14 - Grady and Hamid Still On The Run

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Ndreare
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14 - Grady and Hamid Still On The Run

Post by Ndreare »

As the news of the situation begins to settle out and everyone is figuring out what happened a few loose ends are still out there. The population was saved and the only lead of who or what was behind the issue is this rumor of Grady being at the docks. When you went to the docks you found a vampire in the place of where you expected Grady. But even worse Grady was nowhere to be seen.

After some time and a little investigation news comes to you that Grady and Hamid may have had connections in Eon. notably rumors have it that Grady is from Bonesinger’s Bog a place of many suspected dark connections. With Frank still at least a week behind the group Lysennia is left with the decision to either risk losing the trail on Grady and Hamid altogether or to pursue them to Eon‘Voltuh where they are rumored to have gone.

The swampy environment would be ideal for the undead as the sunlight rarely penetrates outside of the city. In addition the pearls that make up the majority of the exported commerce for the city are known to be magically sympathetic. And the normally expected shipments have slowed with 3 expected ships missing in the last 2 weeks.

The two elements combined with the news of those with alignments to dark powers being in Almahrad, Eastport and Now Eon’
References
Just in case you forgot who Hamid and Grady are and why you are hunting them.


You came here hunting them
viewtopic.php?f=106&t=2308#p33988

Almost encountered again at the docks
viewtopic.php?f=106&t=3317&p=46647

However when you went to the ship instead of Grady you came across a vampire.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Angis Ironheart
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Re: 14 - Grady and Hamid Still On The Run

Post by Angis Ironheart »

Eastport
Various
Round 0

“Those bluidy bastards,” Angis growled over his ale as the rangers sat in the ranger station reviewing the conclusion of the latest crisis. “Wot’s their game, fomentin’ crises all up an’ doon? I knew I shuildnae let tha’ bastard escape! An’ we cuildae ‘ad ‘im in our grasp! We shuild luik intae wot’ ‘e’s up t’ in Eon, the wanker.”

Angis tossed back his ale and banged the empty mug for another from the tavern wench.
Mission
NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
  • Grady and Hamid - villainous villains
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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