Sixty Seconds to Midnight

Apr 19, 2021 5:09 pm
1659 Zulu
49 minutes south of Arrow Creek, Montana


It's cold. So cold that if feels like your breath might freeze inside your lungs instead of on the way out. You've been assigned to the B-02 missile site. The grounds are unremarkable: plains and scrub, with a few small facilities near the missile silo. The barracks is large enough for about ten soldiers, with a fence surrounding both it and the silo. Two guards man a checkpoint on the north side of the fence.

You're not on the site itself, though. They aren't supposed to know you're here. Technically, no one's really supposed to know it's a missile base at all. If you look up its coordinates on a map, the site is part of the Arrow Creek K-12 School District. But you know better. Apparently, so does someone else. Your agency received an anonymous tip that someone would attempt to sabotage the ICBM housed in the base’s missile silo tonight.

The night air is chilly enough that you find yourself wiping the fog from the lenses of your binoculars periodically. You should’ve requisitioned a heavier coat, but last minute and all that. The moon is full, granting good visibility across the field, and your radio is tuned to the base’s frequency. It’ll be tough for anyone to slip by you, and if they do, you’ll hear about it. You hope they try it soon. The tip of your nose is numb.
OOC:
Have you ever been here before? If so, it wasn't with anyone else here; it's the first time you've been assigned as a team, although you'd certainly have known or at least known of each other before this.

Also, you're three hours into this watch, how are you feeling, other than cold?
Apr 19, 2021 8:13 pm
Shivering prone on the frigid soil, Vincent resists the urge to stand up and do a series of jumping jacks to dispel the icy grip in his limbs. He knows immobility can make the difference between staying unnoticed and becoming target practice for some sniper. And he cannot exclude a sniper is part of the enemy team.
Stay still, pendejo, he thinks. Like that December night in Alameda when the mooks of the Murphy gang were after you, and you had to stay hidden all night, with just a T-shirt between you and the Bay wind... he tells himself, the memory failing to bring him any comfort.

He glances at his teammates, similarly concealed, wondering from what wildly different walks of life they might come. Were it not so cold, he could have mused on the vagaries of life, on the tortuous paths of destiny leading these guys here. But all he can think is, Too fucking cold. Watch their back, and hopefully they'll watch yours.

His attention goes back to the silo in the distance, unfamiliar, surreal. Stay focused. Watch for any motion. For a cue to open this dance...
Apr 19, 2021 9:06 pm
Ferret looked around at the other members of the team wondering if they looked cold. He was freezing but the one thing he always turned to in times like these was Meditation. He would slip into the zone briefly, and the pain of the cold would then dissipate. That moment of relief made a difference to what a body could bear. Being skinny didn't help either.

As to the others, he hoped they would make a good team and accept him for who he was. He was good at his job and he would earn their respect.

Still, he was excited to be on an important mission. It did make the heart pound and it felt good. If only the temperature would warm up a little.

Taking out his binoculars, he did a sweep of the area and didn't see anything untoward going on. Then he took a 60 second trip into a warmer clime.
Apr 19, 2021 11:09 pm
Getting really cold for Gene, We need to get out of this cold or nothing is going to matter. Lets start closing in some. Perhaps we can get a wind break.
Last edited April 19, 2021 11:10 pm
Apr 19, 2021 11:24 pm
Deacon stands there scanning the area with his binoculars. Doing a side to side zone search, he quickly scans the area. Stepping closer to the tree, Deacon continues to use it as a wind break. I haven't been in weather like this in a while. Should make things interesting. Deacon thinks to himself as he flexes his cold fingers.

Despite the warm clothing he has on, Deacon can feel the cold seeping in. Bringing up his binoculars again, he starts looking for firing positions and dead space. Places he'd set up shop if it was him on the other side.
Last edited April 20, 2021 12:45 am
Apr 20, 2021 12:16 am
Lorraine had always hated missions in the cold. That fact about her had not changed.

She'd always hated them because in the cold, the shortest of missions always felt that little bit longer. The nip of frost at your skin, the chilling sensation that felt like it might never go away. Frankly, everything just felt a little more dead in colder climates. Yes, silence was paramount, that had never refused to be a touchstone of the espionage experience, but that didn't make it any more pleasant.

Wasn't helping that she'd never worked with these guys before. They'd had to have been competent to get this far, but that didn't mean Lorraine was going to trust any of them further than she could throw them. They'd have to earn that trust. Just as she'd have to earn theirs. Give and take, that was the thing.

Wasn't much else to do except muse and take watch with her binoculars, so that was what she did. Watched, and waited.
Apr 20, 2021 4:25 pm
OOC:
I think most everyone has skills picked out, so go ahead and give me Spot checks if you will, DC 20.
Apr 20, 2021 4:31 pm
OOC:
For Deacon...

Rolls

Spot - (1d20+3)

(17) + 3 = 20

Apr 20, 2021 6:41 pm
Ferret periodically continued to sweep the area. The binocular eyepieces were so cold that he couldn't touch them to his face.

Rolls

Spot - (1d20+7)

(1) + 7 = 8

Apr 20, 2021 7:41 pm
OOC:
One's as good as all. No more checks needed.
Suddenly, Deacon spots a group of eight figures all in black, and armed with what look to be submachine guns, approaching the missile base from the side. They must have used some land feature - probably a culvert or a gulley - to get this close.

Two of the intruders move toward the guard post, while two more move toward the missile silo. The remaining four creep towards the barracks.

It will be a matter of moments before they're at their targets.
OOC:
Range from them to the base is about 40 feet. Range from you to them and from you to the base, 80 feet.
Apr 20, 2021 8:25 pm
Deacon taps his comms and speaks to the group. Contact! 8 hostile targets inbound to the base. Two are moving towards the guardpost, two towards the silo, and 4 towards the barracks. Range estimated at 80ft.
Apr 21, 2021 10:50 am
Vincent jolts as Deacon's message erupts in his earpiece. He dons his Night vision goggles and spots the targets. Obvious, now that they have been pointed out to him.
"How do we want to do this? Stealthy or loud?" he replies through the comms.
OOC:
is there a chain of command in the team? And do we have the means to warn the base via radio or phone?
Last edited April 21, 2021 11:47 am
Apr 21, 2021 2:20 pm
"Stealthy, obviously." Lorraine replied through her own comms earpiece as she rolled her eyes. Wasn't the whole point of the operation to not draw attention to themselves?

Still, she kept an eye out on the perimeter, trying to take note of any sudden movements from the intruders. "We splitting up into groups to handle this?"
Apr 21, 2021 3:21 pm
OOC:
There is no chain of command internal to your team. The Agency expects that if there's a specific officer with expertise in an area, the team will defer to them, but aside from that, you all received the same agency (re)training, so you know how they expect to have things done. The Agency doesn't officially exist. Keep it that way.

In that vein, you do not have a way to contact the base. It would be better if you could stop them before the base was alerted, but if you cannot, you're still expected to have no direct contact with base personnel.
Apr 21, 2021 3:24 pm
Split groups might be best to make it harder for them to pin down our locations, Ferret says into her comm. Stealthy makes the most sense to me.
Last edited April 21, 2021 5:00 pm
Apr 21, 2021 4:32 pm
We split up...send teams to the gate and silo. There's only two hostiles on each of them. Once they are secure we can converge on the barracks. Hit it from two sides. Deacon responds as he watches the enemy.
Apr 21, 2021 10:06 pm
I know you want to stop it all, but we should concentrate on the silo as that is the job.
Apr 22, 2021 8:00 am
Quote:
"we should concentrate on the silo as that is the job."
He nods in approval. "Let's do it. Once the silo guys are out, the rest might not have a backup specialists able to perform the sabotage. Primary goal ticked. Then we take care of the rest."

Not being a melee specialist, he will look for the best vantage point to cover his team from ranged distance. If he locates a suitable spot, he will advance towards it, zigzagging and crouching low.
Apr 22, 2021 11:10 am
Gene looks over the frozen ground for the best way that he can see to catch up with the silo team as he puts his Rugged Obsidian 45Silencer on his Ruger American .45 ACP for ready action. He says This way. Lets get them. as he leads off. Of course his hair sets perfect even in a slight breeze and motion. He keeps a lower profile as he moves.

He had some apprehension earlier, but now is feeling the thrill of the hunt, besides being cold. He's doing what he does best. Pointman and moving. He will gladly lead everyone to the enemy and keeping watchful eye. This isn't his normal choice of missions, but he is ready to do what he needs. Still not as cold here as Russia was where his last mission was. He knows that he has to close in to about 30' to make his shot accurate.
Last edited April 22, 2021 11:26 am

Rolls

Spot - (1d20+3)

(20) + 3 = 23

Apr 22, 2021 4:06 pm
Who am I going with? Like who is going with whom?

Ferret is as ready as he ever will be to get this mission underway.
Apr 22, 2021 4:49 pm
We all take out the silo first. Lets move.
Apr 22, 2021 6:02 pm
Listening to the radio traffic, Deacon shakes his head. The solo is the objective, but sometimes you have to take the blinders off and look outside the box. Speaking to himself, Deacon quickly pulls his .45 out and ensures the silencer is attached.

