angrydurf Posted December 15, 2015 Share Posted December 15, 2015 Alright so we'll start with gather information checks all around. If anyone wants to try a more specific approach lemme know and we'll figure out how to handle it. Link to comment
alderwitch Posted December 15, 2015 Share Posted December 15, 2015 Gather Information: 1d20+13=31 Link to comment
N/A Posted December 15, 2015 Share Posted December 15, 2015 Kingsnake will take 10 on the Gather Info check and get 25. Link to comment
angrydurf Posted December 16, 2015 Author Share Posted December 16, 2015 So DC 30 - about the time the disappearances started there was a new clinic or something operating in the area. No one really suspects it because almost everyone uses it. Some kind of blood screening deal, but they pay twenty bucks for a single draw and you get a sugary snack afterwards. Mobile thing with a van with some happy sun like emblem on the side to do the draws in then people go their own way. You do not see the clinic in operation. DC 25 - Homeless people vanish without a trace. As a worse sign of foul play their stuff turns up in one of their usual stash spots like they left it there on purpose. Robin will also get the name of a specific missing person she knew, a junkie named Jason, she knows a couple of his favorite places to hide out and get happy and can search them for Clues! Kingsnake will uncover that there are two people talking to a lot of homeless people and are dressed like street people of some stripe. However both of them smell way to clean to be actually homeless, Suspicious! DC 20 - There is a new construction project on one formerly empty lot has been there a few months (longer than any disappearances or other signs of mischief) it stands out because it has really tight security which given the value of construction supplies and the neighborhood could be explained but given everything is kinda suspicious. DC 15 - Aliens! Some assorted addicts and untreated schizophrenics claim to have been abducted by aliens and examined, probed, had chips put in their heads etc lots of bright lights and like medical type stuff. This is also not an uncommon response from these populations to being picked up by health services or the police so no one thinks much of it. Link to comment
N/A Posted December 17, 2015 Share Posted December 17, 2015 Stealth check: 17. My edits can't go through fast enough. Woodsman's got +17 with Skill Mastery. He automatically knows that Kingsnake is creeping about. Nighthawk's whopping +4 Notice actually gives him a chance to be sneaky. Once Kingsnake catches up with them, he'll tail them. Link to comment
alderwitch Posted December 17, 2015 Share Posted December 17, 2015 Notice check: 5 She sees nothing Link to comment
N/A Posted December 17, 2015 Share Posted December 17, 2015 It's mathematically impossible for either Nighthawk or Woodsman to lie to Kingsnake, so he's forced to believe them. Link to comment
angrydurf Posted December 21, 2015 Author Share Posted December 21, 2015 Alright Woodsmans Skill mastered Survival is high enough to find three spots the truck has stopped in the last day or so. Though not for how long or in what order (a high enough roll might achieve that if AA wanted to try that instead). DC 20 Search checks turn up a large number of donor cards for an 'Icarus Biotech' with a logo of a wing superimposed over a sun and the Motto "Reaching New Heights" in trash cans and the street nearby (DC 15 Knowledge: streetwise to ascertain why no one seems to be hanging onto the cards.) DC 25 search and a slightly wider search will turn up biohazard bags full of samples buried in dumpsters not far from each site, looks like a lot of what is collected is dumped. Link to comment
alderwitch Posted December 22, 2015 Share Posted December 22, 2015 Nighthawk does not pass the Streetwise (1d20+6)=11, but she hits the extended search with a 25: (1d20+6)=25 Link to comment
angrydurf Posted December 22, 2015 Author Share Posted December 22, 2015 Investigate DC 20 on the bottles reveals a withdrawal at least once on each vial, a puncture in the seal on top for withdrawal. DC 25 Investigate reveals telltale markings they have been run through an automated analyzer of some sort, these likely discarded DC 20 Knowledge: Life Sciences suggests they are looking for something very particular and discard samples without it. There is space for a serial number that has not been filed out, running a scam on junkies and dropouts they could probably get away with much less if it was entirely faked. Positives are likely marked for further analysis and retained. Link to comment
Avenger Assembled Posted December 23, 2015 Share Posted December 23, 2015 Woodsman checks: Investigate (DC 20): No investigate! Knowledge (Life Sciences) (DC 20) No life sciences! Search (DC 20/25): http://orokos.com/roll/354553 30! Link to comment
N/A Posted December 24, 2015 Share Posted December 24, 2015 Kingsnake can take 10 with Skill Mastery to hit 30 on Search and 25 on Investigate. Assuming he can take 10 on Knowledge (Streetwise), he hits 20 on that. Link to comment
N/A Posted December 24, 2015 Share Posted December 24, 2015 He'll also take 10 for 30 on any Notice checks needed to pick up any sensory information, like smells. Link to comment
