Gizmo Posted January 3, 2015 Posted January 3, 2015 MidnightKnowledge (Tactics) check: 1d20+15 20 For later!
KnightDisciple Posted January 3, 2015 Posted January 3, 2015 Oh, good call. Knowledge (Tactics): 13. ...Corbin thinks Trevor's plan is perfect and has nothing to add.
Avenger Assembled Posted January 4, 2015 Author Posted January 4, 2015 Let's see some checks from relevant skills - Notice, Technology, Tactics, all seem reasonable.
Gizmo Posted January 5, 2015 Posted January 5, 2015 Midnight Notice 25 with Skill MasteryKnowledge (Technology) check: 1d20+10 11Knowledge (Tactics) check: 1d20+15 16 ...well that just seems unlikely. Let me know if either of those are worth blowing an HP on, AA. For good measure, Gather Information 20 with Skill Mastery for Well Informed, Sense Motive 25 with Skill Mastery and Knowledge (History) check: 1d20+10 11 ...I think something may be wrong with Orokos.
Electra Posted January 5, 2015 Posted January 5, 2015 Knowledge: Tactics: 19 Notice: Skill Mastery: 25
KnightDisciple Posted January 5, 2015 Posted January 5, 2015 Notice: 22. Knowledge (History): 20. How delightfully average, but appropriate that the history student does best here. Knowledge (Tactics): 17.
Avenger Assembled Posted January 5, 2015 Author Posted January 5, 2015 Edge: Notice: 15 History: 16 Technology Mark can't get over 10 Tactics Nina doesn't do so well on her rolls. She's a people person, not a robot person!
Avenger Assembled Posted January 5, 2015 Author Posted January 5, 2015 Cannonade, Cobalt Templar, Wander, and Midnight - The spiders are methodically dismantling _everything_ on the campus - they're taking apart buildings, light fixtures, overturned golf carts, and even personal items people dropped in their mad flight. The pieces are being brought back into the obelisk where smaller spiders are working to rearrange them for some unknowable purpose. Cobalt Templar - There's no particular order to how the spiders are moving; their goal seems to be to cover as much territory as possible, as quickly as possible. From the air, obelisk and spiders both look old, their finishes more like aged pewter than what must have once been a mirror-bright finish. They do look a little like some figures from Atlantean art you've seen. Wander - Like so. This is a tactical matter for you because it's one of the few natural hazards your family is still living with - you've got to know how to plan for emergencies, just in case.
trollthumper Posted January 6, 2015 Posted January 6, 2015 Hmm. Let's see if Craft (structural) is helpful. That's a 15.
Avenger Assembled Posted January 7, 2015 Author Posted January 7, 2015 They are building more of themselves.
Gizmo Posted January 7, 2015 Posted January 7, 2015 Midnight Attempting to drive through the swarms of spiders to get to the obelisk. Redbird takes 10 on a Drive check to Aid, using Teamwork 3; she gets 22 and provides a +5 bonus to Midnight's check. That gives him a total bonus of +20; using Skill Mastery himself yields a final Drive check of 30.
Avenger Assembled Posted January 7, 2015 Author Posted January 7, 2015 That'll do it! Up close, the obelisk is covered with time-worn arcane symbols and words written in mystic languages - though the symbols and words seem to be freshly burnt black against the pewter skin of the obelisk itself. The end that opened (and that has now stopped disgorging spiders) is especially blackened.
KnightDisciple Posted January 13, 2015 Posted January 13, 2015 Do I need to make any rolls or checks to fly over to where Midnight is, crush a few bugs, and be able to see the various runes on the spire? Obviously I'd make checks to interpret the runes.
KnightDisciple Posted January 14, 2015 Posted January 14, 2015 Notice: 16. Knowledge (Arcane): 24. Knowledge (History): 17.
Avenger Assembled Posted January 14, 2015 Author Posted January 14, 2015 These bear the marks of Lemurian magic, the unholy and mystic magic that led to the fall of Atlantis itself. This is Lemurian writing, and Lemurian architecture - this obelisk has been under Seattle for thousands of years. They are marks of binding, the sort a wizard might use to contain some force too powerful to destroy. They are not something you would put on something you sought to hold voluntarily - the process of being bound would be physically and psychically painful, and nothing that came out would ever want to be your friend. And that's all he can get from a straight Arcane Lore check.
Gizmo Posted January 17, 2015 Posted January 17, 2015 MidnightInvestigate Check: 1d20+15 25Investigate Check, HP reroll: 1d20+15 23 That becomes a 33.
Avenger Assembled Posted January 17, 2015 Author Posted January 17, 2015 Let's see, given the people watching your back while you detect, here's what you come up with. These creatures are primitive versions of the Communion drones you've seen records of - they're working at the macroscopic rather than the microscopic level. They are talking like an invasion force - specifically one that targeted one of the ancient Lemurian kingdoms that existed tens of thousands of years ago. They were bound up by Lemurian magic. Something caused that magic to burn out. And now they're free.
trollthumper Posted January 18, 2015 Posted January 18, 2015 For sake of reference, Cannonade's Shockwave is DC21 Reflex to halve, DC26 TOU to resist.
KnightDisciple Posted January 22, 2015 Posted January 22, 2015 With Aquaria translating the inscriptions let's see what that gets Cobalt Templar! Knowledge (Arcane Lore): 22. Knowledge (History): 20. Kinda wish both had been higher, but they're both high enough I don't want to burn HP on them. Hopefully this nets some results!
Avenger Assembled Posted January 23, 2015 Author Posted January 23, 2015 The additional information tells Cobalt Templar that these are ancient enemies of the Lemurians sealed by them using unholy magic, magic recently breached by some outside source - The only Frog-Bat-Lizard he's ever heard of is http://en.wikipedia.org/wiki/Water_leaper
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