The Questioning pt3
When last we left our heroes (and Gregor) they had pursued the escaping boy down the streets, through the alleys, up a wall, over a rooftop. He'd sent a flare up with magic he shouldn't have after seeming to die at the jail house and escaping on top of that. A small aircraft holding at least two people had arrived. The two men slid down ropes to engage the heroes, and were doing so succesfully, to a degree, while the boy had been grappled and held in place. He seems to think this isn't going to end well for you. The airship is still hovering in place.
GAME: Shara rolls weapon1+2: (20)+7+2: 29 (THREAT)
GAME: Shara rolls weapon1+2: (13)+7+2: 22
GAME: Shara rolls 3d6+3+6: (10)+3+6: 19
Shara is singing quite well with a lovely song...which really guides her arrow into the shoulder on one of the youths...and it buries itself good.
GAME: NeverSleepsPool advances the initiative order.
Round Three - Init 9.
It is now Ravakko's turn! THe Youth is next!
GAME: Ravakko rolls athletics: (19)+8: 27
After missing his jump to the rooftop, Ravakko to the fast way to the ground floor, the sound of splintering wood and a distinctly angry cat punctuating his landing. Undaunted, the grey skinned oruch spings up, and hand over hand he pulls his hulking frame up the wall of the building. Better late than never, he arrives on the scene, his left cheek bearing the violent assault of the alley cat, "Right . . . not a jumper," he grumbles as he pulls himself to his feet and pulls his axe from his back, "And late to a fight. Shame."
GAME: NEW ROUND!
NeverSleepsPool advances the initiative order.
Round Four - Init 26.
It is now THe Youth's turn! Gregor is next!
GAME: NeverSleepsPool rolls 1d20+12: (9)+12: 21
Trying to break free of Sargon's grasp, and so far not suceeding, the youth is laughing.
"Oh, come on. You know that airship is armed, don't you? I'd give up before this really does bring it down on you."
GAME: NeverSleepsPool advances the initiative order.
Round Four - Init 22.
It is now Gregor's turn! Sargon is next!
GAME: Gregor rolls 1d20+5: (7)+5: 12
Gregor is fighting breathlessly, flail and shield against the two guards, but he can't quite get a clean shot at one of them as the scene's a bit too wild and hectic.
GAME: NeverSleepsPool advances the initiative order.
Round Four - Init 21.
It is now Sargon's turn! Toha is next!
GAME: Sargon rolls cmb+2: (3)+8+2: 13
Sargon tries to shift his grip on the youth's arms, to hold him more securely. But the wiry teen pulls free and leaves the Oruch empty-handed. "He's lose!" Sargsn calls out warningly.
GAME: NeverSleepsPool advances the initiative order.
Round Four - Init 17.
It is now Toha's turn! Airship Crew is next!
Toha's feet screech ringingly a couple of times against the wall as she hastily tries to pull herself up to the roof, proper, and it's only after she clambors over the edge that she can tug her Earthbreaker free.
GAME: NeverSleepsPool advances the initiative order.
Round Four - Init 15.
It is now Airship Crew's turn! Deak is next!
GAME: NeverSleepsPool rolls 1d20+8: (11)+8: 19
GAME: NeverSleepsPool rolls 1d20+8: (16)+8: 24
GAME: NeverSleepsPool rolls 1d6+1+2d6: (1)+1+(9): 11
GAME: NeverSleepsPool rolls 1d6+1+2d6: (2)+1+(7): 10
Immediately, the two wounded men are now engaging with Gregor more enthusastically. They are wordless and soundless but for their footwork and the blades as they stick the warrior, bleeding him.
Meanwhile, something appears to be lighting up on the airship's whirring turbines. Like... some sort of odd, purpling energy?
Uh oh.
GAME: NeverSleepsPool advances the initiative order.
Round Four - Init 13.
It is now Deak's turn! Soup is next!
GAME: NeverSleepsPool advances the initiative order.
Round Four - Init 12.
It is now Soup's turn! Shara is next!
GAME: NeverSleepsPool advances the initiative order.
Round Four - Init 12.
It is now Shara's turn! Ravakko is next!
GAME: Shara rolls weapon1+2: (3)+7+2: 12
Shara is still singing, but she fires another arrow at the same one she shot at before. She misses though...sadly.
GAME: NeverSleepsPool advances the initiative order.
Round Four - Init 9.
It is now Ravakko's turn! THe Youth is next!
GAME: Ravakko RAGES!, gaining +2 to melee attack/damage/Will saves and 4 temporary HP
GAME: Ravakko rolls 1d20+12: (8)+12: 20
GAME: Ravakko rolls 1d20+6: (4)+6: 10
GAME: Ravakko rolls 1d12+10: (6)+10: 16
The barbarian huffs once in irritation, the leather of his gloves creeking as he tightens his grip on his massive jawbone axe, then he jockies for position to support Gregor and rushes in with a roar, his firery eyes wide, the veins across his body bulging and filling with an ancient black rage of his people. As he reaches his target, a shadowy specter of a long passed oruch peels from his skin and whirls about him in a silent fury, but the threat is his Korite Axe, the great beasthunter weapon, as it swings down in a wide arc and cleaving into the ruffian's shoulder.