Moving as quickly and as stealthily as he can, Deacon moves in a direction to flank the silo team. Keeping in cover as much as he can, Deacon begins hunting his targets.
Apr 22, 2021 6:07 pm
Ferret, pistol at the ready, happy to moving so he can at least get warmer, follows the group to the silo.
Apr 22, 2021 10:14 pm
With a raised eyebrow, Lorraine began to follow the others to the silo, keeping her eyes and ears wary. Considering she wasn't exactly the greatest of stealth operatives, moving as a group seemed to be the best option.
Apr 23, 2021 4:15 pm
OOC:
Before we go any further, since this is Gene's plan, let's have a stealth roll from him, please, to see how close you can get.
Apr 23, 2021 8:44 pm
Stealth Roll. Winks. Not a strong suit. He tends to be noticed, if not deliberately. He is doing so. so. He may be making a longer shot then wanted.
Last edited April 23, 2021 8:45 pm

Rolls

Stealth - (1d20+0)

(11) = 11

Apr 26, 2021 3:54 pm
OOC:
Just a brief note: I typically cannot post on weekends. I work in IT so my hours are weird sometimes, and weekends are the only time I definitely have off, so that's the one chance I have to plan stuff with the family. I usually don't sit down long enough to write out a post.
Gene moves, smooth and low to the ground... but there's a dry patch of scrub, and Gene's foot finds it unerringly. A couple of the enemy agents look up at the crunch, and one of them barks out a command to the others. They reverse course - their operation’s been compromised.

From your new vantage point, you can see that there's two jeeps stashed in some scrub to the south, and the agents flee in that direction. You have only a few moments to stop them.

Inside the base, one of the army guards has heard the command as well, though not loud enough to understand it. He's on his radio now, and it won't be long before the base comes to life.

You also realize, just about then, that there's six agency transponders in transmission range, not five....
OOC:
Normally, I'd need initiative rolls (d20+ your initiative bonus) but since they've seen the PCs and reacted, it's your turn.
[ +- ] Map
Apr 26, 2021 4:08 pm
OOC:
How many range increments are they from us?
Apr 26, 2021 5:37 pm
Since their out of my fireball range. (Kidding)

Rolls

INIT - (1d20+0)

(17) = 17

Apr 27, 2021 10:17 am
Vincent sprints in the direction of the Jeeps, just in case they decide to prevent the target escape. He tries to stay low in case of enemy fire. Shit, who's that 6th radio contact in range?? he thinks, nervous about what he says via radio.
OOC:
can we assume everything we say on the Agency frequency will be heard by the 6th transponder? Or is our frequency fully private/scrambled?
Apr 27, 2021 12:07 pm
Ferret runs towards the silo, getting into pistol range if possible, and drops to the ground.
Apr 27, 2021 12:18 pm
Deacon sprints ahead and begins to look for a target.
Apr 27, 2021 12:22 pm
Cautiously, Lorraine makes her way forward with pistol in hand. The whole time, she tries to keep the jeeps in her peripheral vision.
Apr 27, 2021 1:00 pm
Gene is going to make double move straight across for an intercept possible and then drop low. Thoughts to fire on them soon.
May 3, 2021 6:37 pm
OOC:
Dr_B: The transponders are just markers so that you can keep track of allies; they're not comms, so you can see there's one out there, but there's no communication.
squadfather: After their move, the closest to you is three range increments from you (given your .45; it depends on the range of each specific weapon).
In Spycraft, your base speed is 30 (barring any mods). Two moves is 60 ft, then, and a run is your base speed x4, or 120. I made the squares on this map 10ft for that reason (although I can't change the map saying 5ft). I'm assuming Gene is wanting to run, not move slowly. Lorraine I'm assuming is wanting to move slower since she's emphasized caution, so I'm giving her a double move. Feel free to smack me if that's not the intent.

I've also moved Swissknife to stay with Lorraine.
The intruders, having caught notice of you, have disengaged and are heading back to their jeeps at full speed. They'll probably be there in just a few more seconds. It appears that they've taken the same idea as you. They don't want a firefight bringing more attention to them, than they need, so they're ready to engage, but have not... yet.
OOC:
I have Speed moving with the intruders unless I hear otherwise. Feel free to 'accidentally' trip or something of the sort if you want to get caught.
PCs are up.
[ +- ] Battle Map
May 3, 2021 8:44 pm
Angelique drops back slightly, almost imperceptibly, running just slowly enough to let the others outdistance her by a few feet.
May 3, 2021 9:56 pm
Deacon will continue running towards the enemy. Utilizing when he can, Deacon tries to get close enough to engage the enemy.
OOC:
which green dot represents which player?
May 3, 2021 10:06 pm
Score moves 30' to ah16. That puts an17 at range 60' and second range increment for his Ruger American .45 ACP/w Rugged Obsidian 45Silencer using TEF. He fires on an17 with hopes to hit him in his leg to bring him down for questioning. The shot is with his silencer on to not attract to much unwanted attention. He hopes the other enemy agents don't notice time as they are sprinting for the jeeps. Unfortunately his shot is wild from moving.
Last edited May 3, 2021 10:07 pm

Rolls

Ruger American .45 ACP, TEF Ammo Damage - (1d20+1, 1d10+2)

1d20+1 : (4) + 1 = 5

1d10+2 : (7) + 2 = 9

May 3, 2021 10:07 pm
Vincent stops for a moment to look in the direction of the jeeps with his binoculars (using night goggles) to try ascertain if there are other enemy units waiting there, drivers etc.
OOC:
I do not have a Spot skill, but Night Vision Goggles give me +2 to Spot and Binoculars another +2. I will try an Untrained Check at +4, disregard/modify if incorrect

Rolls

Spot (Untrained) +4 - (1d20+4)

(18) + 4 = 22

May 3, 2021 11:06 pm
Ferret drops back with Angelique. With only a pistol he is nowhere in range of a target. He uses his Flawless Search skill to find out what he can as he sweeps the area with his binoculars.
[ +- ] Flawless Search

Rolls

Search - (1d20+7)

(7) + 7 = 14

May 5, 2021 10:55 am
Seeing one of the intruders falling back, Lorraine continues to approach slowly.
May 5, 2021 4:28 pm
[ +- ] Map
OOC:
Squadfather: I'm using the first three letters of your callsigns to mark the tokens. Deacon is GHO.

Windyridge: I have no information to give you so it looks like I'm spending 2 action dice. Nice way to clear me out early. I have 7 left. Angelique is the agent with the enemy, though, so I'm going to let you hang with Lorraine.
Vincent, it looks like the jeeps are empty, but there's exhaust, so they're running. The headlights are off, it's just parking lights going at the moment. The single shot that's loosed misses, but if your plan is to spook them and let your agent escape through 'capture', it's going well!

Deacon, you're close enough now to be able to tackle the slow one if she doesn't put on a burst of speed. Angelique, you're far enough behind to be able to feign almost anything in the dark and have it be believable.
May 5, 2021 4:50 pm
Angelique pretends to stumble and falls forward, then clutches her ankle.
May 5, 2021 4:55 pm
Deacon sees one of the enemy stumble and fall. With a burst of speed, he sprints up and launches himself at the target.

Rolls

Unarmed grapple attack (w/ weapon finesse) - (1d20+4)

(3) + 4 = 7

May 5, 2021 5:05 pm
Vincent calls on the radio, "Swissknife here, I see their jeeps - engines are on, but no other enemies in sight - if we manage to extract that Agent running with them, it might be best to let the targets escape. Sabotage failed, base not alerted - everyone's happy."
May 7, 2021 12:15 pm
Lorraine shrugged, and turned on her radio. "Keep things low-key, and we've done our job? Sounds good to me."
May 7, 2021 12:50 pm
Gene quietly closes up on the grappled one to aid.
May 7, 2021 1:40 pm
Ferret seeing Angelique stumble also prepares to help if needed, running towards the target, gun drawn.
May 7, 2021 9:27 pm
This focus on the one allows the rest to get to their jeeps, and there's a bit of a pause as no one has jumped into the driver's seat of one of them. Did you tackle the driver? The pause is only momentary. One of the unknown men swaps seats, guns the engine, and they're off. You'll just have to learn what you can from this one.
OOC:
End of combat. Assume you get away without being seen. Where do you go? Base, safehouse, local hotel or something? Feel free to RP the interrogation out as long as you feel you want to. I've given Speed the info she knows. Speed, if you need it again, PM me.
May 11, 2021 7:02 am
I would say the nearest safehouse?
May 11, 2021 2:07 pm
It's not much of a house, but it's safe. The small warehouse is empty, save for a table, some chairs, and a fridge stocked with food and cheap beer. The lights overhead are dim, and sunlight tries to take up the slack, filtering in through the translucent windows along the top of the wall where rocks or time have left holes.
OOC:
You guys can do this in-character (my preference) or Angelique can just recap for you.
May 11, 2021 2:24 pm
They sit the woman at the table. They would have searched her for weapons, removing any she might have on her, before driving here.

Vincent stands across the table, leans across towards her.
"So... this is gonna be awkward. Tell us why was your transponder on our systems, when our mission brief for this operation only had the five of us in the field? And... WHY the heck were you running with our targets? I can tell ya now, this isn't looking too good for you, lady..."
Last edited May 11, 2021 3:11 pm
May 11, 2021 4:44 pm
Ferret can see her fear and thinks she will talk, but just for the effect, he trains his gun on her head.

At least it's warmer in here. I thought I was going to lose some toes and the tip of my nose, he thought.
May 11, 2021 4:51 pm
Deacon stands there, slightly off to the side, watching the unknown woman. Letting the others do the interogation, he simply watches for any hostile act.
May 11, 2021 7:10 pm
The woman remains calm, in spite of the gun trained at her head. "My name is Angelique Williams," she says in English, with no trace of an accent. "I have important information to share with your superiors. It is urgent that I get in touch with them."
May 11, 2021 10:05 pm
"We'll see about that. Maybe you want to start from how you got involved with an enemy sabotage cell, back there - and... where did you get that transponder id. They don't sell them in 7/Elevens, you know?"
OOC:
@GM: did the transponder have a numeric code/tag that we can verify with the Agency? Only Agency operatives would have something like that, right?
May 11, 2021 10:08 pm
OOC:
I guess we shouldn't just plug her with a shot in the head and move on ....(innocent look)
Anyone with any medical skill take a look at her leg. Seems she didn't keep up with the herd. Gene much prefers it in here out of the cold.
May 12, 2021 7:15 pm
"I was working undercover within their cell, but I've gotten all the information that I could, so I need to give it over to your superiors. Call and ask them. Your superiors, that is."
May 12, 2021 7:35 pm
And Angelique you are quite lucky that I didn't get a fine shot off earlier or we might not be having this conversation. He is assuming someone is making a call soon as he is making chatter and sizing up Angelique and her story.
May 12, 2021 7:51 pm
GeneCortess says:
Anyone with any medical skill take a look at her leg. Seems she didn't keep up with the herd. Gene much prefers it in here out of the cold.
I have a kit and the skill. Ferret takes his first aid kit out of his bag and kneels in front of Angelique, examining her wound.
Last edited May 13, 2021 1:00 am
May 12, 2021 9:17 pm
You kick ferret there or otherwise make his life harder and we will make yours very much harder. Gene promises as Ferret goes to work. Gene has concerns for those he works with.
May 13, 2021 12:51 am
Sighing, Lorraine took out a burner phone, clicking on the first pre-programmed contact.

