Alpha Prime |
Alpha looks at him with an amount of disbelief that you have never seen before. "Logic always applies. But my optics have registered your point. It is possible we can use him." He says as the look fades.
Kharax Fireshield |
"Well, for now, sounds like he's worth keeping around. Hopefully we can fully recruit him... as I don't like the idea of more League here."
GM Tektite |
Following Sanvil's directions, you head across town to the warehouse. From the outside, the warehouse looks abandoned, its doors and windows boarded up. Peering at the structure, it becomes apparent that the boarded up appearance is a disguise, the boards nailed over the doors don't actually impede the doors' openings. The doors do appear to be locked.
Kharax Fireshield |
"Appears we gotta decide whether we sneak in or just bash our way through! I can guess the Cobbla's vote, but what do you say my mechanical friends?"
Richard Mithril |
"This could be a setup. Let's try stealth before violence."
Moving quietly, Richard approaches the western door, listens for activity within, then retrieved his tools and goes to work on picking the lock.
Take 10 on stealth = 17
Disable Device: 1d20 + 10 ⇒ (18) + 10 = 28
Maruf the Cobbler |
"Appears we gotta decide whether we sneak in or just bash our way through! I can guess the Cobbla's vote, but what do you say my mechanical friends?"
The Cobbler only grins, a bit of spittle running out of his mouth....
Richard Mithril |
Wow. Good lock. Someone's definitely trying to protect something here.
Squinting at the lock for a closer look, Richard tries again, and again.
Assuming no one notices, Richard will keep trying. I'm hoping it will be faster to roll rather than take 20, so here it goes.
DD: 1d20 + 10 ⇒ (20) + 10 = 30 Heh. First try. If that doesn't open it, then I think we'll try the doors at the top of the stairs. Also, keep in mind that if there is a technological aspect to this lock, Richard has the trait that lets him use Disable Device as if he had the Technologist feat.
If needed, more Disable Device checks for the other doors.
DD: 1d20 + 10 ⇒ (5) + 10 = 15
DD: 1d20 + 10 ⇒ (20) + 10 = 30
Richard Mithril |
Yeah, wasting these rolls on an enemy that can't fight back! :P
Looking back to the others, Richard holds up a finger to wait a second while he casts a spell to detect magic, then cracks the door open and peeks inside.
Take 10 on stealth if possible (17)
Kharax Fireshield |
All sorts of ninja! Stealth: 1d20 + 1 ⇒ (16) + 1 = 17
Kharax prepares himself, whispering "Good show!", to Richard. Seeing Garmin back there, he waits to follow the more agile android.
Richard Mithril |
Not seeing anything suspicious yet, Richard stays hidden and watches for a few minutes.
I'll try to identify the magical auras around Garmen. If nothing happens with him in 5 minutes, I'll step back to the group and suggest we try the door at the top of the stairs.
Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23
Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17
Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17
Spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10
Spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10
Richard Mithril |
Hmm.. nothing suspicious here.
Richard slips away from the door, informs his companions about what he's seen, then heads up the stairs to the door leading into the other part of the warehouse.
Take 10 for stealth, check for traps, disable device if locked, etc. Should I just use those previous Disable Device rolls?
Kharax Fireshield |
'If Garmen really is the suspect, shouldn't we get the drop on him quickly? I can understand wanting to get more evidence first, though.', Kharax whispers to Richard.
Maruf the Cobbler |
Maruf frowns, wondering why no one is kicking down the door and stabbing this guy until he hears Richard's reasoning. "I thought we were gonna spit roast him! Why don't we just go talk to him then?"
Kharax Fireshield |
"I think Richard is right, if we are going to confront Garmen, we should do it with evidence with in hand... then if that fails, do so from a position of power."
Richard Mithril |
Thankful that Kharax and Alpha support his plan, Richard stops imagining the Cobbler ripping a bloody confession out of Garmen. Though it does give him an idea.
"Cobbler, you think you could make some noise around the double doors at the front to draw some attention away from what I'm going to do? Maybe bang on them and ask if the place is for rent?"
Assuming Maruf agrees, then Richard heads cautiously up the back stairs and checks the righthand door at the top.
Take 10 on stealth (17), look for traps on the steps and the door before picking the lock (assuming there is one).
