Cydney Vignarro
|
Cydney stares a few moments, obviously not knowing how to react. Then he says “I had no idea.”
He pauses a few more moments before saying “Having to get back into armor is inconvenient. Still, thank you for making us aware of this.”
| DM Kludde |
Khubelu demonstrates her abilities. They may not be needed, though, the chainlink fences is locked with a padlock, and doesn't look too hard to scale. The bunker door inside may be harder to crack - there looks to be a keybad of sorts, but it's hard to see at this distance.
Engineering or Strength to break the padlock, Athletics to climb the fence. Bolt cutters to just remove the problem...
Cydney Vignarro
|
Peering around, Cydney asks “Anyone see any surveillance devices?”
Perception, check for surveillance: 1d20 + 9 ⇒ (2) + 9 = 11
Perception, traps on Padlock (unlikely): 1d20 + 9 ⇒ (20) + 9 = 29
After looking around, he then tries to open the padlock.
Engineering, open Padlock: 1d20 + 12 ⇒ (20) + 12 = 32
| DM Kludde |
Cydney doesn't see any cameras, but when he moves in on the padlock, he spots some motion sensors. Once spotted, it's straightforward to snip the cables leading up to them. Cydney then elegantly opens the padlock, without scratching it too much.
The bunker door is a tougher act altogether: it is protected with two-step authentication, requiring both a keycard and a passcode.
My favourite apostae saying is still: 'Those trained in computers and engineering can leave their keycards at home'
Rattus Solo
|
Cydney doesn't see any cameras, but when he moves in on the padlock, he spots some motion sensors. Once spotted, it's straightforward to snip the cables leading up to them. Cydney then elegantly opens the padlock, without scratching it too much.
The bunker door is a tougher act altogether: it is protected with two-step authentication, requiring both a keycard and a passcode.
Hmmm how we gunna get past that.
"Any ideas?
Cydney Vignarro
|
Cydney spends a few moments checking the key pad used for entering the passcode. They use their hacking kit to try to find if any of the keys are more used than the others, trying to cut down on the number of possible combinations.
Once again they check for any sensors or traps.
Just before starting, he asks “Anyone have any magic to divine the password?”
Then it is time to try and hack the electronics of both, so they can send a false confirmation code. With a nod to Chadrah, they try to hack the system.
Perception for traps/Sensors: 1d20 + 9 ⇒ (5) + 9 = 14
Computers to Hack, Aid: 1d20 + 16 + 2 ⇒ (19) + 16 + 2 = 37
Not sure if it one check or two, would want to do both at the same time.
| DM Kludde |
Perc: 1d20 + 12 ⇒ (20) + 12 = 32
Perc: 1d20 + 12 ⇒ (15) + 12 = 27
Perc: 1d20 + 9 ⇒ (12) + 9 = 21
Perc: 1d20 + 11 ⇒ (15) + 11 = 26
Perc: 1d20 + 11 ⇒ (15) + 11 = 26
Perc: 1d20 + 7 ⇒ (1) + 7 = 8
Perc: 1d20 + 7 ⇒ (12) + 7 = 19
Perc: 1d20 + 6 ⇒ (15) + 6 = 21
Perc: 1d20 + 6 ⇒ (1) + 6 = 7
As Delea watches on, she notices something odd about the vault door. It looks to be electrified AND it is outfitted with a silent alarm!
Cydney manages to hack the keypad, but disabling the traps is going to take some extra effort.
Electrified door: Computers DC 21 (pause software function) or Engineering DC 21 (reroute power)
Silent alarm: Computers DC 22 (pause software function) or Engineering DC 22 (bypass circuit)
I'm a bit under the weather today, so sorry if my posts are shorter/slower than usual
Cydney Vignarro
|
“Oh! Thanks, missed that!” Cydney says when told of the trap and alarm.
“Guess we need more than one person to check for these things at each step.”
Looking to Chadrah, he says “Looks like we have more to do here.”
He gets to work on the door and alarm.
If you will allow it, Cydney will take 10 on Computers to handle both of these for a 26, 28 with Chadrah’s Aid
Chadrah
|
"Mmmh... We can't risk anyone knowing we have infiltrated the facility. We'll have to be very careful as we advance. We should take our time to check terminals, doors and hallways if we are not in a hurry.
Chadrah wants to take 20 on perception checks before entering another area or interacting with devices. Do we have a time limit?