"This is Spotlight. We've got an Angelique Williams here, says she was working undercover. This right?"
May 13, 2021 4:27 am
You find that she has no wound. Apparently, her "stumble" was a carefully planned ruse. She wanted to be caught.
May 13, 2021 12:27 pm
Ferret throws up his hands in disgust. Not one to take being made a fool of lightly, he shakes his head and throws his kit back into his bag and stands up.

I've a good mind to give you a kick so there is something to fix, he said.
May 13, 2021 12:33 pm
Seeing that the woman is okay, Deacon steps forward. What was your cover? Better yet, what were investigating? You're obviously cleared to tell us, otherwise you'd have never blown your cover.
May 13, 2021 7:31 pm
"That depends. Does the name Zane mean anything to you? I've been infiltrating his organization. He is the one that has been sabotaging the ICBMs, rewriting the launch codes so that he can control them. This was the last of them, but his plan can proceed without it. Zane wants a nuclear war between the U.S. and Russia. I know where he is located and I have the means to pinpoint his base." Angelique studies Deacon intensely, trying to determine what this information reveals about him.
May 13, 2021 9:33 pm
Gene still waiting for info from headquarters, So why didn't you just inform us where the base was instead of trying to stop this last ICBM? This Zane sounds to be a mad man. What more do you know about him. Good that your leg is fine.
Last edited May 13, 2021 10:10 pm
May 13, 2021 9:58 pm
"It has been only recently that I received the tracking device with the coordinates in it. I was to activate it right after this mission. I couldn't get free from the organization without blowing my cover until now. As it is, Zane will probably expect that you will extract the information from me and try to stop him, so time is of the essence! He plans to launch at midnight tomorrow night. I know that a small army defends his base, led by his master henchman Rook. All I know for certain is that his base is located somewhere in the Bermuda Triangle."
May 14, 2021 7:07 am
This gets better by the minute, he thinks, hoping her story isn't real.
"Let's confirm what you're saying with the Agency," he says. He tries the satellite link to the Agency network through his cell phone. If he finds a signal, he will search for Zane and Rook in the accessible database.
OOC:
any reply to Spotlight's call to verify Angelique's ID?
May 14, 2021 12:18 pm
Deacon takes Angelique's response in stride. Matching her gaze with one of his own. As Deacon studies her, he finds himself curious about how legit she is. You'll understand that you'll be considered an enemy agent..until we've had time to check your information.
May 14, 2021 12:50 pm
Well, we better hurry up. The clock is ticking. Tick tock, he says slowly, glaring at Angelique. He doesn't like being played for a fool.
Last edited May 14, 2021 2:19 pm
May 15, 2021 8:01 am
OOC:
XP is objective-based, btw, so you guys have 250 XP each now.
You relay the information back to your Control as quickly as possible, and receive your instructions back almost immediately: You are to use the tracking device to locate Zane's HQ, gain entry, and foil his plans by any means necessary, capturing or otherwise neutralizing him. You're assigned a seaplane for this mission, which will be waiting at the Agency's New Orleans field office along with any other gear you care to requisition.
OOC:
This mission is Code: Black, and you'll have an opportunity to select more gear. Because this can be a longer process than just a post or two, I'm making a new thread for the Gearing Up phase so that the story doesn't get lost in the shuffle. I'll meet you over there.
May 15, 2021 9:03 am
Do we get Mission Budget, Gadget, and Field Expenses now? How many EXP to next level?
May 25, 2021 7:43 am
OOC:
Gene, answered in the other thread in case you didn't see it.
The waters of the Caribbean stretch forth below you, as the tracking device counts down the miles to Zane’s headquarters. Abruptly, it appears on the horizon, a patch of green surrounded by the deep blue of the ocean. It’s a small island, only about two hundred meters of vegetation separating the beach from Zane’s stronghold, a super modern fortress at the heart of the island. From your vantage point, you can see the high walls that mark the boundary line between natural and manufactured. Halfway along the shore, you see a large sewage outflow pipe.

Angelique guides your aircraft down, and as you hopefully slip below any radar, you check your gear, retrieving the inflatable raft stowed in the back. You dump it into the water and pile in, and head toward the shore. Once there, you're going to have two immediate goals.

First, you're going to need to avoid the regular patrols. Second, you're going to need to decide how to approach the compound. There's three obvious options (obvious doesn't necessarily mean wise): The main gate could be assaulted, the ventilation system could be infiltrated, or the sewage outflow.
May 25, 2021 10:53 am
Well, what's it to be fellas? Which way in?
Ferret had been studying Zane's compound carefully as they approached from the air. He didn't think a main gate assault was an good option.
May 25, 2021 11:02 am
"Yeah, if we use the main gate we might as well paint SHOOT ME on our foreheads... Dunno 'bout you, but the ventilation access sounds to me a little cleaner than the sewage?" he says with a smirk.
May 25, 2021 11:06 am
My thoughts exactly, he replies.
Last edited May 25, 2021 11:06 am
May 25, 2021 4:45 pm
Not a man for sewage, but it tends to be least guarded. Ventilation might have fans to deal with.
May 25, 2021 7:45 pm
"Given a choice, I'll take the ventilation shafts," Angelique replies with a frown.
May 25, 2021 8:48 pm
You manage to get to the beach and pull the boat ashore. A quick visual inspection tells you that to the best of your knowledge, the jungle has no security devices in place, but you do see a patrol pass in the distance. However, Zane’s headquarters is not as vulnerable. The jungle has been cleared fifteen feet away from the steel walls. Motion sensors are placed at thirty-foot intervals along the walls, and you can bet they set off alarms somewhere if there's anything out of the ordinary. The exterior ventilation shafts are about fifteen feet up those walls.

To get to them, you'll have to time it right to stay unnoticed by the guards, and you'll have to find a way past those motion detectors.
May 25, 2021 11:36 pm
Deacon considers their options as they approach. Assaulting the gate is out. That's probably more heavily guarded than the others. We could split up between the two. That way if one of those gets compromised, the other way should be good.
May 26, 2021 6:28 am
He looks at the walls. "hmm.. I don't like this. We'll be detected trying to reach the ventilation access. It is fair to assume that the sewers system will by nature outlet far from the enclosure. Let's see where..."
He surveys the area in search of signs of sewer pipes or manholes in the surrounding area.
OOC:
hoping the sewage access is outside the range of the motion sensors
Last edited May 26, 2021 6:28 am
May 26, 2021 2:30 pm
The sewage outflow is on the beach around the side of the island. It'll be easy to get to, just not fun to use.
May 26, 2021 2:40 pm
I have some snoop spray so we could find out where the beams are and avoid them. That's in theory anyway, he says and chuckles. I'd really rather not go the sewage route. I can also use my hypnosis lens if we come across a stray guard.
[ +- ] Snoop Spray
[ +- ] Hypnosis Lenses
May 26, 2021 3:29 pm
OOC:
Normally, this is the time where I'd set a timer before the next event. That's a bit harder to do in pbp, so I'm experimenting here, but I'm going to start a 2-day timer. Let's RP though this and see if we can get a plan by no later than noon Friday. (If I can't post for some reason at that time, it'll be extended til I can.) After that, something will happen, but what?
May 26, 2021 9:30 pm
Score isn't a climber and really not that athletic either, I don't see timing and getting into that vent system as a good plan.
OOC:
At least in the sewage our black leather suits from coming in will be handy.
Last edited May 26, 2021 9:44 pm
May 26, 2021 9:42 pm
Maybe we do both then. Some in the stink, some in the vents.
May 26, 2021 11:04 pm
It's probably the lesser of two evils. Deacon says as they make their plans.
May 27, 2021 6:39 am
"I'm in the sewer unit, it stinks but hey, we'll shower later, " he says
May 27, 2021 12:19 pm
I'll take the sewer route.
May 27, 2021 3:18 pm
I'm on sewer route as well. Not interested in fighting with the vent shafts.
May 27, 2021 3:58 pm
Alrighty, if you can't beat 'em, join 'em. I'm in with ya, guys. Not thrilled, but I'm in neertheless.
May 27, 2021 9:19 pm
Angelique sighs heavily, clearly not pleased with the options. "Alright," she says at last, "It's the sewers for us!"
May 28, 2021 3:41 pm
OOC:
Tried to get this out last night, but it just wasn't happening.
After the brief consultation, you decide to head counter-clockwise around to the side of the compound, and back out to the beach. That's where the sewage outflow is located. Between your landing position and the outflow, the jungle is thick, and it's hard to see more than a few feet in front of you; there's always at least one huge leaf in your way. The humidity is oppressive and sweat threatens your grip on your gear.

You're nearly there when you hear the brush moving to your left. You have just enough time to see a patrol approaching. Four men push through the brush, heavily armed. They've got the same problems as you - the jungle is far too thick to see very far. You can try to hide, or engage them quickly before they can alert anyone.

