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alderwitch, June 24, 2009 in Archives
OOC thread for Manic Monday
eight guys total. 2 heading to the vault, 2 with guns on the tellers, 2 at the door ,the 'boss' in the middle of the room and one watching the offices and crowd.
Initiative for Ace (1d20+2=9)
Initiative for the bad guys (1d20+7=13, 1d20+7=14, 1d20+7=22, 1d20+7=9, 1d20+7=10, 1d20+7=13, 1d20+7=26, 1d20+7=23)
So guys going to vault 13, 14
Guys on tellers 22, 9
Guys on door 10, 13
guy on offices/crowd 23
They used thier surprise action to get in place we'll start at the top of round two once I have your Initiative.
Go ahead and take that HP then you'll start on your init on round three.
Ace activates concealment on everyone but the gunmen within fifty feet if they accept it. Skill mastery diplomacy check to keep everyone calm and down low as he asked for a 22, 26 if they think he's hot.
HP to Stunt off the mind tricks array
Stun 8 (Extras: Sleep +0, Alt save Will +0, Area:Burst +1; Flaws: sense dependant: hearing -1; PFs: Selective)
Take 10 on Well Informed Gather Info check for a 26 to recognize the uniforms etc.
1d20+10=17 Hit on the first Mook in my surprise round.
1d20+5=21 Intimdate Check
will save to resist intimidate (1d20=10)
Minion with impossible save falls down.
Give me two notice checks
DC 20 and 25
Ace tries to notice something (1d20+7=16) But doesn't.
Sorry, above is the notice check for my detect magic spell
Allright heavy but indestinct overtones of necromantic energy hover around the Sarcophogus. The Rats were all killed by these energies.
The Sarcophagus itself has heavy binding magics enchanted upon it though they seem to be weaker than they once were.
The markings are deffinately not traditional egyptian hyroglyphics. Picto graphically it seems to be some kind of warning of eminant doom.
The Scarab picks up Ace's signal with her HQ Communications feature. She responds by initiating Telepathy. Then she uses ESP to displace her senses to his location. As per our chat exchange, she sees Sky Lord's incoming minions, and recognizes the markings on the sarcophagus. Then she flies up out of her lair and straight to their location, because this is bad.
She moves all-out (200mph) for the 10 rounds / 1 minute she can manage before making CON checks. Then she slows down to a double-move (100mph). Her Lair is under Wading Way, so she shouldn't be more than 5-10 miles away at the most if they're in Riverside. She'll fly 3.33 miles in the first minute, and 1.67 miles per minute for every minute after that. GM, it's up to you how long it takes her to get there.
We'll say you arrive at the top of round 2 of the fight. Sky Lords men are moving in but not actually right on top of them yet so it take a few moments for battle to be joined.
Ace and Phantom will be guarding the Sarcophagus for that time. So we'll say Initiative time.
Initiative (1d20+2=13) For Ace
Sky Lords Minions followed by Merc Minions (1d20+4=10, 1d20+4=22)
I will blow one of my HP to clear the fatigue from stunting Create Object from my magic array to make a protective sheild. Create Object 10 with the Impervious extra for 30 PP
Mercs 22 - 20 minions
Scarab 13 - 2 HP - Uninjured(Arrives round 2)
Ace 13 - 3 HP - Uninjured
Sky Lord Soldiers 10 - 20 minions (First Wave)
Phantom 6 - 1 HP - uninjured
DC 14 Reflex save to avoid the visual Dazzle effect of the grenades
Ace Reflex (1d20+8=14) Success
Mercs Refelx saves (1d20+4=12, 1d20+4=22, 1d20+4=9, 1d20+4=12, 1d20+4=10, 1d20+4=14) All but 2 are blinded
There is a squad of 6 Rocketmen coming at the forcefield and the 6 mercs with partial cover on the ground within LOS there are the sounds of more fighting throughout the warehouse however.
Mercs attack sky lord forces Mercs firing at Sky Lord minions (1d20+8=14, 1d20+8=11, 1d20+8=28, 1d20+8=24, 1d20+8=17) 3 hits 2 down
Mercs 22 - 20 minions
Scarab 13 - 2 HP - Uninjured
Sky Lord Soldiers 10 - 18 minions (First Wave)
Scarab arrives outside the warehouse smoke and sounds of gunfire eminate from within. Another troop of Sky Lord Soldiers is descending and should be arriving in 1-3 rounds.