Cydney Vignarro
|
If there are any people in the place, yes.
Searching for 2 minutes means any patrol is likely to see us.
| DM Kludde |
Chadrah wants to take 20 on perception checks before entering another area or interacting with devices. Do we have a time limit?
You can take 20 to search, but not on checks to notice things going on. I'd prefer it if you called out a particular search with a take 20, so I avoid disappointments in case of ambush. You can decide for yourself how nervous you are about a time limit. Verces doesn't have day shift/night shift, so who know when someone shows up?
Cydney has a lot of work on his hands. He casually unplugs the various safety in place, and then proceeds to open the door.
A corridor connects a forty-foot staircase to the west to a large and empty but well-lit chamber. The air is climate controlled, with tolerable temperature and humidity, if not actually fresh. Clean vinyl tiles cover the floor with a neutral checked pattern commonly seen in buildings across the Pact Worlds. Power outlets and data jacks routinely jut from the walls, suggesting the area could repurposed or left empty for future expansion. Two doors exit to the north and east. Map updated
---
Your mother so lazy she works the day shift in Cuvacara
--Verces insult
Cydney Vignarro
|
As he looks around, Cydney says “So, what are the chances they electrified the floor?”
Perception, three checks: 1d20 + 9 ⇒ (12) + 9 = 211d20 + 9 ⇒ (1) + 9 = 101d20 + 9 ⇒ (16) + 9 = 25
If he doesn’t find any surveillance or traps that he needs to disable, he cautiously enters the hall and checks each of the two doors.
Perception, East door three checks: 1d20 + 9 ⇒ (5) + 9 = 141d20 + 9 ⇒ (13) + 9 = 221d20 + 9 ⇒ (13) + 9 = 22
Perception, Noth door three checks: 1d20 + 9 ⇒ (18) + 9 = 271d20 + 9 ⇒ (11) + 9 = 201d20 + 9 ⇒ (2) + 9 = 11
As he is doing this, he comments “Do we want to try jacking in here, see if we can pull up some sort of directory or something?”
Chadrah
|
"YEah, I don't like the color of that floor. It's worth a try to jack. Lanzio said the data was on a secure serve, right? If we get the layout of the place, that should let us find a direct route," she nods to Cydney.
She will take 10 on perception then, for a 21.
| DM Kludde |
As Cydney starts his long search, Rattus immediately notices the colored tiles are somehow rigged to trigger something. He also notices some switches on the wall that look to function like resets. When Cydney searches on, he eventually finds two secret doors, just beyond the colored part.
Assuming you avoid the colored part for now, so I've held off on showing search door results.
Cydney Vignarro
|
Yes, Cydney has no interest in setting off traps. If someone says someplace is trapped he will believe them and do his best not to set them off.
Anyone can also feel free to assume that Cydney shares any information he has.
Cydney goes over to look at the switches and then tries to figure out what the colored tiles do.
If it is just a matter of flipping the right switches, he’ll try that. Otherwise he gets out his trap kit and tries to deactivate the tiles.
| DM Kludde |
The detection system on the colored tiles is quite construed.
Roll me an engineering check
Chadrah
|
Chadrah helps by looking up any information they need. If something needs touching from a safe distance, she can use Psychokinetic Hand at will.
Engineering Aid: 1d20 + 6 ⇒ (5) + 6 = 11
Cydney Vignarro
|
Engineering, Trapsmith’s Tools, Chadrah’s Aid: 1d20 + 12 + 4 + 2 ⇒ (11) + 12 + 4 + 2 = 29
Cydney thanks Chadrah for her help as he attempts to deactivate the trapped tiles.
| DM Kludde |
Chadrah, Cydney and Rattus work together on the tiled floor, and manage to deactivate whatever nasty triggering was in place. The floor should now be safe to walk on.
Cydney Vignarro
|
Having deactivated the floor plates with others help, Cydney stands and wipes his hands. He then asks “Use the datajacks or go through one of the two secret doors? I’m thinking the southern one.”
Cydney Vignarro
|
Looking a little disappointed, Cydney mumbles something about “The interesting stuff is always behind the secret doors.” before shuffling over to the normal door and checking it for traps.
If you want to just assume I always do this, that would be great.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
If found or door locked, will attempt to Take 10 to resolve.