Falconloft sent a note to Windyridge
May 28, 2021 3:48 pm
Deacon quickly moves behind cover and takes up a good firing position.
OOC:
If it looks like the patrol will pass by and not notice them, Deacon will hold his fire.
May 28, 2021 6:11 pm
Ferret spots sensors near the sewage outflow pipe noticing an exposed wire. He moves towards it with the view to disabling it despite his nose curling at the horrific smell of sewage effluent.

I should have gone through the vents. I could have made it alone. I hope I don't chuck up my last meal, he thinks.


Windyridge sent a note to Falconloft

Rolls

Move Silently - (1d20+7)

(6) + 7 = 13

Electronics - (1d20+8)

(12) + 8 = 20

May 29, 2021 12:26 am
Score back peddles and go to the side and hides to let the patrol pass.
OOC:

Gave you some dice rolls.
Last edited May 29, 2021 12:27 am

Rolls

Move silent, Hide - (1d20+1, 1d20+1)

1d20+1 : (16) + 1 = 17

1d20+1 : (1) + 1 = 2

May 30, 2021 2:34 am
Knowing that she will lose a fair fight, Angelique readies her taser and takes cover. If a target moves to within 5 feet, she will tase them. Otherwise, she remains hidden.

Rolls

Hide - (1d20+4)

(16) + 4 = 20

Quiet - (1d20+4)

(15) + 4 = 19

Taser (if needed) - (1d20-3, 1d8)

1d20-3 : (13) - 3 = 10

1d8 : (5) = 5

Jun 1, 2021 2:58 am
The patrol doesn't see most of you, but it does catch sight of Ferret as he's in the middle of disabling the sensors. They line up behind him, guns cocked. The one in the lead yells at Ferret, "Stop what you're doing! Turn around slowly and keep your hands where we can see them!"
OOC:
They do NOT see the rest of you, so if you do choose to attack, you'll get a surprise round. If not, you'll have to watch as Ferret handles this alone.
Jun 1, 2021 5:51 pm
Vincent crouches behind the cover of a tree trunk and takes aim with the 9×19mm pistol, taking care of using the silencer.

"We are spotted. Four men. Heavily armed. Mission at risk. Shoot to kill," he says in the comms.

He aims at the closest enemy's head, squeezes the trigger!
OOC:
The gun is the one from my mission gear:
https://gamersplane.com/forums/thread/21273/?p=981100#p981100

not sure about range and other modifiers
Last edited June 1, 2021 6:06 pm

Rolls

Ranged attack (+3) - (1d20+3)

(8) + 3 = 11

damage (if hits) - (1d10)

(10) = 10

Jun 1, 2021 6:15 pm
Gene uses his Ruger American .45 ACP/w Rugged Obsidian 45Silencer using TEF.
OOC:
Looks like a wing shot.
Last edited June 1, 2021 6:15 pm

Rolls

Kill shot, Damage - (1d20+1, 1d10+2)

1d20+1 : (15) + 1 = 16

1d10+2 : (1) + 2 = 3

Jun 1, 2021 6:29 pm
Deacon slows down his breathing as the patrol spots Ferret. Sighting in on the closest enemy, Deacon slowly squeezes the trigger.

Rolls

Ranged Combat (.45 SA Pistol) - (1d20+6)

(3) + 6 = 9

Damage (if attack is successful) - (1d10+2)

(9) + 2 = 11

Jun 1, 2021 7:00 pm
Ferret stands slowly and puts up his hands trusting that the team will take care of business.
Jun 2, 2021 1:50 am
Angelique sighs. Weaponplay is not her forte. But like a good soldier, she takes the shot.

Rolls

Pistol vs. enemy agent - (1d20+4, 1d10+2)

1d20+4 : (9) + 4 = 13

1d10+2 : (9) + 2 = 11

Jun 10, 2021 2:01 am
OOC:
Dr_B: I'm not keeping strict track of range for this. It's going to be quick, and you're pretty close together.
Swissknife's shot, quick as it was, goes wide of his mark. Score, firing directly after him, is eponymous with his first shot, and his target is spun partially to the side as the bullet hits his anti-ballistic best. Another missed shot and then Speed belies her feelings with a well-placed shot that rips through the edge of the last one's shoulder. He's not down, but he's hurting.
OOC:
Vitality points simulate a character's ability to somehow NOT be hurt, rather than a slow accumulation of damage. Speed's damage wiped out all those vitality points for her target, so now, further damage is actual damage. If you don'twant to be lethal, you need to use melee (or rubber bullets), and pull your punches by dealing subdual damage.

Now I need initiative. That's 1d20+ your init bonus. If you get 17 or higher, go ahead and take another round of actions.

Also, now that we're in a situation where movement isn't a necessity, let me explain a bit more about actions. You have a FULL action each round that can be split into two HALF actions. Most everything (including moving your speed) is a half action except for the following:
-- READYing an action to take in response to a trigger that hasn't happened yet
-- Times where you just want to pump out a massive amount of bullets, like AUTOFIRE, COVER or SUPPRESSIVE fire, or STRAFE attacks.
-- doing nothing but moving: CHARGE, RUN (move x4 your speed), go on TOTAL DEFENSE or WITHDRAWING
-- moving heavy objects
-- taking a moment to REFRESH yourself (gain one action die of Vitality points or 2 Wounds)

tldr version for gun lovers: You can attack twice per round if they're single shots.

Falconloft sent a note to Falconloft

Rolls

NPC init - (1d20+3)

(14) + 3 = 17

Jun 10, 2021 2:07 am
Angelique readies her weapon, firing two shots in rapid succession, but neither hits the target.
Last edited June 10, 2021 3:26 am

Rolls

Initiative - (1d20+5)

(16) + 5 = 21

Gunplay - (1d20+4, 1d10+2)

1d20+4 : (2) + 4 = 6

1d10+2 : (2) + 2 = 4

Gunplay - (1d20+4, 1d10+2)

1d20+4 : (1) + 4 = 5

1d10+2 : (8) + 2 = 10

Jun 10, 2021 5:18 am
INIT

Rolls

INIT - (1d20+0)

(4) = 4

Jun 10, 2021 6:55 am
OOC:
Initiative
Dammit, we need to close this quick, he thinks, seeing their attacks are not so effective. He takes aim from behind his tree and fires two more shots at the enemy targets.
Last edited June 10, 2021 7:00 am

Rolls

Initiative+3 - (1d20+3)

(20) + 3 = 23

Ranged attack (+3) - (1d20+3)

(20) + 3 = 23

Ranged attack (+3) - (1d20+3)

(10) + 3 = 13

damage (if hit) - (1d10)

(7) = 7

damage (if hit) - (1d10)

(7) = 7

Jun 10, 2021 12:17 pm
OOC:
Initiative

Rolls

Initiative - (1d20+4)

(7) + 4 = 11

Jun 11, 2021 3:06 am
OOC:
Initiative
OOC:
Ferret was last standing with his hands up. Is a weapon still trained n him? He can't do much if so other than maybe dodge and hide.
Last edited June 11, 2021 3:09 am

Rolls

Init - (1d20+3)

(14) + 3 = 17

Jun 15, 2021 12:15 am
Ferret runs for cover, drawing his pistol as he goes and dives to the ground, attempting to get himself out of harm's way and ready to fire.

Rolls

Hide - (1d20+3)

(20) + 3 = 23

Jun 15, 2021 5:16 pm
Ferret dives for cover as the shots start to ring out, finding a safe spot behind a man-sized stump at the edge of the path.

Angelique's shots are good, right at the lead man's head, but he is quick enough to dodge to the right and the shots go wide. Unfortunately for the man, a couple feet to the right, Vincent's first shot is carving a path through the air, and it continues its path into the middle of his skull. He drops like a ragdoll full of stones. Vincent's second shot hits the one who'd already taken a good shot earlier, and glances off his armor to graze his neck.
OOC:
If you roll a threat on an attack roll against a non-mastermind villain (basically, anyone but the BBEG), you can spend an action die to make it a critical hit and immediately drop the target. I've given this one for free as an example.

You've got two at 0 Vitality. Generally, if you get all your enemies to 0 Vitality, they'll surrender (this is just a preference of mine). They won't surrender if they think they'll die, though.
The remaining three try to bring their guns to bear against the team.

Falconloft sent a note to Falconloft

Rolls

Minion vs. Speed (Attack, Damage if hit) - (1d20+3)

(1) + 3 = 4

Minion vs. Swissknife (Attack, Damage if hit) - (1d20+3)

(10) + 3 = 13

Minion vs. Score (Attack, Damage if hit) - (1d20+3)

(14) + 3 = 17

Damage for Score - (1d8)

(7) = 7

Jun 15, 2021 5:24 pm
OOC:
7 Vitality damage to Score.
One shot is especially on target, forcing Gene to take split-second evasive action (up to you to describe), but he comes out of it unharmed, just a bit more tired than he was before.
OOC:
PCs are up!
Jun 15, 2021 5:37 pm
Ghost stands by and carefully aims at the closest enemy combatant.

Rolls

Attack (closest target) - (1d20+6)

(16) + 6 = 22

Damage (if attack is successful) - (1d10+2)

(8) + 2 = 10

Jun 15, 2021 5:39 pm
Angelique fires again, squeezing off two more shots.
Last edited June 15, 2021 5:40 pm

Rolls

Gunplay - (1d20+4, 1d10+2)

1d20+4 : (16) + 4 = 20

1d10+2 : (2) + 2 = 4

Gunplay - (1d20+4, 1d10+2)

1d20+4 : (14) + 4 = 18

1d10+2 : (1) + 2 = 3

Jun 15, 2021 6:55 pm
From his new vantage point he fires at the nearest target.