Perception Stairs: 1d20 + 8 ⇒ (1) + 8 = 9
Perception Door: 1d20 + 8 ⇒ (4) + 8 = 12
Disable Device (if needed): 1d20 + 10 ⇒ (2) + 10 = 12
Disable Device (if needed): 1d20 + 10 ⇒ (11) + 10 = 21
Disable Device (if needed): 1d20 + 10 ⇒ (5) + 10 = 15
Disable Device (if needed): 1d20 + 10 ⇒ (6) + 10 = 16
Disable Device (if needed): 1d20 + 10 ⇒ (9) + 10 = 19
Disable Device (if needed): 1d20 + 10 ⇒ (16) + 10 = 26
etc..
Richard Mithril |
Richard gestures for Maruf to continue as he takes more time to work on the lock.
Disable Device: 1d20 + 10 ⇒ (3) + 10 = 13
Disable Device: 1d20 + 10 ⇒ (7) + 10 = 17
Disable Device: 1d20 + 10 ⇒ (3) + 10 = 13
Disable Device: 1d20 + 10 ⇒ (1) + 10 = 11
Disable Device: 1d20 + 10 ⇒ (16) + 10 = 26
Disable Device: 1d20 + 10 ⇒ (9) + 10 = 19
Disable Device: 1d20 + 10 ⇒ (8) + 10 = 18
Disable Device: 1d20 + 10 ⇒ (17) + 10 = 27
Disable Device: 1d20 + 10 ⇒ (14) + 10 = 24
Disable Device: 1d20 + 10 ⇒ (5) + 10 = 15
Disable Device: 1d20 + 10 ⇒ (20) + 10 = 30
If a 30 is needed that takes 11 rounds. If that doesn't do it, Richard will withdraw to the group and concede that the Cobbler's plan might be needed. If it opens he will crack the door and peek inside.
GM Tektite |
Richard Stealth: 1d20 + 7 ⇒ (2) + 7 = 9
5d20 ⇒ (13, 3, 3, 16, 18) = 53
Richard finally gets the door open, only to see someone inside, on a catwalk, staring at him. Three other people are on the floor of the warehouse, staring at the southern door, where Maruf is making a racket. The man on the catwalk yells. "Garmen! We've got company!" He then takes a defensive posture!
K: 1d20 + 1 ⇒ (10) + 1 = 11
M: 1d20 + 3 ⇒ (13) + 3 = 16
R: 1d20 + 3 ⇒ (10) + 3 = 13
G: 1d20 + 3 ⇒ (17) + 3 = 20
T: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative:
Garmen and thugs
Maruf
Alpha
Richard
Kharax
The thugs in the warehouse move toward the stairs, while Richard hears a chair kicked over in the office.
Attack vs Richard FF: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d3 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9
Confirm vs Richard FF: 1d20 + 3 ⇒ (11) + 3 = 14
Extra Damage: 1d3 + 4 ⇒ (1) + 4 = 5
The thug on the catwalk rushes Richard, landing a solid punch on the man!
Party up!
Richard Mithril |
Richard has uncanny dodge, so he isn't flat-footed and avoids the sneak attack damage.
"Plan B!!"
Thanking fate for Sanvil's magical chain shirt, Richard whips out his rapier and thrusts at the thug in the doorway before stumbling back down the outside stairs.
Activating Luck 2/7 used
Mwk Rapier: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Acrobatics to avoid AoO: 1d20 + 10 ⇒ (1) + 10 = 11
On mobile. Unable to edit map. Richard moves 3 squares south.
AC 18 (19 with buckler)
HP 10/17
Kharax Fireshield |
Moved you Ricahrd!
Seeing Richard get punched hard and returning to the party, Kharax stays out of the stairway to allow Alpha access, but moves to heal Richard. "Torracha, heal Dick!"
Hex CLW @ Richard: 1d8 + 2 ⇒ (5) + 2 = 7
That should take care of your damage you received, Richard!
Alpha Prime |
Alpha moves up to the doorway, holding the line. He attempts to smash his shield into the thug.
Bash, PA, Arcane Pool Enhancment: 1d20 + 5 ⇒ (16) + 5 = 21
1d4 + 10 ⇒ (2) + 10 = 12
GM Tektite |
AoO vs Richard: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d3 + 4 ⇒ (2) + 4 = 6
Richard stabs the thug with his rapier, then moves down the stairs, avoiding an opportune swing from the thug, as he descends.
Kharax moves up and heals Richard!
Drawing his shield along the way, Alpha darts up the stairs!
Hearing the commotion, Maruf darts around the corner of the building.