Engineering take 10: 10 + 12 = 22 +4 more if it is a trap
Assuming no alarms or immediate threats, would check other side of open door before proceeding in.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Perception: 1d20 + 9 ⇒ (19) + 9 = 28
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
| DM Kludde |
Cudney throroughly investigates the door to the east, and eventually moves through it. The door opens into a short corridor and two side rooms, both of which are unlocked. The southern room contains a sink, mirror, toilet, and shower. The northern room is a small break room with a counter, cabinet, and small table. The only remarkable thing here is a small poster over the toilet that says 'please use the toilet brush'.
| DM Kludde |
there’s still a northern door if that is more to your fancy
Cydney Vignarro
|
Cydney goes to the southern secret door and searches before attempting to open it.
Search for traps and such: 1d20 + 9 ⇒ (1) + 9 = 10
Search for traps and such: 1d20 + 9 ⇒ (13) + 9 = 22
Search for traps and such: 1d20 + 9 ⇒ (11) + 9 = 20
If there is a trap, tell us. Otherwise he will try to open it take 10 Engineering of 22.
I have placed my token near the door.
Chadrah
|
Chadrah tries to aid on engineering if there are traps.
Engineering: 1d20 + 6 ⇒ (9) + 6 = 15
Engineering: 1d20 + 6 ⇒ (6) + 6 = 12
Engineering: 1d20 + 6 ⇒ (10) + 6 = 16
| DM Kludde |
Cydney carefully opens the secret door, to reveal two security robots that start making boot-up sounds as soon as the door is open. The second secret door opens up as well, revealing another two robots.
Combat! You all get a surprise round against the robots thanks to your crafty disarming of all alarm systems. Bold is up.
Cydney init: 1d20 + 2 ⇒ (4) + 2 = 6
Chadrah init: 1d20 + 6 ⇒ (4) + 6 = 10
Khubelu init: 1d20 + 8 ⇒ (5) + 8 = 13
Delea: 1d20 + 6 ⇒ (9) + 6 = 15
Rattus: 1d20 + 4 ⇒ (7) + 4 = 11
Robots: 1d20 + 4 ⇒ (3) + 4 = 7
---Surprise round---
Delea
Khubelu
Rattus
Chadrah
Cydney
---
Delea
Khubelu
Rattus
Chadrah
---
Robots
---
Cydney
---
Khubelu
|
As the door opens, Khubelu will make a spectacle to distract Yellow.
Clever Feint + Convincing Liar: 1d20 + 13 ⇒ (10) + 13 = 23
> if die was 6 or less, Free Reroll: 1d20 + 13 ⇒ (7) + 13 = 20
> if die was 7 or higher, Add Expertise: 1d6 + 1 ⇒ (6) + 1 = 7
vs. higher of 10 + Sense Motive bonus or 15 + 1½ × CR
> success - target is flat-footed until end of my next turn
> failure - target is flat-footed against me until end of my next turn
Once she has more time to analyze the situation, she also tries to fool Pink, with some extra juice thrown in.
Clever Feint + Convincing Liar: 1d20 + 13 ⇒ (6) + 13 = 19
> if die was 6 or less, Free Reroll: 1d20 + 13 ⇒ (17) + 13 = 30
> if die was 7 or higher, Add Expertise: 1d6 + 1 ⇒ (1) + 1 = 2
vs. higher of 10 + Sense Motive bonus or 15 + 1½ × CR
> success - target is flat-footed until end of my next turn
> failure - target is flat-footed against me until end of my next turn
Merciful Tactical Seeker Rifle: 1d20 + 7 ⇒ (8) + 7 = 15 vs. KAC
Piercing Damage: 2d8 ⇒ (6, 6) = 12 Nonlethal unless target is immune
I hope my macro, which has gotten a bit silly since the last time she fired a weapon, makes sense.
Cydney Vignarro
|
So surprise round all surprised opponents are flat-footed and we can take a standard or move action.
Cydney fully activates his nanites for offense, causing a swarm of them to form around his fist.
There was some weirdness here. I already had Sheath Array active.
Looking at Swarm Strike, it appears I can only activate it as part of activating the Sheath Array. You can shift from an array to an array of the same type, so it is no problem activating Sheath Array. Just means I will not get a chance to do anything else in the surprise round.
Chadrah
|
Surprise Round
Chadrah shoots at Yellow.
Tactical Semi Auto: 1d20 + 5 ⇒ (8) + 5 = 13
Piercing: 1d6 + 2 ⇒ (6) + 2 = 8
Round 1
Chadrah does get'em on Yellow and shoots again.