Rolls

Pistol attack - (1d20-1)

(16) - 1 = 15

DMG if hit - (1d6+1)

(5) + 1 = 6

Jun 15, 2021 7:37 pm
The last remaining enemy in good condition manages to dive to the side to miss most of those, but somewhere along the way he catches a bullet in the leg, and goes down, cursing. Someone's hit an artery, and he's holding it tight, unable to continue fighting. Can you contain them with the gear you've brought along, or will you have to rely on the old gun grip to the back of the head to take them fully out of action?
Jun 15, 2021 7:55 pm
I have 20 tie wraps and even some duct tape which should do the trick, Ferret says, smiling almost as if he will relish the prospect of zipping the things around the guy's hands and legs.
Jun 16, 2021 12:25 pm
He sighs in relief, seeing the gunfight turn in their favor. He holsters his gun and rushes to Ferret, to help disarming and containing the survivors with the wraps and tape.
OOC:
not sure if a roll is involved. Opposed Strength?
Jun 16, 2021 2:12 pm
OOC:
Nah, you guys have zip ties, which are essentially handcuffs, so there's a set DC for those, just gotta slip em on. I'll give you an extra boost from the duct tape.
With the patrol restrained, you're clear to go now, but that probably wasn't the only patrol. Keep that in mind in your plans. Ferret previously noticed that the outflow pipe also has sensors. The wiring is exposed, so you can bypass it (Electronics DC 20) if you can get close enough (Sneak/Balance DC 15).
OOC:
Also as a reminder, you can Take 10 or 20 on these checks. Taking 10 involves moving slowly so you get a consistent check. Taking 20 involves MUCH more time and will usually lead to side complications if failure would have consequences.
Jun 17, 2021 7:27 pm
Once the prisoners are in hand Ferret decides to try and disable the sensors so he attempts to go that way again thinking his odds are much better this tie around.

Rolls

Sneak - (1d20+7)

(3) + 7 = 10

Jun 18, 2021 8:16 pm
Ferret is pretty certain that the blinking light on the sensors is a bad thing, but there's no discernable immediate reaction. He's there now, he might as well try to disable the thing.
Jun 18, 2021 8:19 pm
Ferret attempts to disable the sensors.

Rolls

Electronics - (1d20+4)

(5) + 4 = 9

Jun 21, 2021 7:50 pm
Ferret, you're good enough to know that that didn't go quite as planned, but again, no obvious reaction, grate doesn't slam shut on the outflow pipe...
OOC:
If there's anyone watching the sensors, they already know you're here. The question is, do you go into what is almost certainly a trap, or spend precious time trying to figure out another option? There's a hidden option here too. Not going to tell you what it is, other than it made a plot point in a pretty good move back in the late 70s.
Jun 21, 2021 10:27 pm
George grimaces when it becomes clear that these sensors are giving Ferret more trouble than expected. He runs a hand through his thinning hair and is surprised when it hits more twigs and vines. The recent desperate dive to avoid being gunned down in this thick jungle has left George looking a tad bit ridiculous. He is covered in mud and try as he might he just cannot shake the last of the leaves from his tangled red hair. He decides to forgot about this for now. There are more important matters.

An idea comes to mind so George takes it to the rest of the group. "This might sound a little extreme but hear me out." George uses his hand to mime a patrolman walking. He follows this up by making explosion sound effects. The two fingers that were the patrolman fly into the air and land in his other hand where they twitch for a moment before they stop moving.

"If it wasn't clear, I'm trying to say that should a patrol come by to check the sensor we tripped, we could blow up the poop pipe using my explosive watch. It would cut down on opposition and might make a good distraction while we slip in elsewhere. The boom is bound to draw the bulk of their attention after all." George holds up one finger and walks away from the group. "Second idea. A bit less drastic."

George walks up to one of the captured patrolman and squats down next to him. "What are your friends seeing from the inside? General alert that a sensor was tripped or specifics like the number of intruders? If we asked real nice is there any way for you to contact HQ and let them know that this is nothing but a malfunction?"
OOC:
Hope this isn't too silly. He will get more serious. Can I get an invite to the OOC discord? The link in the other thread has expired.
Jun 22, 2021 5:22 pm
This isn't working, he says to himself. Time for a change in plan. He digs into his backpack, keeping himself still mostly sheltered from enemy eyes and pulls out his explosive pen. I wondered if this would come in handy, he thought. We will see I guess.

He hurls it as far away from the pipe as he can, while covering his ears, hoping to cause a distraction great enough to allow safer entry into the stinky pipe.
[ +- ] Explosive pen
.

Rolls

Hurling Pen - (1d20+1)

(17) + 1 = 18

Jun 23, 2021 5:02 pm
Vincent covers his ears at the explosion. He then looks at the unappealing prospect of entering the sewage through the pipe.
"Well, we'd better get in, while the patrols are busy investigating that explosion..."

He takes a deep breath, aware that it's going to be the last fresh air he'll breathe for a while.
Then he turns on the flashlight, pulls up the roll neck of his sweater, and crouches low, entering the pipe.
Jun 24, 2021 3:22 am
Angelique sighs and gives a last, wistful look at the open air. Tearing a strip off the bottom of her shirt, she ties it over her nose and mouth and follows Vincent.
Jun 24, 2021 11:35 am
Ghost grins as he watches his associates reactions to the open sewer. Following behind them, he does his best to provide security.
Jun 24, 2021 10:00 pm
George hurries to catch up to everyone heading for the sewage outlet. He reaches into his backpack and pulls out a gas mask, silently praying that it blocks out at least some of the unpleasant odor they are about to encounter. A smirk crosses over his lips as he goes to strap the mask over his face. In his best Murtaugh impression he says, "I'm too old for this shi--" His words become muffled as the gas mask is strapped into place.
Jun 25, 2021 1:59 am
Time to hustle then, Ferret says to himself, while the distraction of his pen was in full swing. He found himself wishing he had noseplugs.

Did I sign up for crawling in shit? He didn't think so.
Jun 25, 2021 6:33 pm
It's not a pleasant trip, but you arrive at the other end of the pipe in a few minutes. Well... Not the other end entirely. About three feet from the end of the pipe is a maintenance grate. Vincent manages to kick it up out of place, and it lands on the floor with a clang. Nothing to do about that though. It's not nearly as loud as the explosion anyway.

With the hope that most of the personnel of the base are busy determining where the explosion came from, you slip out into the room, taking a look around. The floor is plain concrete, and you get the feeling that you'll be easy to track unless you manage to clean up somehow. The only thing in this room is the outflow pipe which is connected to several other pipes coming in from the wall, an industrial sink, and a control panel that's mostly indecipherable unless someone has some reason for knowing a lot about sewage containment.

Two doors lead out of the room:
-- A slightly cracked door with a glass window crosshatched with safely lines. It appears to lead to a kitchen.
-- A closed wooden door with no window.
Jun 25, 2021 11:33 pm
Glad to be out of the sewer pipe, Swissknife breathes in the cleaner air of the room in relief.
Seeing the state he's in, he spots the industrial sink and steps to it, trying the tap. If running water comes out, he will wash as best as he can, even putting his feet one by one under the jet to wash his boots.
Jun 26, 2021 12:48 am
Ghost follows Swissknife's example and takes his turn at the sink. Once he's done, he move up to the open door and carefully looks in the window.
Jun 26, 2021 2:53 am
Ferret doesn't need to be told and goes straight for the sink. He's about ready to puke but manages to hold it down. Once he has removed as much sewage with water and any rags he can find, he tries the closed door and wiggles the doorknob.
Jun 26, 2021 1:54 pm
George keeps the gasmask firmly in place until after he has had a chance to wash up. Once that is complete, he slides the mask up so it rests on the top of his head. His backpack contains a couple of smoke grenades and you never know when the mask may come in handy for reasons other than keeping out bad smells. This way he can slide it back into place quickly if the need arises.

He walks up behind Ghost and peers over his shoulder through the window. If George ever had doubts that this base belonged to the bad guys, seeing that they placed the kitchen this close to the sewage containment room makes it painfully clear these people aren't right in the head.

George isn't sure what the next move should be. If the whole base isn't already on high alert, they will be soon. They need to accomplish their goals and get out of here as soon as possible. He hopes someone in the group has a good idea of where to head next. George has never been a leader. He is ready to follow as soon as orders are given.
Jun 26, 2021 5:04 pm
Sharing a sense of relief with the others, now that most of the sewage residue has been cleared, he tries to focus.
"OK, people. We're in Zane's HQ. Access could have been cleaner, but... hey. We'll have to dance to this music. Mission brief is to foil his plans by any means necessary, capturing or otherwise neutralizing him, " he quotes.

He looks around at the others, "they will be alerted to an intrusion on the island, so we'll have to be extra careful. Now, I'm thinking, there's a kitchen behind that door - they're not likely to get the supplies via the sewers, unless they like to eat shit round here. I say we go there to try reach the rest of the complex. Other door might be some utility room?"
Jun 27, 2021 1:16 am
Angelique takes her turn at the sink, washing up as best she can. Taking her outer shirt off, she rinses it in the sink, trying to get the muck off. When it is at least somewhat clean, she wrings it out and puts it back on wet.
Jun 27, 2021 11:50 pm
George gives a thumbs up to Swissknife's plan. He checks his weapon to ensure it is still in firing condition after the sewage pipe. Next he makes sure he has flash and smoke grenades on his belt, within easy reach. There is no telling what they are about to run into and he wants to be ready for anything. He will let someone else check the closed door, if they wish to. George lines up ready to head forward into what appears to be the kitchen.
Jun 28, 2021 1:28 pm
OOC:
Before we enter, what does Ghost see through the kitchen door window?
Jun 29, 2021 5:45 pm
The closed door is simply storage, ranging from paper towels to spare fatigues. Everything is nicely stacked and labeled. Someone's organized. Through the kitchen door, is simply a kitchen. It resembles any number of upscale, shiny, white kitchens that you might see on TV, often with pots or knives being thrown. There's no one here, and not much of interest either, but it's nice to know there's plenty of improvised weapons laying about.

