Ari Posted March 24, 2014 Author Posted March 24, 2014 DC23 TOU save: 11. He's down too! For clarification, the only Dragon-masks still active are the two near Polarity, the one she Paralyzed will have his chance to recover next round.
Thunder King Posted March 24, 2014 Posted March 24, 2014 Got a 20 on the reflex save And a 26 on the TOU save
KnightDisciple Posted March 24, 2014 Posted March 24, 2014 Move Action: Glide down to be between the 2 remaining thugs. Standard Action: Take 10 (for 20 total) to attack the non-paralyzed thug. DC 21 Toughness Save. Takedown Attack to hit the other one (assuming he's in range). Same save. I'll hold off IC post until we confirm if either of them goes down from that.
Ari Posted March 25, 2014 Author Posted March 25, 2014 DC21 Toughness save for the firebreather: 15. One-failure Minions, so he's down. The Shock-Sticker: 18. Everyone's down for the count! Except for that one guy Polarity Paralyzed. Ruling he breaks free of his Paralyze...and then sees that he's grossly outmatched and surrenders. Feel free to ask some probing questions!
KnightDisciple Posted March 25, 2014 Posted March 25, 2014 Rolling an Intimidate Check for getting his Batman on: 21.
GooseInduced Posted April 2, 2014 Posted April 2, 2014 Polarity is going to take a moment to take a look at their fancy dancy sparking and flaming equipment. See if she can tell anything of note. Knowledge: Tech: 1d20+7 18
Ari Posted April 2, 2014 Author Posted April 2, 2014 The batteries the shock-sticks must use can't be off-the-shelf. The shafts are too narrow and the electrical output would drain anything not industrial-grade within a couple of minutes. The construction isn't common either, like a cross between a club and stun-gun wholly unlike anything sold in stores. The parts would have to come from a specialty store and modified. As for the fuel tanks, these seem at least fairly straightforward. It looks like repurposed SCUBA gear with an added valve on the tank and triggers on the tubes attached to the mask. The gas is kindly marked on the back of the tank: C2H2, or acetylene. There's another compound listed, but it's nothing Polarity recognizes.
KnightDisciple Posted April 14, 2014 Posted April 14, 2014 Right, so, rolling another Notice to see if Nevermore can spot anything else. Notice check: 23. Hopefully that spots a skylight or something. Knowledge (tactics) check: 19. Again, no Master Plan, but the idea is that perhaps between those 2 checks he can notice a few more things about their target building, the forces around it, etc, and combine that with knowledge of the resources they have at their disposal for an idea on how to approach things.
Ari Posted April 15, 2014 Author Posted April 15, 2014 (edited) That works for me! There is totally a skylight on the roof, above the upper room where the light is strongest. It's broken and boarded-up, but shouldn't prove much of an obstacle to an especially determined entrance. The back door is just below an open window, within climbing distance(the bricks are crumbling, and offer plenty of handholds), and the door itself has an electronic lock but no physical one. The lower floors look wholly undefended besides two silvery figures on the second floor, looking out the window at the street. From what he can see there's a lot of loose wood crates scattered around the upper floors. A newish generator runs up the wall beside an adjacent building, cables running from it through the broken windows to the inside. They're nominally hidden by the darkness, but mainly because almost nobody would have any reason to get this close. Edited April 15, 2014 by Arichamus
Ari Posted April 17, 2014 Author Posted April 17, 2014 Alright, now to storm the urban castle! Nevermore: A DC17 Stealth check to keep from making any warning sounds while on the roof. Breaking the skylight is automatic(+2 toughness bonus), but the fall below is too confined for the wings and too full of enemies with unknown capabilities for the grapple-line. A DC19 Acrobatics check needed to let him land on his feet and ready for action. Polarity: To short out the generator will require a DC15 Knowledge(Technology) roll and a DC20 power check with her Blast. DC10 Climb check to get inside without using the door. Solvrytter: DC22 Strength check, taken with the bonus from his Super-Strength wielding Jarnskurer, to break down the door.
KnightDisciple Posted April 17, 2014 Posted April 17, 2014 Stealth: 22. Acrobatics: 22. He is the night!
GooseInduced Posted April 23, 2014 Posted April 23, 2014 Better late than never. Knowledge: Tech: 1d20+7 21 She knows how to short the thing out. Blast Check: 1d20+10 26 ZAP ZAP GENERATOR!!!
Ari Posted April 24, 2014 Author Posted April 24, 2014 (edited) Alright, GooseInduced and Thunder King, could you give me some Notice checks as you proceed into the second floor of the warehouse? KnightDisciple! Nevermore has the honor of meeting the Dragon gang's Cyberdragon. Could you give me an Initiative roll, please? The Dragon's: 15. Edited April 24, 2014 by Arichamus
Thunder King Posted April 24, 2014 Posted April 24, 2014 ....well, despite not having any ranks whatsoever. Solvrytter rolled a 21
Ari Posted April 24, 2014 Author Posted April 24, 2014 Awesome! The Dragons have retreated, so it's just man and machine for now. A Hero Point given for the out-of-nowhereness of this. Nevermore: Unharmed, 2HP Cyberdragon: Unharmed-GM Commence, KnightDisciple.
GooseInduced Posted April 24, 2014 Posted April 24, 2014 (edited) So Uhm.... On that notice check I rolled a 1 XD Notice: 1d20+11 12 Also she is going to teleport inside on her next move assuming that it's less than 500 ft away. Would you say it is? Not sure how to handle this since the others are in initiative and I am not. I was going to have her teleport in right after nevermore descended. Edited April 24, 2014 by GooseInduced
Ari Posted April 25, 2014 Author Posted April 25, 2014 They are already inside the building for keeping-things-straight sake(they went in together), and as Polarity doesn't catch anything out of the ordinary, sure, go ahead. He could probably use some backup when facing the cyberdragon anyhow!
KnightDisciple Posted April 25, 2014 Posted April 25, 2014 Right then, might as well get to it. Since Nevermore believes in Go Big Or Go Home.... Move Action: Get up next to the Cyberdragon. Standard Action: Attempt to initiate a Grapple with the Cyberdragon. Melee Attack Roll: 13. Blech. Hero Point Reroll: 29. That's more like it. Grapple Check: 23.
Ari Posted April 25, 2014 Author Posted April 25, 2014 That hits, especially as the Cyberdragon has no taken action yet and is Flat-Footed. Its Grapple check: 25. So close! It retaliates with a lash of its tail: 26. That hits Nevermore's DC20 Defence. DC25 Toughness save, though due to what it is(and this is the first round, come on) he can treat it like an Area effect and try to halve the DMG bonus with a DC15 Reflex save. Thunder King, Solvrytter manages to pierce the darkness and sees two flickering shapes above him. The two sentries were lying in wait! They leap in for the attack, Initiative roll please. Theirs is: 11. As a side note GooseInduced, the gangsters won't attack Polarity unless she attacks first. They're pretty sure their Cyberdragon is enough!
Thunder King Posted April 28, 2014 Posted April 28, 2014 Solvrytter the slow, eventually getting to the battle with a 9
Ari Posted April 29, 2014 Author Posted April 29, 2014 So round 1 of Solvyrytter vs. 2 Dragons, Dragons(x2): Unharmed(x2)-GM Solvrytter: Unharmed, 1HP The Dragons make their respective attacks: #1 with electro-darts 27. #2 with cyber-staff 12. Two DC23 Toughness saves, please. and round 2 of Nevermore vs. Cyberdragon. Nevermore: Bruised(x1), 2HP Cyberdragon: Unharmed-GM
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