Punching Alpha: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d3 + 4 ⇒ (3) + 4 = 7
The thug in the doorway rears back and punches Alpha, hard!
The northern door slams open as two of the thugs rush out and move toward Kharax.
Party up!
Maruf the Cobbler |
Maruf pulls out a vial and gives it a good shake before winding up and pitching it at the closest man's chest!
bomb: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d6 + 3 ⇒ (4) + 3 = 7
DC 14 Ref against 4 splash for the guy next to him.
Richard Mithril |
With the thugs swiftly moving to engage them Richard tries to buy the group some time.
He sings a loud pure note and gestures past the thugs closing in on Kharax. "Quick, surround them!"
At his command a burly man in hide armor wielding a heavy club in a metal tech cyberarm steps silently into the alley behind the thugs.
Richard's concept of a technic league soldier. It is a silent image - DC 14 will if interacted with.
GM Tektite |
Kharax jumps backward and casts an armoring spell!
1d20 ⇒ 10
Maruf tosses a bomb at the nearest thug, smashing the vial on him and burning him badly. The other thug cries out as the fiery mixture splashes on to him!
Alpha returns the strike, swing his shield, but the thug is a second quicker, dodging the incoming shield!
Richard casts a spell, creating a figment of a technic league soldier. The thugs glance over their shoulder, but a voice calls out. "Stay on them, I deal with this one!"
Punch vs Alpha: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d3 + 4 ⇒ (2) + 4 = 6
Punch vs Maruf: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d3 + 4 ⇒ (2) + 4 = 6
Punch vs Kharax: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d3 + 4 ⇒ (1) + 4 = 5
The thug on the stairs lands another solid blow on Alpha, while the other two swing and miss.
1d20 ⇒ 9
A fourth man appears in the alley and tries to attack the illusion from behind, apparently believing it.
1d20 ⇒ 8
From that same direction, you hear the sound of another attack, but don't see anything.
Party up!
Maruf the Cobbler |
Maruf lets out a guttural scream and drops his longspear, the better to claw the man near him.
claw: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d4 + 2 ⇒ (4) + 2 = 6
claw: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d4 + 2 ⇒ (1) + 2 = 3
Kharax Fireshield |
Stepping back, Kharax tries to lash out at the thug engaged with the Cobbler.
Trip @ Cobbler Thug: 1d20 + 3 ⇒ (18) + 3 = 21
Richard Mithril |
Drawing his stungun, Richard maintains concentration on the illusionary soldier, causing it to dodge attacks and make a powerful swing with its club - a swing that misses by a wide margin.
Concentration required to maintain illusion. Added blue outlined token to map to represent the soldier.
GM Tektite |
Maruf claws at a thug, hitting once!
Kharax steps back and trips the same thug!
Alpha powers through his wounds and strikes the thug in the door, dropping him!
Richard draws his stun gun!
2d20 ⇒ (11, 11) = 22
The thug finally sees through the illusion and rushes toward Kharax.
Punch vs Kharax: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d3 + 4 ⇒ (1) + 4 = 5
Punch vs Maruf: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d3 + 4 ⇒ (3) + 4 = 7
Punch vs Maruf: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d3 + 4 ⇒ (3) + 4 = 7
Crit vs Maruf: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d3 + 4 ⇒ (2) + 4 = 6
The thug punches Kharax, while another steps up and punches Maruf. The last thug stands, (provoking) and lays into the Cobbler with a haymaker!
Attack vs Richard FF: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22
Damage: 1d6 + 2d6 ⇒ (6) + (1, 5) = 12
Suddenly, Gamren appears next to Richard, stabbing him with a rapier!
Party up!
Maruf the Cobbler |
Maruf lets out a ferocious snarl as he drops to the ground from his wounds.
Con: 1d20 + 2 - 1 ⇒ (4) + 2 - 1 = 5
Now at -2 and bleeding
Richard Mithril |
Maruf, I think you get an AoO before going down, right?
Garmen's stab is good, but Richard twists away at the last second, avoiding worse injury. Uncanny dodge avoids the extra sneak attack damage
Letting his illusion fade, Richard jumps, aims his Stungun at the thug that took down the Cobbler, and pulls the trigger.
*FWAMMP!!*
Activating luck 3/7
Stungun PBS/DA - Non-proficiency (touch attack): 1d20 + 4 + 2 - 4 ⇒ (11) + 4 + 2 - 4 = 13
Damage: 1d8 + 5 ⇒ (6) + 5 = 11
HP 11/17