There is, however, another door just around the corner, and you can see through the window on it, that it leads out into a hallway. It's a good thing you looked first; you wouldn't want to barge through and get seen by any personnel roaming the corridor.
Jun 29, 2021 5:59 pm
Ferret grabs a pair of fatigues that are likely to fit, closes the door and changes out of his current soaked in sewage clothing making sure he has switched over any items he might have had stowed in his pockets. Doesn't anyone else want to do that?

He notices the attention on the door around the corner. Pssst, don't get seen through that window!
Jun 29, 2021 7:04 pm
Ghost looks back as he hears Ferret speak. Seeing the fresh, and more importantly, clean uniform Ghost quickly follows suit. Once in clean clothes and with all of his gear transferred over, Ghost takes his post back at the door. Glancing over his shoulder, Ghost simply whispers...ready when you are.
Jun 29, 2021 8:27 pm
The spare fatigues are a welcome surprise. Mothman quickly gets himself into dry clothes and then takes a good look around the kitchen. He'll open drawers and look under loose papers. He is searching for facility ID badges, keycards, or a safety/SOP (Standard Operating Procedures) manual. He if finds a SOP manual, he'll flip through it quickly in hopes of finding emergency exit maps which would give them a general facility layout or phone lists which might give the names of important people such as the security director.

After this is completed, Mothman will rejoin the rest of the group and prepare to move on.
OOC:
EDIT: Jeez, die roller. I might as well edit this post to say "George gets distracted by a shiny spoon."
Last edited June 29, 2021 8:29 pm

Rolls

Search check (crit on 19-20) - (1d20+7)

(2) + 7 = 9

Jun 30, 2021 12:39 am
Angelique also takes a spare set of fatigues, changing into clean clothes. Moving through the kitchen, she grabs a good-sized butcher knife and slides it into her belt.
Jun 30, 2021 3:52 pm
No badges or other security objects. There is a map of the facility with exits pointed out though. The rooms aren't labeled on it, unfortunately. It's not for getting around; it's for getting out.

https://otfbm.io/42x42/@c10/_r12z12af18af21-daf22-daf23af26z32r32l26l18r12/_q10v10-dw10x10-dx7x4-dx3x2aa2aa7x7ac7-dad7ai7al10w10aa10ae14-daf15ah17ap17ah17ah27ap27ah27ae30-dad31aa34aa42aa34aa42q42q34q35-dq36q42n42n34q34n31-dm30j27b27j27j19-dj18-dj17e17-dd17b17b14m14j17n13-do12q10/_n2ad2ap14ap30ad42x42-dw42-dv42-du42-dt42n42b30b14n2/_n2o5/_p7q10/*aRy8v8/*aRv8v11/*aRw11z11/*aRu11q11/*aRq11k17/*aRz11af17/*aRk17k26/*aRaf17af26/*aRk26u36/*aRaf26v36/*aRv36v41/*aRu36u41
OOC:
I don't believe in taking ALL reward away from a good idea unless I just can't think of a way to help it. If you're trying to be smart, I want to give you something.
Jun 30, 2021 4:54 pm
If there are enough spare sets of fatigues, Vincent also hurries to wear one.
Jun 30, 2021 8:21 pm
OOC:
:) Awesome. I appreciate it.
Mothman grabs the map and takes it to the group. The shape of the building presents some pros and some cons. They won't be able to see patrols coming until they round a corner, but there are plenty of rooms to duck into if they need to hide.

George quietly addresses the group, "Assuming all the doors have windows, we should be able to get an idea of what is in each room without having to enter. There are only a few doors not directly attached to the hallway itself. I, for one, am most interested in seeing what's in here--" he points to the large octagonal shaped room in the middle of the map.
Last edited June 30, 2021 8:21 pm
Jun 30, 2021 8:59 pm
Yeah...I think I agree with you. It does seem like a focal point, doesn't it? He nods, thinking that there might be some computers he can hack into in that area.
Jun 30, 2021 9:09 pm
He points at the only access point to the octagon, nodding, "And only a set of doors to access such a large room..."
"Let's try figure out where we are..." he says looking at the layout of the room they're in, its shape and the angle of the walls.
OOC:
based on the layout of their room, can they try pinpoint a matching place on the map?
Jul 1, 2021 2:40 pm
The map was made for that room. Ostensibly, there's a map for every room, and they should probably be hanging on walls, not stuffed in drawers, but it's pretty easy to guess that the room you're in is where the arrows begin.
Jul 1, 2021 3:03 pm
Once we leave this place, we need to walk the halls like we belong here. Dressed in the new fatigues may buy us some time if we encounter anyone. Especially if their not part of the security teams. Ghost adds as they look over the map.
Last edited July 1, 2021 3:03 pm
Jul 8, 2021 2:08 pm
OOC:
Sorry for the delay. Originally I was just trying to give you time to plan IC, but work interfered in a bad way and I left it longer than intended. So, to jumpstart this...
Whatever the plan, it's going to require leaving this room at some point. If you don't eventually they'll check, and your diversion in the forest isn't going to last forever. You've got a Pointman, and his job is to be on point, so Pointman... Where are you headed?
Jul 8, 2021 8:06 pm
George takes the gas mask off the top of his head and slides it back into his pack. He then steps up to the door exiting into the hallway. As quickly and carefully as possible, he listens for signs of life and maneuvers so he can see down both directions of the hallway. When he is satisfied that they will have the hallway to themselves, Mothman opens the door and takes a left hand turn to take the most direct path to the double doors which lead into the large octagonal room. He takes Ghost's advice and walks the hallways as if he is someone who belongs here.

Rolls

Listen (Crit - 19-20) - (1d20+4)

(19) + 4 = 23

Spot (Crit - 19-20) - (1d20+7)

(6) + 7 = 13

Jul 8, 2021 8:21 pm
Angelique tucks her hair under her fatigues cap and follows Mothman.
Jul 8, 2021 9:47 pm
Vincent follows too inside the kitchen, trying to act normal.
Jul 14, 2021 1:53 pm
Deacon follows the others and moves out. Walking around with a bored expression on his face, Deacon does his best to fit in.
Jul 14, 2021 2:41 pm
Ferret takes up the rear, searching for anything notable.

Rolls

Search - (1d20+7)

(16) + 7 = 23

Jul 14, 2021 9:20 pm
Just before Mothman continues on around the curve, he spots the security camera. It's mounted above the double doors. It's facing the front of the building, so it can't see you, and it might not be able to see your faces even if you do go through the doors, but there's no way you're going to stay invisible from it under normal circumstances.

Once it's pointed out it becomes obvious what the wires are that Ferret's seen running along the ceiling. That camera is part of a larger system, and it's wired into a room somewhere in the other direction. Do you want to ignore the risk and barge in, or find a way to divert the cameras?
Jul 14, 2021 9:36 pm
Hmmm, Ferret is tracing the security camera line with his eyes. I could follow it and disable the cameras but it would take time to get to the hub, he offers.
Jul 15, 2021 12:17 am
Mothman's eye momentarily go wide at the sight of the camera. He is quickly able to get a hold of his cool once it becomes clear that the camera hasn't spotted them just yet. "Our presence here is already known. Taking down the entire camera system won't hurt us in any way and will make it harder for them to track our movements. I think it might be worth effort." He doesn't love the idea of backtracking. The less time they spend here, the better. But there is a lot to gain from taking away the eyes of the enemy.
Jul 15, 2021 7:17 am
Nods in agreement to Ferret and Mothman, "if we go with that plan, Ferret needs backup - shouldn't go alone," he adds.
Last edited July 15, 2021 7:17 am
Jul 20, 2021 12:35 am
"I don't think anyone should go it alone at this point. We're strongest as a group. If we run into trouble we'll need every gun we have." He shrugs his shoulders. Mothman isn't excited about the possibility of things going south, but he knows they stand a better shot of surviving if they are together. Hopefully it doesn't cost them too much time though.
Jul 20, 2021 9:40 am
"Makes sense," he agrees with Mothman. "We go together. So we should follow the security camera line to the hub, you lead, Ferret!"
Jul 20, 2021 1:34 pm
Ok, let's go then. Let's follow this one to the source. He points to it and starts walking, following the cable as it snakes its way along the wall. You guys keep your eyes peeled.
Jul 20, 2021 8:33 pm
George will stick to the front of the group and keep his eyes and ears focused ahead for any signs of trouble.

Rolls

Spot (Crit - 19-20) - (1d20+7)

(17) + 7 = 24

Listen (Crit - 19-20) - (1d20+4)

(14) + 4 = 18

Jul 21, 2021 2:54 am
Angelique falls in behind the others, keeping her eyes and ears open.
Jul 22, 2021 4:15 pm
OOC:
Trying to play catchup here, I'm sorry about the delay. I've had a huge number of projects at work the last week and a half. I really need an assistant, but I probably won't get one. Hoping things are settling now.
The path takes you back past the door they came out of and around the bend past another set of swinging double doors that lead into a commissary. The next door down the hall on the right is a firing range, empty. There's a camera there, too. You're going to have to pass this one if you want to shut them off.

You are disguised, and you'll have your backs to the camera, but there's voices from farther along the hallway too, so if you do trigger something, there's likely going to be a quick response.

https://i.snipboard.io/uYoiDP.jpg
OOC:
Ignore the X. I was supposed to have put it next to the camera at 12.
Jul 23, 2021 12:00 am
Mothman's heart momentarily sinks when he sees the next camera. To make matters worse, it sounds like multiple people are nearby. Things could go bad and in hurry. He see no scenario where standing around in the hallway discussing what to do is going to be to their benefit. The longer they stand here, the more time they give the enemy to find them. Mothman gives a look to the rest of the group, giving them a chance to object; if no one does he will continue forward at a normal pace and try the door to room 12. With any luck, it will be unlocked and the only people with access to the cameras will be beyond these walls.
Jul 27, 2021 3:35 am
The door the room marked 12 on your evacuation map is unlocked, and its the work of just a moment to slip through. Once inside, you realise this is a firing range, complete with automatic winches to pull the targets forwards, and a lot of extra ammo stacked on the wall behind the shooters' booths.

