Gunnar Grymm
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"Well let's get to it." Gunnar opens up Zo!ogleMaps on his personal comm device and pulls up a map of Night Arch before approaching a passing Drow.
Survival+Ceobarn bonus: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Schlak Ers
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Schlak heads outside with the team. He begins approaching various Drow asking them information or gossip regarding the houses and weapon trades.
diplomacy + bonus: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
Donovan Delacroix
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Donovan asks around to see if he can find out any information.
Diplomacy: 1d20 + 10 ⇒ (2) + 10 = 12
Faraeon Star-Jumper
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Faraeon tries to approach the drow on the streets from a cultural angle, trying to call on his knowledge of their customs through his greater knowledge of elven society. They're distant cousins or something, right? This'll probably work great, he thinks.
Culture, Ceobarn bonus: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16
| The Bot Behind the Screen |
Mustachiobot Culture: 1d20 + 5 ⇒ (4) + 5 = 9
Faraeon takes to the infosphere and scans around for any indication of recent requests in help transporting large quantities of product and, using Ceobarn's credentials, slowly reconciles them against known 'official' channels. It takes several hours, but his efforts lead him to a few secured systems that Ceobarn apparently doesn't have access to. Computers can be used to hack in, or Sense Motive to start guessing at security questions.
Gunnar, Schlack, and Donovan go for the age old approach of ask questions until someone flinches. Ceobarn's contacts give a few pointers of bars to start out at, and as expected, after a few hours of making the rounds... someone definitely flinches. A lone drow seemingly overheard some of your questions and turns to slip away... but not before Gunnar notices. An Acrobatics, Athletics, or Stealth check will be needed to track him through the back allies either by speed, endurance, or cunning.
Current Status:
Infosphere Leads: Mustachio and Faraeon
Steet Leads: Gunnar, Schlack, Donovan
Timer: ~19.5 hrs of Diplomatic Immunity remain
Donovan Delacroix
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Dononvan tries to shadow the shady drow.
Stealth: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19 includes Duskmire Allegience boon bonus.
Gunnar Grymm
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"Hey! Stop right there!" Gunnar literally jumps into action as he leaps at the lone Drow in an attempt to tackle him.
Athletics: 1d20 + 8 ⇒ (12) + 8 = 20
If the Ceobarn bonus somehow applies to this round of checks then that's 22.
Mustachio Marino
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Mustachio helps whoever works on the computer, by looking over their shoulder and giving his best guess at security questions.
sense motive: 1d20 + 7 + 1d6 ⇒ (10) + 7 + (5) = 22
| The Bot Behind the Screen |
Faraeonbot Computers: 1d20 + 7 ⇒ (10) + 7 = 17
Catching up to the drow proves difficult as he had quite the head start on you, but a few quick texts to Ceobarn's contacts give you enough of a lay of the land to keep him from gaining too much. Donovan manages to keep close enough to notify Gunnar and Schlack as to their mark's present whereabouts. It takes a few stakeouts but Gunnar is able to catch up enough to flush him out... right into the waiting Schlack. He mutters in Drow before repeating himself in Azlanti, "I don't know nothin' bout nothin!" Bluff, Initmidate, or Sense Motive to interrogate.
In the meanwhile, Faraeon finds a list of users of some of the more secured databases and cross-references them against users of a Strawberry Machine Cake fansite that was recently compromised. After a few misses he finds a small subset of users that he's able to forward forgotten password info on. Mustachio is able to make quick work of the security questions, and after a handful of attempts, finds someone who was dumb enough to use the same password for SMCFansUnited as they do for a darkweb illicit arms stock database. As it turns out... there is an awful lot of data to comb through here... Perception or Computers to find the needle in this digital haystack.
Current Status:
Infosphere Leads: Mustachio and Faraeon
Steet Leads: Gunnar, Schlack, Donovan
Timer: 14 - 15 hrs of Diplomatic Immunity remain
Donovan Delacroix
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Donovan walks up to the drow trying to appear as menacing as he can. He'll get into the drow's face and blows cigar smoke into his face.
