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Ari

The Snake-Charmers (OOC)

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Taking ten stealth, so DC 30 Notice for anybody to notice Sil.

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They are protrayed by renowned Thug Archetype actors, so no chance of them beating that.

Stealth roll for Kingy: 24.

Stephen(Bystander) can't match that one, so auto-success as well.

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Alright, DC15 Disable Device check for KoS to get through the locked door without having to bust it off its hinges: 25. W00t.

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The place doesn't seem to have much out of the ordinary, mostly hardware supplies, lumber and various things used in home improvement and repair. The only thing out of place is a selection of snake and sun-themed jewelry; mostly pendants, necklaces and bracelets made of gold studded with black gems. The room the crates were sent into seems inaccessible from the interior of the store by any route other than the conveyer belt. A locked door appears to lead into it, although it's surprisingly rusty and has a chock placed under it.

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The place is such a confused jumble of haphazardly-arranged crates and random bits of piled hardware supplies it's all but impossible to find anything among them. They cover whatever might be found quite well.

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Stealth roll to keep from being seen: 28.

Steve's counter-roll: 10. Successful concealment.

Notice check, DC24: 27. King sees the combination entered into the numberpad.

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Not really all that hard to listen in on conversations, so let's say it'll take a DC18 Notice check to catch the right people to listen in on in the the first place.

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Sil' sees one of the customers approach a employee in a markedly 'casual' fashion, who after a short(and seemingly rehearsed) conversation about hardware supplies is taken to0 the stockroom, where the door is simply removed from existence for a few moments with a wave of a snake-themed amulet. The two remove a box near the center of the floor and go down into a tunnel, the worker leading the way in the total darkness through the dry passage.

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Using the Cultist archetype(without the gun and a staff in place of the sword/axe, and Blast 2 with the Magic descriptor) from 2E Core for the staff-bearers. The other people in the room besides them are all Bystanders with no intention whatever of fighting.

Their Initiatives: 8,6, 3.

Go to town.

KoS's Initiative: 16.

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Attack cultust with highest iniative, 25, hit I'm guessing, DC 27 toughness, if he goes down with that hit, another roll for takedown attack, 24, DC 27 toughness for the second Cultist, and take ten on the last attack, which is DC 27.

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None of them could possibly make that, so they all fall down.

The Bystanders all start fleeing, none of them through the tunnel King of Suits is guarding though.

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Seeing as that's that case, KoS is going to try and collar one of the fleeing cultists.

Move Action to move 30 or so feet into the room, Standard to throw a Coil-Card(Snare 9) at any cultist in range.

Attack roll: 34. Which hits a Bystander easy.

DC19 REF save: 8. Snared.

Bystanders are about 40 or so feet away, there are 35 of them(counting the one currently Bound and Helpless) and Moving All-Out.

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All Cult Bystanders(except for the one Snared) escape through the tunnels, close the doors and lock them with a mystical seal even Silhouette can't get around. 1HP awarded for the setback.

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Taking ten on a Diplomacy check for a result of 20.

Bystander is Unfriendly, so that changes to Indifferent.

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Intimidate check to make Jane Guan stay put: 27. She can't beat that.

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Okay, the next opponents are done. Want me to post them in here or would you prefer if I didn't?

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Ar-licht, moving on. Sorry it took so long, was helping put up a fence. Anyway.

Lesser Children of Apep:

PL8

ABILITIES: STR - DEX 18 CON - INT 16 WIS 12 CHA 2

COMBAT:

INITIATIVE: +8

ATTACK: +8

DEFENSE: +8

GRAPPLE: +18 w/Telekinesis /8

KNOCKBACK: 0

SAVING THROWS:

TOU: +8

FORT: -

REF: 12

WILL: 10

FEATS:

Accurate Attack

Blindfight

Chokehold

Evasion 2

Improved Grab

Improved Initiative

Ranged Pin

POWERS:

Darkness Control Array 10(20PP Array, Feats: Alternate Power 5)[25PP]

BP: Darkness Control 10(50ft.)[20PP]

AP: Blast 8(Feats: Homing 2, Indirect 2)[20PP]

AP: Corrosion 8[16PP]

AP: Fatigue 8[16PP]

AP: Snare 8(Extras: Engulf)[16PP]

AP: Telekinesis 10

Immunity 51(Darkness/Shadow Damage Effects, FORT effects, Lethal Physical Damage(Halved), Life Support)[51PP]

Super-Movement 4(Dimensional Movment 1(Die Schattenwelt to Earth-Prime), Slithering, Wall-Crawling 2)[8PP]

Super-Senses 2(Dark-Vision)[2PP]

Awkward as all Hell, but I didn't like the idea of fielding an enemy neither of our Brave Heroes could actually damage in any way.

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