Fortunately, there's no one here, and you're pretty sure the camera above the door was focused farther down the hallway, so you have at least a moment to regroup and consider your approach.
Jul 27, 2021 10:57 pm
Mothman looks at the piles of ammo and thinks, 'Well, if we end up going out like Butch Cassidy and the Sundance Kid, we certainly found the right room for it.' He crouches down by the door and starts going through his backpack. "Alright, Ferret. Do your thing. I'm not great with tech, but if you need any help just tell me what to do."

If Ferret needs help, Mothman will follow their instructions. If not, he'll use his parabolic microphone to try and determine whether or not the rooms bordering this one are occupied.
Jul 28, 2021 2:28 am
We have to go past the firing range there and unluckily for us we need to go past that camera there. Ferret points at it. We're going to have to disable it.
Jul 28, 2021 9:36 am
"Here, let's give him a leg up to reach" says Vincent, gesturing the others to help.
OOC:
will Ferret be able to reach the camera by standing on a man's shoulders?
Jul 28, 2021 3:05 pm
OOC:
Should be able to, yeah. A DC 15 Electronics check will disable it. A DC 20 check will set up a loop to show an empty hallway. Even if you don't disable it, though, you'll only alert the system on a natural 1-3.
Jul 28, 2021 3:40 pm
Ferret crawls up onto Swissknife's shoulder and starts fiddling with the wires carefully while trying to keep his balance. A few times he has to catch himself from swaying but eventually, he acclimates and stands steady.
OOC:
Edit: Oh Phooey!
Last edited July 28, 2021 3:41 pm

Rolls

Electronics - (1d20+4)

(9) + 4 = 13

Jul 28, 2021 6:29 pm
OOC:
Can Swissknife assist the disabling attempt, by keeping him steady holding his legs?
Aug 3, 2021 8:20 am
OOC:
Assisting Ferret with Balance, vs DC10 to give him a +2 in case of success
OOC:
Edit: that brings Ferret's disabling roll to 15
Last edited August 3, 2021 8:21 am

Rolls

Balance (7) assisting - (1d20+7)

(5) + 7 = 12

Aug 4, 2021 8:25 pm
The camera is disabled now. Unfortunately - or fortunately, depending on how you look at it, Ferret can tell that he wasn't quite able to do everything he wanted to. The feed is cut, but there's nothing in its place. With the exterior of the base on alert, there's going to be a rapid response to a problem inside the base by someone.

You have time to either vacate the area or try to set up an ambush, or both.
Aug 4, 2021 9:11 pm
Whadya say to an ambush guys? They'll be on alert now. Ferret nods at Vince. Thanks for the help, man!
Aug 5, 2021 4:18 am
"I say we press our advantage and ambush them."
Aug 5, 2021 9:23 pm
Mothman would prefer to do this with as little bloodshed as possible but fate seems to have other ideas in mind. If they do have to fight, this is an ideal place to do it. Now if only he could stop thinking about Butch Cassidy and the Sundance Kid...

George will put away the parabolic microphone. There won't be a need for additional warning of incoming soldiers. They know exactly where the enemy will funnel into the room from. Instead grabs a few extra clips of 9mm ammo and sets up shop on the opposite side of one of the shooter's booths with a clear line of sight to the door. He'll put several magazines on the table so they are easily accessible. There is no telling how many soldiers are going to be coming to check out this little camera glitch.
Aug 6, 2021 8:47 am
Swissknife finds a spot granting good cover, with a clear line of fire to the entrance, and readies his weapon.
Last edited August 6, 2021 9:19 am
Aug 6, 2021 12:47 pm
Ferret draws his gun and checks his ammo, crouching against the wall.
Aug 7, 2021 4:28 am
Angelique takes out her pistol, finding as much cover as she can.
Aug 11, 2021 2:55 am
From your cover, you hear footsteps coming down the hallway. It's not the cacophony of multiple people, but the slightly offset clicking of probably two people, one taller one walking not quite as quickly as the other in order to keep pace with the other. They get closer and closer, and then stop just outside the door.

A man with an American accent says, "This is the camera that triggered the alert. It looks okay...."

A woman answers, "We're supposed to check though. I'll do it if you don't want to."

"No, no, I can do it. You're not gonna catch me out like that."

There's the scraping of something metal and then the clinking of tools.

What do you want to do? Just wait for them to hopefully go away? Will they figure out what's been done? Or can you take them quickly enough that they won't be able to sound an alarm?
Aug 11, 2021 10:27 pm
Sweat drips down Mothman's head as he stands with his pistol aimed at the doorway. When it becomes clear that they aren't dealing with a squad of trained killers, Mothman breathes out a mixture of a sigh of relief and annoyance. He is glad that they won't have to slaughter some faceless guards, but annoyed at the inconvenience these maintenance people have presented.

Mothman looks to the member of the team who is the most intimidating and mouths the word 'Interrogate?' while miming forcing the two employees into this room at gunpoint. If they are indeed maintenance workers, they would know every square inch of the complex. That information could be very valuable. But Mothman is ultimately fine with waiting until these two leave the area as well.
Aug 12, 2021 12:48 am
Ferret nods his approval at the plan of taking hostages as the best outcome, with killing them as a suitable alternative. They could easily take them. He remains ready waiting for the rest of the crews' buy-in.
Aug 13, 2021 7:48 am
Swissknife nods in agreement at Mothman's plan. He prepares the pepper spray, and shows it to the others - in case they need to quickly incapacitate their targets without harming them.
Aug 13, 2021 7:37 pm
Angelique nods her readiness.
Aug 18, 2021 5:46 pm
Whether you're tricking/seducing them or intimidating them, you'll need to do it now, no more time for discussion. They'll be done and gone in just a few moments.
OOC:
-- To Intimidate them, the DC is 12. You'll get a +2 if Bluff is also trained.
-- To fool them into thinking you need help, or otherwise get them into the room with false info, the DC is 15. You get a +2 if you also have Perform trained.
Aug 20, 2021 1:49 am
Seeing that no one is stepping up, Angelique takes matters into her own hands. She steps to the door and snaps it open. "What are you two doing?!" she demands imperiously. Without giving them time to answer, she snaps, "When you're done, I could use your help in here. I think we've got a rat problem." She fixes them with a stern look.
OOC:
Rolling a Charisma check, as she doesn't have Bluff or Intimidate.

Rolls

Charisma check - (1d20+2)

(7) + 2 = 9

Aug 20, 2021 1:54 am
Ferret goes along and pretends he is looking for rats, stooping down to the ground presumably looking for rat feces. He is ready to spring into action though. He just looks busy.
Aug 20, 2021 10:49 pm
Mothman stays put, pistol raised and ready. He hopes he doesn't have to use it and keeps his finger off the trigger for now. Even being smack dab in the middle of a secret mission is no excuse for lazy trigger discipline.
Aug 24, 2021 10:22 pm
Ferret, Mothman, you can see, since you're close and at the ready, that these guys aren't buying it. You've got maybe a couple seconds before there's an alarm called. What do you do in that time?
Aug 24, 2021 10:33 pm
Mothman grimaces, sweat soaking his brow. This isn't good. Nope. Not good at all. What can you do? Do something. Anything!

He quickly pushes past the doorway and puts a gun in the first face he sees. "You bet your ass we got a rat problem," he snares at Speed; grabbing her by the collar and shoving her back into the room. "Nice try at tipping these guys off." Mothman hopes that Speed understands the ruse he is trying to pull.

He keeps his voice low, but as menacing as possible. It isn't easy to pull off for someone who looks as non-threatening as he does. "You two. Follow her inside. We have a few things to discuss. If you make one solitary peep, I won't hesitate to end you."
OOC:
Not sure if this would be intimidate or perform. They are both the same modifier though.

Rolls

Intimidate or perform - (1d20+2)

(19) + 2 = 21

Aug 30, 2021 9:07 pm
OOC:
Horrible week last week. Hoping for better this one.

Before we take Ferret's action there, let's see if he understood what Mothman was doing. I feel like the character might, even if the player isn't on the same page.

Ferret, can you give me an Innuendo check? It'll be a straight d20 it looks like.
Aug 30, 2021 9:16 pm
OOC:
Sure thing. Sorry if I missinterpreted something

Rolls

Innuendo - (1d20)

(17) = 17

Aug 30, 2021 9:44 pm
Ferret waits for a signal from Mothman to shoot but will otherwise stand down and follow them into the room.
Aug 31, 2021 1:41 pm
"Sure, we got her!" The performance is apparently more believable than the previous one. It helps that they already believe Speed is an enemy, so the lie that someone else just needs help with her both fits in their worldview and is, truth be told, a little flattering.

"Don't know what you was thinking messing with that camera. You must really think we're gullible, huh?" They follow Speed inside, guns trained on her juuuuust in case.
Aug 31, 2021 3:21 pm
Swissknife closes the door behind the maintance pair the others have lured in. He keeps his pepper spray out of sight but ready in his hand.
Aug 31, 2021 10:25 pm
Mothman breathes a deep sigh of relief when the door closes with the camera repair guys inside. Now what? He hadn't really thought beyond this point. Keep up the ruse or end it now and see if they can get any information out of these two? He decides to press his luck and keep it going.

Mothman holsters his own pistol, steps forward, and slowly pushing down the guards/worker's guns so they are pointed at the floor. "Easy now. We still need some information out of her. I think she's helping an infiltration team. I caught her just as she was walking out of there," he points to room 11 to the north. "We'll finish getting the truth out of her. She won't get away from us again. Can you two double check the other camera and make sure she didn't plant anything in the other room?" he orders the two camera repair workers.