Intimidate: 1d20 + 10 ⇒ (8) + 10 = 18
Expertise: 1d6 ⇒ 2
Gunnar Grymm
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Gunnar watches the Drow's face for any reactions as Donovan interrogates him. At the first hint of a tell he whispers suggestions on how to proceed to Donovan and Schlak.
"Remember to tell him what House Zeizerer will do to him if he doesn't talk.
Sense Motive+Ceobarn Bonus: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22
Schlak Ers
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The vesk moves in next to Donovan taking advantage of his races appearance and penchant for violence.
"You know something and the sooner you spill it out the more quickly we will leave. The house of zeizerer is looking for someone. So if you don't speak you may be not be in their good graces. "
He emphasis graces to imply more and gives him his greasy looking smile. intimidate+expertise: 1d20 + 8 + 1d6 ⇒ (1) + 8 + (1) = 10
| The Bot Behind the Screen |
"Hey hey... I wasn't involved I swear! But I know someone who works for the renegade..."
It takes a while to get really good details since the tip is thirdhand, but referencing some of the names and locations he gives finally begins to pay off. After another few hours of work, you've got what you're pretty sure is the address of the warehouse that the weaponry was transferred to. Furthermore, it seems like no shipments have left that warehouse, so they are likely still there. You could probably track down more information about the warehouse, such as floor plan, normal guard posts, or basic security information, but that'd take some time... although it may be worthwhile. You've still got time left on your diplomatic immunity clock, and the warehouse is only about 2 hours away on foot... an hour if you rent a cruiser.
At this point you've got 10.5 hours left of diplomatic immunity, and a 1-2 hour trip to the site. For each piece of additional information you wish to get about the warehouse you'll need to spend about 3 hours researching the topics.
Donovan Delacroix
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I suggest we pick two and rush to get it done. I like floor plan and security information
| The Bot Behind the Screen |
As you begin to pour through the databases that Faraeon and Mustachio hacked you find a wealth of data on the warehouse... possibly a bit of data overload in fact. Thankfully the departments for pulling building permits have very little protection, and accessing specifics on the warehouse is fairly easy, albeit time consuming. There's always another call to be made, or another password to reset, or another case of 'we only have a physical copy of that one' to deal with... Once you pull the floorplan and begin to look into security info, you've got more decisions to make. The security info has been split among several contractors and systems, all of which will take time to navigate.
Choose 1 of the following for security information:
Access Codes
Guard Posts
Security Network
Troop Composition
The floorplan itself is rather interesting. It appears as though the upper floor is mostly office area, but that there is a lower floor 100 ft underground. The lower floor has never had a floor plan uploaded to the infosphere however. Definitely screams 'secret warehouse.'
The rooms on the floor plan are labeled as follows:
A1. Main Entrance
A2. Lobby
A3. Open Concept Office
A4. Control Room
A5. Private Offices
A6. Workshop
A7. Storage
A8. Meeting Room
A9. Laboratory
A10. Freight Elevator
A11. Restrooms
I'll upload the map image tonight, but for now you can begin to plot your heist.
Current Status:
Infosphere Leads: Mustachio and Faraeon
Steet Leads: Gunnar, Schlack, Donovan
Timer: 4.5 hrs of Diplomatic Immunity remain
Donovan Delacroix
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I say guard posts. I have to believe we're good enough to get around any computer security and we'll have to worry about cameras no matter what. That just leaves guards and bots. I'd like to know where we can expect to see them to better sneak around them.
| The Bot Behind the Screen |
Recent surveillance footage from a flying drone shows that there are 3 guards stationed at the building during off-hours, and usually just one of them stationed at the main entrance of the offices. The remaining guards frequent the control room, workshop, meeting room, or in their private offices, and they usually do so individually rather than as a group.
Map added to slides
Schlak Ers
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Schlak looks over the new data and says, "Hmm with this data and given our group I think we can have one of us easily distract the guard up front. Then sneak in the entrance. Or maybe scout the building for other possible entrances"
Gunnar Grymm
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Gunnar glances over the floorplan."Looks like there's another setta doors over by the freight elevator. Probably for receiving shipments. We could always try breakin' in there."
Faraeon Star-Jumper
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"There's a lot of windows out of the meeting room right by those doors, Gunnar, but I think if we time our entrance right, that might be a good spot to get in."
| The Bot Behind the Screen |
The hike down to the warehouse cuts through several backallies of Nightarch. Periodically you see some Drow looking your way, whispering to one another.