GAME: NEW ROUND!
NeverSleepsPool advances the initiative order.
Round Five - Init 26.
It is now THe Youth's turn! Gregor is next!
GAME: NeverSleepsPool rolls 1d20+9: (13)+9: 22
GAME: NeverSleepsPool rolls 1d20+9: (10)+9: 19
GAME: NeverSleepsPool rolls 1d8+4: (6)+4: 10
GAME: NeverSleepsPool rolls 1d8+4: (7)+4: 11
GAME: NeverSleepsPool damaged you for 21 points. 25 HP remaining.
The youth is clearly skilled. An excahnge of blows with Sargon follows and this time he gets the better of the other unarmed warrior, a swift uppercut belting his head back followed by a hammer fisted blow against his ribs that has some serious snapping sounds following it.
GAME: NeverSleepsPool advances the initiative order.
Round Five - Init 22.
It is now Gregor's turn! Sargon is next!
GAME: Gregor rolls 1d20+8: (10)+8: 18
GAME: Gregor rolls 1d8+3: (6)+3: 9
Gregor settles himself back down, and manages to take a bit of advantage when the fellow finds himself caught between Gregor and Ravakko. He'll nod thanks to the barbarian for supporting him, and smack the villain in the back of his shoulder with the flail, a solid smack.
GAME: NeverSleepsPool advances the initiative order.
Round Five - Init 21.
It is now Sargon's turn! Toha is next!
GAME: Sargon rolls 9-2+3: (16)+9+-2+3: 26
GAME: Sargon rolls 9-2+3: (11)+9+-2+3: 21
GAME: Sargon rolls 9-2+3: (2)+9+-2+3: 12
GAME: Sargon rolls 1d8+13: (3)+13: 16
GAME: Sargon rolls 1d8+11: (5)+11: 16
Sargon is rocked back by the youth's punches. He replies with a jab of his own, followed by a headbutt. He's trying to avoid injuring the kid, on the odd chance they csn return him to the guard. Well, to avoid seriously injuring him.
GAME: NeverSleepsPool advances the initiative order.
Round Five - Init 17.
It is now Toha's turn! Airship Crew is next!
GAME: Toha rolls weapon2+3: (15)+6+3: 24
GAME: Toha rolls 2d6+6: (3)+6: 9
Toha, finally past the hurdles of rooftops and trying to do things clean, races across the roof toward one of the Youth's pals pressing on Gregor, Eearthbreaking held back and low until she enters range. The hammer's head thuds into soe ribs, cracking some and sending the professional to the ground in a heap.
GAME: NeverSleepsPool advances the initiative order.
Round Five - Init 15.
It is now Airship Crew's turn! Deak is next!
GAME: Ravakko rolls reflex: (2)+2: 4
GAME: Toha rolls ref: (18)+3: 21
GAME: Gregor rolls reflex: (4)+5: 9
GAME: Shara rolls reflex: (4)+8: 12
GAME: Shara casts Saving Finale. Caster Level: 5 DC: 14
GAME: Shara rolls reflex: (20)+8: 28 (CRITICAL SUCCESS)
GAME: NeverSleepsPool rolls 4d6: (13): 13
GAME: Sargon rolls reflex: (16)+7: 23
You know thos glowing turbines? They are now shooting a cutting series of flickering energy-mana-beams afcross the rooftop, cutting throug the stone and collapsing a small section of it in an explosion of stone. Most of you are able to avoid the blasts, but the damage is done and you find yourselves in a cloud of dust and smoke as the airship lowers.
The other man in leathers has was ready for this, as it wa sclearly something that was expected, and he grabs his fallen comrade and recovers quickly, trying to grab for the rope ladder thrown down by the airship.
And mist er unarmed young guy? Well, he's landed on his feet, if barely, wobbily.
Seems like he might be on his own if he can't get back to the airship./
GAME: NeverSleepsPool advances the initiative order.
Round Five - Init 13.
It is now Deak's turn! Soup is next!
GAME: NeverSleepsPool advances the initiative order.
Round Five - Init 12.
It is now Soup's turn! Shara is next!
GAME: NeverSleepsPool rolls 3d6: (5): 5
GAME: NeverSleepsPool damaged you for -5 points. 30 HP remaining.
GAME: NeverSleepsPool advances the initiative order.
Round Five - Init 12.
It is now Shara's turn! Ravakko is next!
After the mana beams arc across the roof, Shara clears her throat and....begins to sing again. Not stopping this song that quick.
GAME: NeverSleepsPool advances the initiative order.
Round Five - Init 9.
It is now Ravakko's turn! THe Youth is next!
GAME: Ravakko rolls weapon1+2: (5)+8+2: 15
GAME: Ravakko rolls 1d20+4: (13)+4: 17
GAME: Ravakko rolls 1d4+4: (3)+4: 7
As the roof is assaulted, and explodes from mana-beams, Ravakko is throw off balance and topples to a knee. The berserk warrior shakes his head and wipes the dust and debris from his eyes, wild mane of braids rustling about his rage fueled features. With another roar, he staggers to his feet and closes in on the escaping villians. The roof however is compromised, and the rage-blind warrior is not aware of his footing as he winds up his axe for a swing. As his axe reaches the apex of its arc, the shingles and stones beneath his feet give way, causing his axe swing to go wide and shatter more of the roof as it comes down. But the threat hasn't passed just yet, at the dark ancestor that swirls around him howls and slams into the fleeing man, passing through him violently and leaving a rime of frost across his leather armor.