Tactical Semi Auto: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Piercing: 1d6 + 2 ⇒ (5) + 2 = 7
| DM Kludde |
Khubelu makes some unexpected wavy movements, throwing two of the robots off guard. He manages to blast the second robot in the leg.
@Cydney: as mention in the discussion, no need to reactivate. Just punch!
Chadrah takes a shot, and narrowly misses. After reloading, her next shot is a direct hit
---Surprise round---
Delea
Khubelu
Rattus
Chadrah
Cydney
---
Delea
Khubelu
Rattus
Chadrah
---
Robot (pink, ff, 12)
Robot (yellow, ff, 7)
Robot (blue)
Robot (red)
---
Cydney
---
Cydney Vignarro
|
Cydney winds up and punches the yellow robot. His hand looks like it is covered by a metallic boxing glove.
Swarm Strike: 1d20 + 11 ⇒ (6) + 11 = 17
Bludgeoning damage: 1d3 + 14 ⇒ (1) + 14 = 15
| DM Kludde |
Cydney takes the robot completely off guard, and leaves a sizeable, nanite encrusted hole in the machine
---Surprise round---
Delea
Khubelu
Rattus
Chadrah
Cydney
---
Delea
Khubelu
Rattus
Chadrah
---
Robot (pink, ff, 12)
Robot (yellow, ff, 22)
Robot (blue)
Robot (red)
---
Cydney
---
Delea
|
Delea magically throwns a bit of debris at the the nearest robot.
telekinetic projectile
attack: 1d20 + 5 ⇒ (8) + 5 = 13
damage: 1d6 ⇒ 5
same for round 1.
attack: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d6 ⇒ 4
Rattus Solo
|
sorry for the delay tested positive for COIVD not feeling 100%
Rattus shoots the nearest robot.
"Hang on guys..."
autopistol: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d6 + 1 ⇒ (5) + 1 = 6
same for Round 1
attack: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d6 + 1 ⇒ (1) + 1 = 2
| DM Kludde |
@Delea: I took the liberty of placing your starting position a bit closer to the group - that seemed logical
@Rattus: take care, recover well. Let us now if we need to bot you for a moment
Delea doesn't hesitate and throws projectiles at the nearest robot. Together with Rattus, they bring down one, and severely damages the other.
Intruder! Suppression protocal 1-A activated!
The robots are now fully online. The damaged robot in the closest niche starts slamming into Cydney, while the other two form a line and start blasting while closing in.
Slam, Cydney: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 221d6 + 5 ⇒ (4) + 5 = 9
Slam, Cydney: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 131d6 + 5 ⇒ (6) + 5 = 11
Integrated static arc, Delea: 1d20 + 12 ⇒ (15) + 12 = 271d6 + 3 ⇒ (1) + 3 = 4
Integrated static arc, Rattus: 1d20 + 12 ⇒ (11) + 12 = 231d6 + 3 ⇒ (6) + 3 = 9
---
Delea
Khubelu
Rattus
Chadrah
---
Robot (pink, ff, 14)
Robot (yellow, ff, offline)
Robot (blue)
Robot (red)
---
Cydney
---
Cydney Vignarro
|
I’m going to assume you just missed highlighting my character’s name.
Apologies if it actually isn’t my turn to act.
“Tch!” Cydney barely flinches as he is hit by the robot.
Then he swings at pink saying “You need to update your protocols.”
Swarm Strike: 1d20 + 11 ⇒ (5) + 11 = 16
Bludgoening damage: 1d3 + 14 ⇒ (2) + 14 = 16
Khubelu
|
The nearby robots seem well in hand, so Khubelu turns her attention to the one with the Blue plating in the north.
Clever Feint + Convincing Liar: 1d20 + 13 ⇒ (7) + 13 = 20
> if die was 6 or less, Free Reroll: 1d20 + 13 ⇒ (4) + 13 = 17
> if die was 7 or higher, Add Expertise: 1d6 + 1 ⇒ (4) + 1 = 5
vs. higher of 10 + Sense Motive bonus or 15 + 1½ × CR
> success - target is flat-footed until end of my next turn
> failure - target is flat-footed against me until end of my next turn
Merciful Tactical Seeker Rifle: 1d20 + 7 ⇒ (12) + 7 = 19 vs. KAC
Piercing Damage: 2d8 ⇒ (8, 8) = 16 Nonlethal unless target is immune