Ari Posted March 3, 2012 Author Share Posted March 3, 2012 That hits Upper Agent 4, and Lower Agents 1-4, their TOU saves: 14, 6, 8, 10, 12. All down! Upper Agents 1-3 and Lower Agent 4 left. They move to the back near the ramp and fire again. No point in rolling for them, they can't get criticals on non-Minions, and they can't hurt her anyhow. Link to comment
Vahnyu Posted March 3, 2012 Share Posted March 3, 2012 Diplomacy roll. 1d20+0 → [4,0] = (4) GM-Fiated 1d20+0 → [20,0] = (20) Link to comment
Ari Posted March 3, 2012 Author Share Posted March 3, 2012 Opposing Sense Motive roll from the Cult Robots: 9. But that's a natural 20 so it beats that anyway. Link to comment
Scuffles Posted March 4, 2012 Share Posted March 4, 2012 Move action: Kristin will continue to make her way towards the computer panels. Standard action: Area TK attack again, this time on the remaining four guards. They're still minions so I think she can still take 10 on the attack roll. DC21 saves again. Link to comment
Ari Posted March 4, 2012 Author Share Posted March 4, 2012 Their TOU rolls: 20, 14, 13, 22. Lower Agent 5 withstands the attack, runs for the alarm moving All-Out, getting 40ft. closer(two-thirds of the way). Link to comment
Scuffles Posted March 5, 2012 Share Posted March 5, 2012 Okay, one more time! Kristin will switch back to her single target TK for the last one, taking 10 on the attack roll once again. It'd be DC23. If he makes the save she'll surge to do it again. Can't have him waking up the whole place (Assuming that gunfire didn't do it already) Link to comment
Ari Posted March 5, 2012 Author Share Posted March 5, 2012 Nah, that totally hits. Let's see if L-Agent #5 can withstand this power!: 7. Nope.All targets down, clear to proceed. Link to comment
Vahnyu Posted March 5, 2012 Share Posted March 5, 2012 1d20 → [15] = (15) Bluff Check. +2 circumstance bonus. Fingers crossed! Link to comment
Ari Posted March 5, 2012 Author Share Posted March 5, 2012 Their opposing Sense-Motive roll: 16-2=14. Success! Link to comment
Scuffles Posted March 6, 2012 Share Posted March 6, 2012 Okay, so Kristin knows she's infiltrating a base but not much else. She wants to take a look at the security computers / alarm consoles to see if anything jumps out. Like a map or something so that she knows where she should be going. Also, if she can spot an easy way to unlock security doors and turn off things like the corridor just came through she'll do that. Computers check maybe? Want dice rolls? :D Link to comment
Ari Posted March 6, 2012 Author Share Posted March 6, 2012 A Computers check DC10 to disable the local security grid. The place is made up of eight main rooms and six smaller auxillary rooms. Glow came in through the back door of the compound. The surveillance room Glow's in is just across and fourty feet away from the two prison cells, both occupied and sealed. There are two cameras, four high-ranking guards and a light artlillery robot in her path. A ventilation system that extends into the cells and the surveillance room, not to mention a secret passage network that leads to just outside the first cell, provide alternate routes. Link to comment
Scuffles Posted March 6, 2012 Share Posted March 6, 2012 In this post I prove my ability to roll a three and fail an easy computers check. Like so: 3+5=8 Link to comment
GranspearZX Posted March 6, 2012 Share Posted March 6, 2012 Hm. Is Arc's Detect Magic picking up anything from that stairway? Or is that the pushback he's feeling? Link to comment
Ari Posted March 6, 2012 Author Share Posted March 6, 2012 He's detecting magic, yeah. The pushback is the effect however, and not the cause. Link to comment
GranspearZX Posted March 6, 2012 Share Posted March 6, 2012 Hm. Using Extra Effort to stunt Flight 4 (Wind rune) off of Arc's Leaping power. Link to comment
Ari Posted March 6, 2012 Author Share Posted March 6, 2012 DC14 Knowledge(Arcane Lore) to know who Ghorummaz is and what wizard-dude is talking about. Unless he already knows. Link to comment
GranspearZX Posted March 6, 2012 Share Posted March 6, 2012 Assuming that I can take 10 for this one (Skill Mastery), that'll give Arc a 24 right out of the gate. So he'd know who Ghorummaz was. :) Link to comment
Ari Posted March 7, 2012 Author Share Posted March 7, 2012 The bars are DC12, if you want to try and break them with your might. Gm Fiating you get trapped initially, HP awarded(sorry Grans!) Lemme know how you want to deal with this! Link to comment
GranspearZX Posted March 8, 2012 Share Posted March 8, 2012 And bear-Arc attempts to intimidate Waker! Intimidate check: (1d20+17=33) Link to comment
Ari Posted March 8, 2012 Author Share Posted March 8, 2012 I'ma use the Corrupt Sorcerer archetype from the Core for this. Using Will Save: 27. Arcturus has given him serious pause. Link to comment
GranspearZX Posted March 10, 2012 Share Posted March 10, 2012 So, Arc's gonna try to break out of his stone cage: STR Check (vs DC13): (1d20+9=29) Ooh. And he REALLY breaks out. Do I need to roll another Intimidate check? Link to comment
Ari Posted March 10, 2012 Author Share Posted March 10, 2012 Why not? +2 circumstance bonus. Link to comment
GranspearZX Posted March 10, 2012 Share Posted March 10, 2012 Intimidate Check: (1d20+17+2=29) Link to comment
Ari Posted March 10, 2012 Author Share Posted March 10, 2012 Will check(-2 for Shaken condition): 29. Unforeseen. Link to comment
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