Go ahead and place yourselves on the map near whatever entrance you're looking to approach. Also, I'll need stealth checks if you're trying to avoid alerting the guard at the front.
Schlak Ers
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Schlak says quietly,"Well lets at least head towards the receiving area then" He then hikes along and notices the drow.
culture: 1d20 + 4 ⇒ (19) + 4 = 23
"looks like they want a piece of us as soon as our immunity is up. They won't take scare this vesk so easily.." He flashes the drow a dirty grin.
Once there he hides off to the side waiting. He takes a closer look at the windows and doors gunnar and Faraeon suggested.
I'm off to the side until we get a better view of this location.
Gunnar Grymm
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Survival: 1d20 + 7 ⇒ (8) + 7 = 15
Gunnar smirks in response to Schlak's comments. "Assuming we're still around I'd be happy to give 'em a piece a my doshko."
As they approach the warehouse he hangs well back. "Maybe somebody a bit quieter than me ought ta take see if any a the Drow are hangin' around the meetin' room before we all converge on the doors."
Donovan Delacroix
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Culture: 1d20 + 5 ⇒ (20) + 5 = 25
Donovan gets the crew to the warehouse.
Gosh, I hope someone has engineering.
Faraeon Star-Jumper
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Culture 1: 1d20 + 13 ⇒ (6) + 13 = 19
Culture 2: 1d20 + 13 ⇒ (13) + 13 = 26
Working together with Donovan, Faraeon guides the team through a few side allies off the back allies and cuts down the travel time a bit. "Quicker we get this job done and get out of here, the better. I know some of you guys are spoiling for a fight, but I personally don't wanna have to try and fight my way off the planet!"
As soon as the group starts getting close to the warehouse, Faraeon slows down a bit and begins moving more quietly toward the entrance near the freight elevator, sticking more to the shadows, and looking out for guards or security cameras.
Stealth: 1d20 + 12 ⇒ (4) + 12 = 16
| The Bot Behind the Screen |
Status: 3 hours of diplomatic immunity remain.
B/E/M/R: 1d4 ⇒ 4
Beidnach - Control Room (A4)
Ellandail - Meeting Room (A8)
Malindeil - Private Office (A5d)
Raimsael - Entrance (A1)
Perception: 1d20 + 0 ⇒ (12) + 0 = 12
I made an error in my description from earlier. I think I said 3 guards, one of which is in the front. It is 3 guards PLUS the one in the front, so a total of 4 guards within this building.
As expected, you spot a single drow standing in the entryway of the building. Going around to the loading dock, Faraeon slips in through the open gate and up to the shipping and receiving door unnoticed. The door is, as expected, locked. The constant thrumming of environmental control systems and the nearby manufacturing plants fills the area, making it a bit easier to cover your own noises.
Mustachio Marino
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stealth: 1d20 + 7 ⇒ (2) + 7 = 9
"Shhhhh... quiet now, team. Don't talk to much. Don't say anything unnecessary that could get us exposed. Ahh, yes, talking too much and getting the whole team killed reminds me of a part I've played before. I'm sure you have all seen it, "A Nest of Trouble" starring me, as the Green Sniper. It is quite relevant to this situation, quite relevant indeed. Let me tell you all the plot points so nothing bad happens here..."
| The Bot Behind the Screen |
The guard does not appear to be particularly attentive at least to your approach corridor. The loud clanging sounds from nearby businesses even manage to muffle Mustachio's rambling. As long as you don't approach him directly or begin discharging firearms, it seems as though you'll be safe over here... assuming you can get in through this side at all.
The door is locked and will need an engineering check to get in.
Faraeon Star-Jumper
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Faraeon carefully checks around the door to see if he can find any signs of traps or alarms.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
If he doesn't find anything to convince him breaking in would be a bad idea, he proceeds with pulling out his engineering tools to begin picking the door's locks.