angrydurf Posted December 25, 2015 Author Share Posted December 25, 2015 Well in addition to the expected unpleasantness of the streets of the fens you get the antiseptic scent of a medical facility also as you would expect. Buried deep under that however is an odd mix of the loamy scents of fresh turned earth, an acrid burnt something smell, and maybe Ozone. Hard to pick out and too subtle to track by but it's there and prevalent enough to suggest the mobile lab spends alot of time somewhere where such scents would be common. Link to comment
angrydurf Posted January 4, 2016 Author Share Posted January 4, 2016 The legalese seems intentionally dense but at first glance at least seems to be exactly what it purports to be. A great deal of guarantees of privacy and a short explanation that this is a clinical trial for a broad spectrum blood test machine. In addition to the donor compensation mentioned you get the full blood panel report. There does not seem to be anything sinister hidden in the documents beyond a warning that the test is not to be treated as medical advice and that if you have a concern it should be taken to your personal physician. All pretty boilerplate and as she says there is an anonymous participation option where you leave off identifying information and just fill out demographic information. Link to comment
angrydurf Posted January 27, 2016 Author Share Posted January 27, 2016 DC 30 search/notice to detect the hidden cameras covering the street and door extensively unlikely to be able to approach out of their field of view entirely though there are approaches with less exposure. DC 40 disable device check to get past the door without setting off alarms Door and Frame are Toughness 12 materials. DC 20 Search/notice to find a silent alarm wired to the upstairs clinic (DC20 Disable device to bypass it and DC20 Disable device to pick the lock on that door, or toughness 5 to bust it down. Link to comment
N/A Posted February 1, 2016 Share Posted February 1, 2016 Quote DC 30 search/notice to detect the hidden cameras covering the street and door extensively unlikely to be able to approach out of their field of view entirely though there are approaches with less exposure. Kingsnake and Woodsman can auto-pass those checks with Skill Mastery (assuming Woodsman is inclined to make those checks; Kingsnake is). Nighthawk could make them on 14 with raw Int or 16 with raw Wis if she were so inclined. Quote DC 40 disable device check to get past the door without setting off alarms. Yeezus. None of the PCs can make that check, even if they take 20 or use Ultimate Skill. Quote DC 20 Search/notice to find a silent alarm wired to the upstairs clinic... Kingsnake and Woodsman can auto-pass those checks with Skill Mastery (assuming Woodsman is inclined to make those checks; Kingsnake is). Nighthawk could make them on 14 with raw Int or 16 with raw Wis if she were so inclined. Quote ...DC20 Disable device to bypass it and DC20 Disable device to pick the lock on that door... Kingsnake and Nighthawk can both take 10 to pass those checks. Link to comment
angrydurf Posted February 3, 2016 Author Share Posted February 3, 2016 (edited) Alright stealth checks for Riley and Kingsnake to avoid being seen or heard sneaking in through the upstairs. (Or post your skill mastery results if you go that route) Edited February 3, 2016 by angrydurf Link to comment
Avenger Assembled Posted February 5, 2016 Share Posted February 5, 2016 I'll just take the 30, I think! Link to comment
angrydurf Posted February 21, 2016 Author Share Posted February 21, 2016 Alright since Shaens had a pile of RL fall on his head I'm gonna have Kingsnake take an alternate entry. When Shaens back up to posting Kingsnake can pop out of the ceiling or some other such ninjaing about. Link to comment
angrydurf Posted March 4, 2016 Author Share Posted March 4, 2016 (edited) Ok you all get a surprise round! lets go ahead and get initiative out of the way if these guys don't get to act we'll use it for hte next group. Guards 1d20+4=23 Scientist 1d20+0=19 Orokos shows its usual love for the pointless and villainous rolls... It's surprise so you get a move or a standard action but not both. They are not in melee range without reach. They are all minions, clustered, and surprised however if either of you have a trick up your sleeve for goonsweeping in the 10 foot range. Edited March 4, 2016 by angrydurf Link to comment
Avenger Assembled Posted March 4, 2016 Share Posted March 4, 2016 http://orokos.com/roll/379773 = 15 Yuck! Woodsman is probably going to shoot his smoke arrow at the feet of the guards. What do you think, alder? Link to comment
alderwitch Posted March 5, 2016 Share Posted March 5, 2016 http://orokos.com/roll/380026 = 13. Ouch, well glad to get out of the way a 3, I guess :D. Smoke arrow sounds good. Nighthawk has no tricks but the punching so she'll probably just be taking her movement to close. Link to comment
angrydurf Posted March 5, 2016 Author Share Posted March 5, 2016 OK surprise round the goons don't get to act! Initiative 23 Guards 2 minions 19 Scientist 1 minion 15 Woodsman 1HP Uninjured 13 Nighthawk 2HP Uninjured woodsman is up. Smoke Arrow will fill the room with smoke and blind everyone. But the scientist may still be able to hit the alarm on his action next round. Link to comment
angrydurf Posted March 6, 2016 Author Share Posted March 6, 2016 Round 1 Fight! Initiative 23 Guards 2 minions 19 Scientist he gone 15 Woodsman 1HP Uninjured 13 Nighthawk 2HP Uninjured Guards will draw stun batons and attack Nighthawk. 1d20+6 = 17, 18 Both miss! Woodsman is up Link to comment
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