quotemyname Posted July 31, 2009 Posted July 31, 2009 OOC PCs: Ronin/Warmonger GMs: quotemyname WM: Post this in the time line whenever you want.
Warmonger Posted July 31, 2009 Posted July 31, 2009 Ronin puts 2pps in Notice. Takes 20 to study picture and letter to notice any clues or anything strange. Gives him a 36.
quotemyname Posted July 31, 2009 Author Posted July 31, 2009 Ronin puts 2pps in Notice. Takes 20 to study picture and letter to notice any clues or anything strange. Gives him a 36. Very nice! Umm... From the context of the pictures, you can gather the location of the building accurately. You know that there is a security detail with him in all of the pictures. However as all of these pictures are taken during the day, by the time you are ready to make your move at night, you are not sure if the guards will be on duty or not... From the letter you begin to get the feeling that you were certainly not contacted through any normal means...
Warmonger Posted July 31, 2009 Posted July 31, 2009 Ok repeating the action earlier looking for entrances, security, anything out of the ordinary. Check is still 36.
quotemyname Posted July 31, 2009 Author Posted July 31, 2009 Take a VP for the setback of "CAN'T SEE @#$% CAPTAIN!"
Warmonger Posted July 31, 2009 Posted July 31, 2009 Ok keeping +16 for notice Adding two PPs to get stealth up+19 Notice check 1d20+16=20 stealth check 1d20+19=31 if there is cover though I have hide in plain sight. Looking around to see where I am see if this mind funk is sitll going down etc. Not much for me to write at this point, until I know sort of where I am.
quotemyname Posted July 31, 2009 Author Posted July 31, 2009 The notice check will be enough to get you whatever is in the lobby. lets see if the stealth check is enough: 1d20+15=27 You got it! Posting results now. And I pointedly left the entrance and lobby undescribed earlier because I wanted to give you the freedom of choosing how you walked in. It would be a little unfair for me to just say, "You walk in the front door and somebody spots you!" This way you were able to roll your skills, etc.
Warmonger Posted July 31, 2009 Posted July 31, 2009 Oh ok I thought of that but I didn't want to describe somewhere and then you say "No it isnt".
quotemyname Posted July 31, 2009 Author Posted July 31, 2009 Yea that is best. If I am ever unclear about something, it's always better to ask rather than just assume. As it turns out in this instance I did have a surprisingly clear vision of what I felt the lobby should look like. However, I pride myself on my ability to roll with the punches, so if you had begun any description of the place, I would be surprised If I had been unable to work with it ;)
quotemyname Posted July 31, 2009 Author Posted July 31, 2009 You pass the stealth check. However, now I am going to need a reflex save. success means you can grab one of the cables just before the elevator drops out from under you. failure means you fall (unless you have some other way of getting yourself out of this little pickle ) DC 15
Warmonger Posted July 31, 2009 Posted July 31, 2009 1d20+10=29 Rolled a 19. Ok made it. Should I continue with a narration?
Warmonger Posted July 31, 2009 Posted July 31, 2009 Ok Gonna pull the remote detonator's punch to +7. Then move up and away. And fit on rebreather. Think the whole thing is goign to take me like 2 and a half rounds.
quotemyname Posted August 1, 2009 Author Posted August 1, 2009 Thats all fine and the results are up! stop before you go through the stairwell door. I have more surprises for you ;)
Warmonger Posted August 1, 2009 Posted August 1, 2009 Ok any checks I need to make for the search? Search perhaps? Will shift 2pps there if I need to roll. Heck let me just do it. Going to make new Notice and Stealth Checks. ... soon as invisible castle comes back up.
Warmonger Posted August 1, 2009 Posted August 1, 2009 Ok going to put 2pps into notice to get +19. and 3 pps into Knowledge: Technology to get +12. trying to notice if the door is rigged or anything. Also analyzing the door to see if there is anything he might know about the type of lock. Notice 1d20+19=32 Knowledge: Technology. 1d20+12=27
quotemyname Posted August 1, 2009 Author Posted August 1, 2009 The door is in fact rigged. It has a heavy anti-tamper defense system. It seems like any attempted entry without the proper key-code will set the system off. There were no actual numbers on the back. there was just a message saying its four digits long and that they are not to divulge what it is.
Warmonger Posted August 1, 2009 Posted August 1, 2009 Putting 2 into medicne to get a +12 1d20+12=23 just to see if they are alive.
Warmonger Posted August 1, 2009 Posted August 1, 2009 Intimidate you know taking the 2pps out of knowledge and putting them into Intimidate to get +12. 1d20+12=23
quotemyname Posted August 1, 2009 Author Posted August 1, 2009 opposed by sense motive sense motive! (1d20+9=17) not even close! He is intimidated!
quotemyname Posted August 1, 2009 Author Posted August 1, 2009 Okay, I have something. Search check as you go down the stairs.
Warmonger Posted August 1, 2009 Posted August 1, 2009 Ok drop 1 rank into search since I dont have any. 1d20+4=18
quotemyname Posted August 2, 2009 Author Posted August 2, 2009 Okay I need a toughness save to soak up that not so bad first fall. then I need a reflex save to avoid the horrible horrible slicing death! :O
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