order.

Round Two - Init 12.

It is now Shara's turn! THe Youth is next!


GAME: Shara rolls weapon1+2+1+1: (7)+7+2+1+1: 18

GAME: Shara rolls 1d8+1+2+1: (4)+1+2+1: 8

Continuing to Sing, Shara finally pulls back the arrow and lets it go, hitting the youth in the shoulder....helping Gregor out a bit.


GAME: NEW ROUND!

Whirlpool advances the initiative order.

Round Three - Init 26.

It is now THe Youth's turn! Gregor is next!


GAME: Whirlpool rolls 1d20+9: (13)+9: 22


GAME: Whirlpool advances the initiative order.

Round Three - Init 22.

It is now Gregor's turn! Sargon is next!

With the kid restrained, Gregor will take the opportunity to retrieve his weapon. Having done so, he will intercept the pair that jumped out of the airship. Hopefully that will keep them from coming to rescue that rotten kid.


GAME: Whirlpool advances the initiative order.

Round Three - Init 21.

It is now Sargon's turn! Toha is next!


GAME: Sargon rolls cmb+2+3: (5)+8+2+3: 18


GAME: Whirlpool advances the initiative order.

Round Three - Init 17.

It is now Toha's turn! Airship Crew is next!


GAME: Toha rolls acrobatics: (12)+-2: 10

Out of her more considerate ranged options, and seeing the airship droppings making ready to cause trouble for her comrades, the golem gets her chassis hauling across the rooftop to LEAP... right into the wall across the alley with a resounding clatter. It's only that her hands were already raise over her head that let her catch herself on the lip of the roof, and so she hangs their like a cat who should have reconsidered her claw sharpening assault on that couch.


GAME: Whirlpool advances the initiative order.

Round Three - Init 15.

It is now Airship Crew's turn! Deak is next!


GAME: Whirlpool rolls 1d20+8: (17)+8: 25

GAME: Whirlpool rolls 1d20+10: (15)+10: 25

GAME: Whirlpool rolls 1d20+7: (2)+7: 9


GAME: Gregor rolls 1d20+9: (17)+9: 26

GAME: Gregor rolls 1d8+3: (2)+3: 5

GAME: Whirlpool rolls 1d6+1: (6)+1: 7

GAME: Whirlpool rolls 2d6+2: (4)+2: 6


It's a vicious exchange of blows between Gregor and the opponents. Onme of them circles around him but draws a nasty mash, the two of themn now cutting into him deeply and wounding him pretty nastily!

THey are silent and worldless.

Professional.


GAME: Whirlpool advances the initiative order.

Round Three - Init 13.

It is now Deak's turn! Soup is next!


GAME: Deak has prepared cure serious wounds in a reserved spell slot.

GAME: Deak rolls Diplomacy: (12)+12: 24

GAME: Deak casts Cure Serious Wounds. Caster Level: 6 DC: 17

GAME: Deak rolls CSW: aliased to 3d8+6: (9)+6: 15


GAME: Whirlpool advances the initiative order.

Round Three - Init 12.

It is now Soup's turn! Shara is next!


GAME: Whirlpool advances the initiative order.

Round Three - Init 12.

It is now Shara's turn! THe Youth is next!

Deak walks up to Gregor and lays some healing magic on him as he tries to convince the youth to surrender, "Look, kid. You've certainly shown that you have some tricks up your sleeves. Now, we tried being nice, and you wouldn't play. Now you're forcing us to get serious, but all we want is information. You know, onve you're dead, there is magic to let us interrogate your lifeless remains."