Engineering: 1d20 + 10 ⇒ (8) + 10 = 18
Schlak Ers
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Schlak stays back into the shadows. He decides to wait and see if his teammates can unlock the door. He just keeps his eyes open for any changes in the area.
let me know if we can aid or assist in the engineering check. Otherwise my +0 probably isn't going to do much
| The Bot Behind the Screen |
Donovan is unable to crack the code as well. Unfortunately it looks like this entrance is left unguarded for a reason. Fortunately, Mustachio's bumbling has given you a bit of info... The noisy environment makes it really hard to hear much outside of your immediate vicinity. Should it become necessary to take out the guard out front, so long as you avoid firearms discharge in the vicinity of the front door, any guards inside will be unlikely to hear the scuffle... or at least unlikely to respond quickly.
Donovan Delacroix
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"We might have to do this the hard way." Donovan readies his club. "Gunnar, you think you can take out the guard?"
Gunnar Grymm
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"Obviously." Gunnar answers before begrudgingly adding,"But the real question is how fast can I take him. Before he gets on his comm to call for help....maybe. My advice would be for as many people as possible to hit this guy at once."
Faraeon Star-Jumper
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Faraeon reaches to his hip and grabs an odd metal cylinder. He flips a switch on the cylinder's side, and a length of brilliant blue energy extends smoothly from one end of the device. The operative flips around the baton-shaped weapon and nods, "I think I can help with that as well."
Faraeon will pull out both his tactical survival knife and his Idaran force training baton.
Question is, GM, do you want to put us in initiative first, or should we make rolls outside of initiative first, then see where we go from there?
| The Bot Behind the Screen |
I think I'll handle it by having everyone place themselves where they want to be where combat starts. One of you will be in charge of coordinating the assault, preferably someone who is moving close. Then I'll roll stealth and perception behind the great and glorious GM screen. If everyone passes, you'll get a surprise round. Otherwise I'll adjust positions to the moment that the guard had an exclamation point show up over his head and put you in initiative.
Mustachio Marino
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"I didn't get the role of Green Sniper for nothing. I shall hang back and fire from afar after Gunnar makes initial contact."
Mustachio begins looking for a way up onto the roof of a neighboring building, or a decent perch that would be far enough away that his gun would not be heard.
Gunnar Grymm
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Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Scanning the area Gunnar points at a ladder attached to the side of a nearby warehouse.
"That looks like it'll get ya a good vantage point Mustachio. Get on comms and wait for my signal."
| The Bot Behind the Screen |
1d6 ⇒ 5
Gunnar, place yourself on the map where you wish to be when you would ideally give the signal. Everyone who wants to be in the sniper nest, I put a box on the map. The rest of you, place yourselves where you would ideally be when combat starts. If you don't feel confident in your stealth, I recommend being a bit further.
Gunnar Grymm
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Gunnar draws his doshko and moves "silently" into position.
The grid doesn't exactly cover where we're standing but that looks like 30 ft. away from the guard. Gunnar has no faith in his stealthiness so I'd like to be as far back as possible while still being able to get off an attack.
Schlak Ers
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He says to the party before moving, "I can hang out towards the front. I'm somewhat stealthy and I have my claws. I'll wait for the signal though."Schlak moves towards the entrance and hangs back slightly and quietly waits for the signal. He gets his claws out and ready.
| The Bot Behind the Screen |
Max Distance: 1d6 ⇒ 4
Gunnar, Schlack, Faraeon: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 7 ⇒ (13) + 7 = 201d20 + 12 ⇒ (19) + 12 = 31
Perception: 10 + 0 = 10
Gunnar: 1d20 + 7 ⇒ (3) + 7 = 10
Schlak: 1d20 + 2 ⇒ (5) + 2 = 7
Faraeon: 1d20 + 7 ⇒ (6) + 7 = 13
Mustachio: 1d20 + 2 ⇒ (6) + 2 = 8
Donovan: 1d20 + 3 ⇒ (19) + 3 = 22
Drow: 1d20 + 4 ⇒ (4) + 4 = 8
Schlack, Faraeon, and Gunnar creep around the edge of the building until the guard post is in sight. Gunnar raises a hand, and on the count of 3 everyone rushes forward, catching the guard off... well... guard.
Everyone passed! Not only do you catch him off guard, you close into melee!
Surprise Round (One action each):
Donovan
Faraeon
Gunnar
Mustachio
Schlack