Geez3r Posted November 29, 2015 Author Share Posted November 29, 2015 Sorry I've been away. Went to my parent's over the holidays and forgot what my password was and left my cheat sheet back home. Link to comment
Geez3r Posted November 29, 2015 Author Share Posted November 29, 2015 Throw up some notice checks to spot additional details. Notice Check: 1d20+10 22 Link to comment
N/A Posted November 30, 2015 Share Posted November 30, 2015 Take 10 with Skill Mastery for 30. Link to comment
Heritage Posted November 30, 2015 Share Posted November 30, 2015 http://orokos.com/roll/348261 1d20+15=25 Link to comment
ChrisClark13 Posted November 30, 2015 Share Posted November 30, 2015 Can I assume that Brandish is not still in the dimensional pocket of Grimalkin? Link to comment
Heritage Posted November 30, 2015 Share Posted November 30, 2015 Yeah, she would've let him out as soon as they got there. Link to comment
ChrisClark13 Posted November 30, 2015 Share Posted November 30, 2015 Notice Check: 1d20+8 = 9 ... Yep, that's a natural 1. Link to comment
Heritage Posted November 30, 2015 Share Posted November 30, 2015 Clearly he's still a bit discombobulated by his time in the dimensional pocket. Link to comment
Geez3r Posted December 1, 2015 Author Share Posted December 1, 2015 Grim notices that the lights on the eastern side of the main manor are flickering every few moments or so, and you see people pass in front of the windows at one point or another, except for the east wing. Kingsnake unfortunately can't take in the sights, but he does detect that same other worldly smell from the lock up hanging in the air, only now much more concentrated and it permeates EVERYTHING. Link to comment
N/A Posted December 1, 2015 Share Posted December 1, 2015 Does Kingsnake's sonar give him more or less the same information (humanoid figures moving around, etc.)? Link to comment
N/A Posted December 2, 2015 Share Posted December 2, 2015 Geez? Heritage, Chris, feel free to post IC while I'm waiting. Link to comment
Geez3r Posted December 2, 2015 Author Share Posted December 2, 2015 Yes it does. Sorry, got stuck working late last night. Link to comment
Heritage Posted December 3, 2015 Share Posted December 3, 2015 I'll be ppsting here later this morning. Link to comment
N/A Posted December 4, 2015 Share Posted December 4, 2015 Hide In Plain Sight + Stealth check: 16. Natural 1. WTF, Orokos? Yesss, definitely need another rank of Skill Mastery. Link to comment
Geez3r Posted December 4, 2015 Author Share Posted December 4, 2015 Notice Checks: 1d20+4 12 Welp, turns out nobody can see squat. Link to comment
Geez3r Posted December 5, 2015 Author Share Posted December 5, 2015 And it's time for initiative rolls. Initiative: 1d20+10 28 If no one has anything else to add, I'll tack on the "getting the battle underway" bit onto the last post, but I didn't want to cut anyone off if they had anything else to say in regards to the "plan". Link to comment
Heritage Posted December 5, 2015 Share Posted December 5, 2015 (edited) http://orokos.com/roll/349608 1d20+12=15 Really, Orokos? Really? Actually I was thinking of Grim hanging back a bit to put some distance between the two groups, so that kinda works. Edit: I'm fine with you getting us to the juicy bits. Edited December 5, 2015 by Heritage Link to comment
Geez3r Posted December 6, 2015 Author Share Posted December 6, 2015 Since I've seen no objection raised, I've edited my last IC post to kick off the action. Chris, please roll initiative and we can get started. Link to comment
ChrisClark13 Posted December 7, 2015 Share Posted December 7, 2015 Sorry. Initiative: 11 Does the dice roller have a dislike of people taking too long to post? Link to comment
Geez3r Posted December 8, 2015 Author Share Posted December 8, 2015 (edited) Initiative Roll: 1d20+3 4 Ok, terrible initiative all around. There are about 6 guards milling around outside and 4 others that are in close enough proximity to be "in the fight", two on the roof and two more in the interior moving to respond. More may or may not join depending on what happens. They are all minions. 28 - Bastion - HP x3 - Unharmed 18 - Kingsnake - HP x1 - Unharmed 15 - Grimalkin - HP x1 - Unharmed 11 - Brandish - HP x3 - Unharmed 4 - Goons (10+) - Unharmed Bastion is going to zap one of the goons, now that I realize I cut the area of effect powers from his array, and currently full allocation to Flight. Attack Roll - Blast - Accurate Attack (+2/-2; DC 27 Tough): 1d20+10 22 which is an impossible save so the minion drops like a sac of potatoes. Rather than tack on another post, I just edited my last one to have Bastion shoot back. Kingsnake is up. 28 - Bastion - HP x3 - Unharmed 18 - Kingsnake - HP x1 - Unharmed 15 - Grimalkin - HP x1 - Unharmed 11 - Brandish - HP x3 - Unharmed 4 - Goons (9+) - Unharmed Edited December 8, 2015 by Geez3r Link to comment
N/A Posted December 10, 2015 Share Posted December 10, 2015 Kingsnake's at 1/2 speed because he's using stealth, so that's 50ft per move action. He'll keep following the relevant smells of the stolen armor to whichever structure they lead to, using as many move actions as it takes to get there. Ideally, he'll try to find a possible entrance (door, window, duct he can squeeze through, etc.) which is unguarded and/or which leads into one of the few areas of the building where the lights aren't on. If he does have to get past a guard, lemme know and he'll gank 'em. Otherwise, if he finds what he's looking for and he has the actions left, he'll start the full action required to Search for any security measures he needs to bypass (to be followed on future rounds by whatever Disable Device or Escape checks he needs to make to gain entry). Link to comment
N/A Posted December 10, 2015 Share Posted December 10, 2015 ...It just occurred to me that Kingsnake has no way of knowing whether or not any lights are on. So scratch that part. He's just looking for a possible entry point devoid of people. He may be able to use his tremorsense to feel the vibrations of their footsteps through the outer wall, but he definitely should be able to use his echolocation to detect the presence of anyone who isn't behind a thick enough barrier to block the ultrasound waves, and he can at least detect the presence of people he can smell, if not their exact location. Link to comment
Geez3r Posted December 10, 2015 Author Share Posted December 10, 2015 Most of the first floor is empty on this side of the manor (at the moment), so getting in is as easy as popping open a window. The guards that were stationed nearby were called away to deal with the obvious threat in the courtyard. From the general hubbub he can overhear, there are more guards axing their patrol patterns and trying to set up a more defensible perimeter. And point of order, following the smell of the armor would put Kingsnake in the main manor. Link to comment
Heritage Posted December 10, 2015 Share Posted December 10, 2015 (edited) So Grim is rocking her Concealment and Super-Senses right now; her primary goals are recon and opportunistic sabotage. Also if she has a chance to grab a comm off any minion she can drop, she will take it to monitor them. Let me know what rolls to make. Edited December 10, 2015 by Heritage Link to comment
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