angrydurf Posted September 2, 2017 Share Posted September 2, 2017 Feel free to describe the gathering of the group in a post or two to get to the arrival if desired. Tracing back through the website where they post the pictures and the contest entries reveals it's run by a small promoter that is the known point of contact with the group. He is however notoriously tight lipped about these particular client citing their desired privacy and 'artistic process'. Raina have an HP for Merlin losing access to his electronic toys inside. Link to comment
angrydurf Posted September 9, 2017 Author Share Posted September 9, 2017 Moving right along as the band starts their set there is a subtle auditory based mind control effect. DC 15 will save to resist. Those with enhanced hearing (like ultrasound or accurate or similar) can make a DC 20 notice check to notice the source of the effect. Everyone can make a DC 25 sense motive check to notice it take effect on other attendees, and even more so on the staff. DC 20 general notice check (due to the lighting going dimmer as the concert starts) to notice the bouncers and staff securing the exits, not a total lock down but definitely no easy sneaking out. Link to comment
Avenger Assembled Posted September 9, 2017 Share Posted September 9, 2017 Woodsman: Will save: 18 Sense Motive: 22 Notice: Woodsman Skill Masters the Notice and hits 27. Link to comment
Gizmo Posted September 9, 2017 Share Posted September 9, 2017 Reagent Will Save vs DC 15: 1d20+9 25 Sense Motive Check: 1d20+5 13 Notice Check: 1d20+5 21 Link to comment
Tiffany Korta Posted September 9, 2017 Share Posted September 9, 2017 Frostbyte's Will Save: 1d20+7 11 Sense Motive: 1d20+8 25 Notice: 1d20+10 22 Link to comment
Electra Posted September 9, 2017 Share Posted September 9, 2017 Swooping in to roll some dice! Will Save: 29 No enhanced hearing for Raina! Sense Motive: Failed first check, gonna spend that new HP to make another one. Reroll is 30 Notice: Big fail with an 8! Link to comment
April Posted September 10, 2017 Share Posted September 10, 2017 Will Save DC 15: 1d20+8 10Sense Motive DC 25: 1d20+5 23Notice DC 20: 1d20+5 24 Link to comment
alderwitch Posted September 10, 2017 Share Posted September 10, 2017 Will Save vs DC15: 1d20+10 = 21 Sense Motive vs DC25: 1d20+4 = 9 Notice vs DC20: 1d20+4 = 22 Link to comment
TheAbsurdist Posted September 10, 2017 Share Posted September 10, 2017 Will: 1d20+6 7 Sense Motive: 1d20+6 20 No enhanced. Notice: 1d20+6 22 Link to comment
angrydurf Posted September 10, 2017 Author Share Posted September 10, 2017 Corrine, Phae, and Cathy Dance like no ones watching. The rest manage to throw off the mind control. Unless someone is starting to throw punches we're not in rounds yet so feel free to write up your reactions. Link to comment
angrydurf Posted September 15, 2017 Author Share Posted September 15, 2017 Fred and Riley both or in some combination will pick out the band and staff all have small bluetooth earpieces but no apparent mics and that there are cameras sweeping over the crowd at uneven intervals suggesting people controlling them with purpose. Robin trained in the fens as she has been will notice there are a couple skilled pickpockets working the crowd but she's fairly certain they are delivering items as often as they are taking them. Raina will start to see a dull aura of magic emanating from the speakers, it's weak, probably more a reflection of what is actually behind the compulsions than the actual source, magic that happens to be filtered through the speakers rather than enchanted themselves. I think she'd be familiar with Talyas magic aura and it would be very similar if so. Those who are under control can make a check to break free if they feel it warranted at any point by their characters nature or anything. Each check is at a cumulative -1 to the DC so the next check they make would be 14 then 13 then 12 etc. Link to comment
angrydurf Posted October 29, 2017 Author Share Posted October 29, 2017 And that'll be combat rounds for Robin and Riley unless they let the nice security men hustle them off to a backstage room somewhere without a fight. Those still under the effects of mind control can make a will save DC 12 to break out of it and come to your senses. If you succeed you have only hazy memories of dancing and enjoying it but also no recollection why it seemed enjoyable a moment ago and dull and almost lifeless now. Initiative for Security: 16 Link to comment
Avenger Assembled Posted October 29, 2017 Share Posted October 29, 2017 Woodsman Init: 22 Link to comment
Tiffany Korta Posted October 29, 2017 Share Posted October 29, 2017 Frostbytes Will Save: 1d20+7 22. So how much can she react to right now? Link to comment
TheAbsurdist Posted October 29, 2017 Share Posted October 29, 2017 Nope. Will: 1d20+6 9 Link to comment
alderwitch Posted October 30, 2017 Share Posted October 30, 2017 Init: 30 Wow, my first nat-20 in months. Link to comment
April Posted October 30, 2017 Share Posted October 30, 2017 Will Save DC 12: 1d20+8 10 ... Link to comment
Avenger Assembled Posted November 1, 2017 Share Posted November 1, 2017 Should Sparkler and Reagent roll for initiative too? Link to comment
angrydurf Posted November 1, 2017 Author Share Posted November 1, 2017 If they want to pitch in on the fight yes. If they're going to focus on countering the magic effect/speakers it won't be needed. Those breaking free of the mind control will have vague memories of what happened while they were "under" but kinda a rose colored glasses effect. It was enjoyable even if they normally would have felt nervous etc. They will be aware of the oddities of the situation almost immediately however and it is obvious that the security is closing in on Robin and Riley, so if you want to jump in on that brewing fight roll initiative. Riley will get an HP for having to fight without his crossbow. Round one Initiative (I'll add people if more jump in): 30 Nighthawk 2HP Uninjured 22 Woodsman 3HP Uninjured 16 Security 10 Minions 13 Frostbyte 3HP Uninjured Link to comment
Tiffany Korta Posted November 1, 2017 Share Posted November 1, 2017 Frostbytes Iniative: 1d20+8 13, seems about right really! Link to comment
Electra Posted November 3, 2017 Share Posted November 3, 2017 Do I need to roll anything for Raina to be able to unplug the speakers? Link to comment
angrydurf Posted November 3, 2017 Author Share Posted November 3, 2017 A stealth or bluff to pull it off without the non-bouncer staff noticing it was you. Would be an easier check once hte fighting starts but they're distracted enough you could manage it now. Say DC 18 now DC 13 after the fighting starts. If you don't care that they might notice or try to stop you you can do it without a check. Link to comment
alderwitch Posted November 3, 2017 Share Posted November 3, 2017 These are actual bad guys not folks to take ten to smash, right? Link to comment
alderwitch Posted November 3, 2017 Share Posted November 3, 2017 AD confirmed that they are minions so Robin will take ten to hit the security dudes. She has Takedown 2 so I think she should be able to get both? Her unarmed damage bonus is +10. Link to comment
angrydurf Posted November 4, 2017 Author Share Posted November 4, 2017 I'll say 5 of them are in range of a take down at the moment. Toughness saves are 10, 18, 7, 11, 15 So they all will be incapacitated. Link to comment
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