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Post by Adminenkainen on Jul 24, 2021 0:43:10 GMT
Hour-Man picks up the casket, finds it's fairly heavy like a body is inside it, and uses it as a battering ram. He passes right through one of the skeletons! They're ghost skeletons??
Two other skeletons grab him from behind and pin him to the ground, though. Again!
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Post by dtspurrier on Jul 26, 2021 4:02:39 GMT
Realizing that the skeletons might be illusions , Hour-man with his scientific mind uses logic that skeletons cannot be ghosts and using the theory that the casket passing through two this must be stage trickery. He takes a breath and says to the cultists, " I have had enough of this dime store magic. Whomever is doing this show yourself." Hourman tries to get back up
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Post by Adminenkainen on Jul 26, 2021 17:22:08 GMT
Hour-Man tries to touch each of the skeletons pinning him and neither one seems to be there to him anymore. Now he can easily stand up. He can still see the four skeletons, but they seem as immaterial as images of film on a screen to him. The devils and rat-men, though, still look quite substantial. None of them seem ready to re-engage him at the moment, giving Hour-Man a chance to flee the room the way he came if he so chooses.
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Post by dtspurrier on Jul 26, 2021 22:15:57 GMT
hour-man stops and looks for an exit not the way he came in. If there is a chance he can make it he will, otherwise he will retreat back to the trap door and regroup
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Post by Adminenkainen on Jul 26, 2021 23:31:18 GMT
There is an open doorway to the east, but Hour-Man has to either fight through the six rat-men to reach it or try to barrel through them and hope they are also illusions.
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Post by dtspurrier on Jul 27, 2021 17:08:12 GMT
Hourman thinking to boldy walk in here without back up has been a bad idea, decides to retreat back. He tries to gry a description of the cultists garb and then runs back to the entrence and to the trap door.
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Post by Adminenkainen on Jul 27, 2021 21:53:24 GMT
Hour-Man can easily describe how the devils were dressed, as well as the ratmen, in case all of them are cultists in disguise. He runs back the way he had come, hearing bare feet running behind him, but they stop about halfway back to the entrance.
It is about 7:45, still dusk out, when Hour-Man climbs up into the abandoned hangar and closes the trapdoor behind him. He had hoped to rescue the Justice Society, but they are surely goners down there!
Outside, he can see the airworks factory to the south is brightly lit as the second shift continues laboring into the night on much-needed parts. All is dark to the north, east, and west.
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Post by dtspurrier on Jul 27, 2021 22:57:00 GMT
Hour-man takes a moment to clear his head. Seeing the supernatural and the occult is not normal. He takes a deep breath and he must try. He waits a few minutes maybe 15 ( realizing that some of his power is gone)and takes a leep of heroism and goes back to the the lower level. The police and/or army would take to long to get there and the JSA need him. He will try stealth of he can get past the opponents
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Post by Adminenkainen on Jul 28, 2021 19:36:12 GMT
((Hour-Man has already exerted most of the powers from his "hour of power" and has 30 minutes left to go.
((Is Hour-Man trying to navigate in darkness without his flashlight, or still using the light but trying to move quietly?))
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Post by dtspurrier on Jul 28, 2021 21:57:13 GMT
Seeing as he knows the way back down he tries to move quietly and cover the flashlight with his cloak to give a little light but trying to be careful
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Post by Adminenkainen on Jul 29, 2021 1:40:19 GMT
Hour-Man's light, filtered by the cape, can only be seen at a range of 40' now. He follows the passage north, then southeast, and it comes out into the big chamber of caskets, which is even spookier looking this time in the half-as-bright light and thicker shadows.
He makes it halfway across the chamber towards the door in the east wall when -- two of the devils appear in front of him! Their faces uplight by the dim light makes them look truly terrifying, though they also seem as surprised as Hour-Man feels.
((Both sides surprised. Only two devils seen, both within 10'. Intentions for next turn?))
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Post by dtspurrier on Jul 29, 2021 18:09:31 GMT
realizing his hour of power is nearly nigh, Hour-man reacts. He says , " sorry fellas I have friends to save and I don't have time to deal with the hired help." Hourman uses his amulet and his speed increases and he moves to the exit, realizing his enhanced speed will remove the cover to the flashlight
(game effects: Hourman activates race the train)
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Post by Adminenkainen on Jul 30, 2021 3:18:36 GMT
Hour-Man sprinted away faster than the devils could do anything to oppose him. He slammed into the wall by the door, flung it open, and jumped through.
He swung his light wildly around the next room, a 30' x 40' room that looked like an Army barracks, or what had once been an Army barracks before a cyclone came through it.
There were a dozen rat-men in this room!
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Post by dtspurrier on Jul 30, 2021 17:35:47 GMT
Hourman looks quickly for an exit and if there is bunk beds he will use them as cover and head to an exit that is not obvious a shower or latrine. As he runs he comments, " sorry gents don't have time for a poker game and I am not from the USO."
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Post by Adminenkainen on Jul 31, 2021 16:29:52 GMT
Hour-Man shines his light all around and it lands on a door in the south wall (to the right - map coming later!), not far from the west wall Hour-Man came in through. In the moment it took to find it, the rat-men start to close in around him. He tries to weave through them and use the bunks for cover, as some of the rat-men try to hit him with clubs. Two of them succeed -- while a third rat-man misses so bad he actually hits another rat-man.
But Hour-Man makes it to the south door and can sprint through it before they reach him, if he wishes.
((Took 5 damage from the two hits, leaving him with 18.))
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