GAME: NEW ROUND!
NeverSleepsPool advances the initiative order.
Round Six - Init 26.
It is now THe Youth's turn! Gregor is next!
GAME: NeverSleepsPool rolls 1d20+9: (19)+9: 28
GAME: NeverSleepsPool rolls 1d20+9: (12)+9: 21
GAME: NeverSleepsPool rolls 1d20+9: (4)+9: 13
GAME: NeverSleepsPool rolls 1d8+3: (8)+3: 11
GAME: NeverSleepsPool rolls 1d8+3: (3)+3: 6
GAME: NeverSleepsPool damaged you for 17 points. 13 HP remaining.
GAME: NeverSleepsPool advances the initiative order.
Round Six - Init 22.
It is now Gregor's turn! Sargon is next!
GAME: Gregor rolls 1d20+9: (7)+9: 16
Gregor whews as Deak channels some health back into him. He nods in thanks, hauls off with the flail to whallop the remaining guy in the side. He's too slow, though, and he only catches air with his flail.
GAME: NeverSleepsPool advances the initiative order.
Round Six - Init 21.
It is now Sargon's turn! Toha is next!
GAME: You refresh special ability pools/uses per day.
GAME: You spend TWO points of KI POOL. (2 remaining)
GAME: Sargon rolls 9-2+3: (3)+9+-2+3: 13
GAME: Sargon rolls 9-2+3: (14)+9+-2+3: 24
GAME: Sargon rolls 9-2+3: (2)+9+-2+3: 12
GAME: Sargon rolls 1d8+11: (1)+11: 12
Sargon is hunched over in pain. "Nice one," he nods in apprecistion to the youth. Then he steps in and continues slugging it out.
GAME: NeverSleepsPool advances the initiative order.
Round Six - Init 17.
It is now Toha's turn! Airship Crew is next!
GAME: Toha rolls ranged+2: (17)+5+2: 24
GAME: Toha rolls 1d6: (1): 1
With the sudden change to the battleground wrought by the intervention of the airship that even now sinks to try and collect it's waywar pals, Toha decides to change tacs. The Earthbreaker swings around to her left side, while her dominant hand plucks a small flask of scintilating powder in some form of liquid suspension from a hardened pouch at her waist, always fun at parties, and she alost offhandedly sidearms it at the pilot. The ampuoule shatters and it's contents erupt in a conflagration that gives said operator more imediate priorities to attend.
GAME: NeverSleepsPool advances the initiative order.
Round Six - Init 15.
It is now Airship Crew's turn! Deak is next!
"Ack," says the pilot as he sees his airship is on fire.
"Hurry," he yells to the others. He keeps his position for a moment longer.
The crewman leaps onto the ladder as the airship starts to pull away. Abort!
"Balls," says the youth.
GAME: NeverSleepsPool advances the initiative order.
Round Six - Init 13.
It is now Deak's turn! Soup is next!
GAME: NeverSleepsPool advances the initiative order.
Round Six - Init 12.
It is now Soup's turn! Shara is next!
GAME: NeverSleepsPool advances the initiative order.
Round Six - Init 12.
It is now Shara's turn! Ravakko is next!
GAME: Shara rolls 3d6: (6): 6
GAME: NeverSleepsPool rolls 1d20+6: (10)+6: 16
GAME: Shara casts Ear-Piercing Scream. Caster Level: 5 DC: 14
Shara continues to sing, but for everyone else, the song just seems to silence during one note. This would be a VERy high note Shara yells to hurt the youth...
GAME: NeverSleepsPool advances the initiative order.
Round Six - Init 9.
It is now Ravakko's turn! THe Youth is next!
GAME: Ravakko rolls acrobatics+4: (14)+1+4: 19
GAME: Ravakko rolls strength: (20)+4: 24
Oh,there is no leaving the battlefield, because this fight isn't over for the raging beast that is Ravakko. Ripping his axe from the roof's shingles, he wheels about with a snarl, his inferno eyes set to the retreating ship. Again he shakes his head, but not to clear his vision, this time in pure refusal to let this conflict be. With a roar of intent, the barbarian tears up the space between himself and the ship, then with a heave he hurls his body at the flying machine, arms flailing as the beast of a man collides with the ship causing it to veer a bit of course. The Oruch starts to rip his way up the side of the ship to try to get to the pilot, but the process of scaling the airship rips free critical components, and it starts to spiral out of the sky as smoke starts to pour out of the engine. A wild, and unnerving laugh on the lips of the barbarian as they all go down.
As the airship crashes, the young man looks over at the (on fire wreckage) on the ground and just says a single word.
"Shit."
He then puts his hands up. Between the wounds he's had inflicted on him, and well... his escape route being cut off, he's got nowhere to go.