Jump to content

Recommended Posts

  • Replies 98
  • Created
  • Last Reply

Top Posters In This Topic

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. 

Link to comment

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!

Link to comment

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.

Link to comment
  • 2 weeks later...

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.

Link to comment

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 by Arichamus
Link to comment

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.

Link to comment

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 by Arichamus
Link to comment

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 by GooseInduced
Link to comment

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!

Link to comment

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!

Link to comment

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

Link to comment

×
×
  • Create New...