Aoiroo Posted April 18, 2012 Posted April 18, 2012 Taking ten stealth, so DC 30 Notice for anybody to notice Sil.
Ari Posted April 18, 2012 Author Posted April 18, 2012 They are protrayed by renowned Thug Archetype actors, so no chance of them beating that. Stealth roll for Kingy: 24. Stephen(Bystander) can't match that one, so auto-success as well.
Ari Posted April 19, 2012 Author Posted April 19, 2012 Alright, DC15 Disable Device check for KoS to get through the locked door without having to bust it off its hinges: 25. W00t.
Ari Posted April 22, 2012 Author Posted April 22, 2012 The place doesn't seem to have much out of the ordinary, mostly hardware supplies, lumber and various things used in home improvement and repair. The only thing out of place is a selection of snake and sun-themed jewelry; mostly pendants, necklaces and bracelets made of gold studded with black gems. The room the crates were sent into seems inaccessible from the interior of the store by any route other than the conveyer belt. A locked door appears to lead into it, although it's surprisingly rusty and has a chock placed under it.
Ari Posted April 22, 2012 Author Posted April 22, 2012 The place is such a confused jumble of haphazardly-arranged crates and random bits of piled hardware supplies it's all but impossible to find anything among them. They cover whatever might be found quite well.
Ari Posted April 22, 2012 Author Posted April 22, 2012 Stealth roll to keep from being seen: 28. Steve's counter-roll: 10. Successful concealment. Notice check, DC24: 27. King sees the combination entered into the numberpad.
Ari Posted April 22, 2012 Author Posted April 22, 2012 Not really all that hard to listen in on conversations, so let's say it'll take a DC18 Notice check to catch the right people to listen in on in the the first place.
Ari Posted April 23, 2012 Author Posted April 23, 2012 Sil' sees one of the customers approach a employee in a markedly 'casual' fashion, who after a short(and seemingly rehearsed) conversation about hardware supplies is taken to0 the stockroom, where the door is simply removed from existence for a few moments with a wave of a snake-themed amulet. The two remove a box near the center of the floor and go down into a tunnel, the worker leading the way in the total darkness through the dry passage.
Aoiroo Posted April 28, 2012 Posted April 28, 2012 Taking ten for Notice check, that's 20, and for gather information with Well Informed 21, pretty good.
Ari Posted April 28, 2012 Author Posted April 28, 2012 Using the Cultist archetype(without the gun and a staff in place of the sword/axe, and Blast 2 with the Magic descriptor) from 2E Core for the staff-bearers. The other people in the room besides them are all Bystanders with no intention whatever of fighting. Their Initiatives: 8,6, 3. Go to town. KoS's Initiative: 16.
Aoiroo Posted April 28, 2012 Posted April 28, 2012 Attack cultust with highest iniative, 25, hit I'm guessing, DC 27 toughness, if he goes down with that hit, another roll for takedown attack, 24, DC 27 toughness for the second Cultist, and take ten on the last attack, which is DC 27.
Ari Posted April 28, 2012 Author Posted April 28, 2012 None of them could possibly make that, so they all fall down. The Bystanders all start fleeing, none of them through the tunnel King of Suits is guarding though.
Ari Posted April 29, 2012 Author Posted April 29, 2012 Seeing as that's that case, KoS is going to try and collar one of the fleeing cultists. Move Action to move 30 or so feet into the room, Standard to throw a Coil-Card(Snare 9) at any cultist in range. Attack roll: 34. Which hits a Bystander easy. DC19 REF save: 8. Snared. Bystanders are about 40 or so feet away, there are 35 of them(counting the one currently Bound and Helpless) and Moving All-Out.
Ari Posted May 1, 2012 Author Posted May 1, 2012 All Cult Bystanders(except for the one Snared) escape through the tunnels, close the doors and lock them with a mystical seal even Silhouette can't get around. 1HP awarded for the setback.
Ari Posted May 1, 2012 Author Posted May 1, 2012 Taking ten on a Diplomacy check for a result of 20. Bystander is Unfriendly, so that changes to Indifferent.
Ari Posted May 10, 2012 Author Posted May 10, 2012 Intimidate check to make Jane Guan stay put: 27. She can't beat that.
Ari Posted May 19, 2012 Author Posted May 19, 2012 Okay, the next opponents are done. Want me to post them in here or would you prefer if I didn't?
Ari Posted May 19, 2012 Author Posted May 19, 2012 Ar-licht, moving on. Sorry it took so long, was helping put up a fence. Anyway. Lesser Children of Apep: PL8 ABILITIES: STR - DEX 18 CON - INT 16 WIS 12 CHA 2 COMBAT: INITIATIVE: +8 ATTACK: +8 DEFENSE: +8 GRAPPLE: +18 w/Telekinesis /8 KNOCKBACK: 0 SAVING THROWS: TOU: +8 FORT: - REF: 12 WILL: 10 FEATS: Accurate Attack Blindfight Chokehold Evasion 2 Improved Grab Improved Initiative Ranged Pin POWERS: Darkness Control Array 10(20PP Array, Feats: Alternate Power 5)[25PP] BP: Darkness Control 10(50ft.)[20PP] AP: Blast 8(Feats: Homing 2, Indirect 2)[20PP] AP: Corrosion 8[16PP] AP: Fatigue 8[16PP] AP: Snare 8(Extras: Engulf)[16PP] AP: Telekinesis 10 Immunity 51(Darkness/Shadow Damage Effects, FORT effects, Lethal Physical Damage(Halved), Life Support)[51PP] Super-Movement 4(Dimensional Movment 1(Die Schattenwelt to Earth-Prime), Slithering, Wall-Crawling 2)[8PP] Super-Senses 2(Dark-Vision)[2PP] Awkward as all Hell, but I didn't like the idea of fielding an enemy neither of our Brave Heroes could actually damage in any way.
Ari Posted May 19, 2012 Author Posted May 19, 2012 Four of the things, their Init roll: 21. KoS's: 16.
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