He'll turn his back on the two workers, trying to make it look as if he has total trust in them to do as he says without asking questions. Worst come to worst, he trusts his team mates to neutralize these threats if they stop buying his act. In the mean time, he'll keep laying it on thick.

Mothman shakes his head at Speed and pounds his fist into his palm a few times. "Are you ready to talk or do I need to persuade you first?"

Rolls

Fingers crossed - another bluff/perform - (1d20+2)

(12) + 2 = 14

Sep 1, 2021 5:49 am
Speed plays the part of a sullen captive and doesn't answer, looking away. She keeps her hands raised and in plain sight.
Sep 8, 2021 5:01 am
OOC:
Holiday has backed me up with extra work (I'm IT, so other people's holidays are the times where I get to do all the work I can't ususally do). I'll be updating this tomorrow if all goes well.
Sep 9, 2021 9:25 pm
The two workers come into the room and head for the other door. "Wow, she got in the armory? I didn't even hear the alarm go off for that. She must be good..."

And then it occurs to you. You never went into the armory. Are they going to find an open door when they try it? You've got about two seconds to decide what to do. Thankfully, they're intent on that door, so they're not going to respond all that quickly to anything you do.
Sep 10, 2021 11:39 pm
"Seems that way," Mothman says while watching the two workers over his shoulder. He had hoped that they would get the door open for the group and not ask any questions. It would appear that these two are quite chatty though. Even if they do start to see through the act, the group should be able to control them now, so it wouldn't be the end of the world.

He will slowly walk toward them while drawing his gun. He keeps it pointed at the ground, but is ready to raise it if the workers start asking questions. He'll keep a distance of at least 10 feet from them and wait for them to open the door.
Sep 11, 2021 7:19 pm
Vincent makes a scene of eyeing Speed with suspicion.
"You think she might have got in there, too? Shall we check?" he says to the two workers, pointing at the locked door to prompt them.
Sep 13, 2021 2:46 pm
They get to the door, check it, and find it locked. "Its locked," says one.

"She probably didn't get in then, unless you think she could have relocked it after?" says the other, looking to Vincent.
Sep 13, 2021 2:59 pm
He looks at Speed again, acting untrusting. "Hmm... got a bad feeling about this one. She's bad news. Better check inside... Better safe than sorry. Would you mind unlocking it so we can check? "
Sep 13, 2021 3:09 pm
OOC:
Go ahead and give me another perform check for that, Vincent.
Sep 13, 2021 3:18 pm
OOC:
Unskilled in Perform - straight Charisma roll? Leaving one here. CHA is +0

Rolls

Performing Unskilled - (1d20)

(5) = 5

Sep 13, 2021 4:03 pm
OOC:
that's correct.
The two glance at each other, and then shrug. The one who's nearest pulls a keycard from his pocket and swipes it into the door's lock. The door unlocks and swings open, and the first one suddenly rushes in as the other blocks anyone from getting close. It's a quick second before the other one appears with a heavy machine gun on his hip. He aims it at the group of you.

"I don't know what's going on here, but we're all going to wait right here while we find out."
OOC:
Talking is probably not going to get you out of this. You can either go along with him and see what happens or attack.
Sep 14, 2021 11:10 pm
Mothman's eyes go wide. Well that could have gone better. He tosses his pistol to the floor and raises the hand that was holding it to the sky. All the while, he is slowly turning his body at a slight angle so they hopefully cannot see his other hand slipping into his pocket where he earlier stashed one of his flash grenades. Once he has his fingers on it, he'll yank it from his pocket, hit the trigger and drop it on the floor. "LIGHTNING BOLT!" He shouts, hoping that his teammates will pick up on the code word and cover their eyes. With any luck, the two workers won't recognize it is a flash grenade until it is too late.
OOC:
I have no clue how flashbangs grenades work. Is it a pin? A button? lol.

EDIT: Just went back to the book and apparently there are Flash Grenades and Flashbang grenades (that make a loud sound in addition to a bright light). What I brought was Flash Grenades. So I'd edited the above to change flashbang to flash. It didn't really say how you activate it though.
Last edited September 14, 2021 11:14 pm
Sep 15, 2021 1:54 am
OOC:
Flash grenades (as with conventional grenades) use a pin.
Flashbang grenade
Sep 15, 2021 2:10 am
Ferret stoops reflexively and covers his eyes in the crook of his arm while still gripping his pistol by his side.
Sep 15, 2021 6:48 am
Swissknife shuts his eyes too, while his fingers grasp firmly around the pepper spray in his pocket.
Sep 15, 2021 8:32 pm
Angelique closes her eyes and readies herself to react once the grenade has gone off.
Sep 21, 2021 1:28 pm
There's a very, very high-pitched sound, almost inaudible... and then -- white. Anyone unlucky enough to have their eyes open, even not looking directly at the flash grenade, is going to have a hard time eoing anything for the next few minutes.

One of the two men entering the armory staggers into the wall and falls down, hitting his head against a weapons locker. "Shit! I can't see! They're not on our side!" A little obvious now, maybe, but he's suddenly blind; you can't expect him to have the wittiest dialogue just now.

The other fares a little better. He'd been at just the right angle and had his head down, and so when the other guy hits the floor, all he has is a moment of blurry vision, but even that's wearing off now. He reaches out and grabs the nearest thing at hand in the room.

It takes you only a second to realize what it is as he brings it back around the corner and fires. It's a Close Assault Weapon System.
[ +- ] CAWS
He fires with a cry that lets you know he watches too many Steven Seagal movies.
OOC:
Strafing with an automatic shotgun...
He hits everyone but Spotlight.
OOC:
That's 14 damage. If you hit 0 vitality, remove the rest of it from wounds. You are fatigued. (-2 to str and dex. basically, -1 to attacks). Also, make a DC 10 fort save. A failure means you're stunned for 2d6 rounds (your roll).

Lorraine, you might have to end this yourself. What are you going to do?

Rolls

Fort save - (1d20+3)

(15) + 3 = 18

Fort save - (1d20+3)

(14) + 3 = 17

Secret Roll

Secret Roll

Secret Roll

Attacking in this order: Vincent, Angelique, Charles, George, Lorraine - (1d20+3, 1d20+1, 1d20-1, 1d20-3, 1d20-5)

1d20+3 : (14) + 3 = 17

1d20+1 : (17) + 1 = 18

1d20-1 : (20) - 1 = 19

1d20-3 : (14) - 3 = 11

1d20-5 : (9) - 5 = 4

damage - (4d4)

(4334) = 14

Sep 21, 2021 4:38 pm
OOC:
Ouch - Vitality 0/9, wounds 8/13. Rolling for Fort save

Rolls

Fortitude save (+2) - (1d20+2)

(13) + 2 = 15

Sep 21, 2021 5:35 pm
Speed is at 0/13 Vitality, 11/12 Wounds, and is fatigued. She is also stunned for 8 rounds.
Last edited September 21, 2021 5:36 pm

Rolls

Fort save - (1d20+1)

(1) + 1 = 2

Stun - (2d6)

(53) = 8

Sep 21, 2021 9:54 pm
OOC:
Holy cow. That didn't go well.
O Vitality / 3 Wound
Rolling fort save

Rolls

Fort save - (1d20+2)

(17) + 2 = 19

Sep 23, 2021 6:35 pm
OOC:
That stun can be removed with a first aid check dc 10, once someone is able to do it.
Sep 23, 2021 6:36 pm
OOC:
aaaaand I just realized that Lorraine's player is inactive. Crap. That means I balanced this wrong. XD So I'll leave it up to you. You can be captured and that'll reset everyone to half health (it normally wouldn't), or you can try to take this guy out with who's left, heal up a bit, and carry on.
Sep 28, 2021 2:52 pm
Before you can recover from the suddenness of your injuries, another group of guards rushes in, securing your hands and bundling you into a group. You're marched around to the other side of the middle and pushed through wide double doors. The guards remain on the outside, clearly not concerned with any escape you might attempt to make.

Before you, spread across the curve of a vaulted dome soaring 30 feet over your head, the fruits of Zane’s labor play out in a macabre abstract. Thick red lines slowly traverse a map of the world, projecting the paths and impact points of the twelve ICBMs. A thirteenth line, in yellow, sprouts from Akron, Ohio, the path of the final missile denied to Zane.

One by one, cities disappear in flowers of red, an incongruously beautiful representation of the horror to come. Moscow falls first, followed by eleven more cities spread throughout the former Soviet Union and Warsaw Pact nations. Beneath the map, a squat electronic device with a red digital display slowly counts down the final minutes before the launch.

"Beautiful, isn’t it?" a deep, gentle voice intones from the other side of the room. You turn to see Zane himself, seated behind a great mahogany desk, admiring the end of the world. He's separated from you by a transparent, cylindrical, bulletproof barrier that surrounds him. A computer terminal sits at his right hand, and a beatific smile covers his face. "For decades, the Soviet Union has been a thorn in the side of the world's community, forcing things to be done their way or not at all. They've blocked progress at the United Nations, installed dictatorships sympathetic to themselves in every corner of the world... They even tried to threaten us from almost our very own shores. But now, they will be done. They'll never be able to find the location of this base to retaliate against me, and they won't dare fire on the US because the launches aren't coming from there. They'd risk retaliation and with it, destruction all over again."

He frowns briefly, but it's just a flicker as he says, "I told the agency about my plan, but they wouldn't listen, so... you know what they say. If you want something done right... It's typical that they'd try to stop what they didn't have the balls to do themselves. It's nothing personal, you understand. I don't bear you any ill will, but you're their tools, and I'm afraid they've left you out in the rain too long. You've gotten rusty. No matter. At midnight, we launch, and the greatest threat to world peace will finally be destroyed."
Sep 28, 2021 8:23 pm
George is looking a bit pale from blood loss. He holds his wounds and listens to the monologue of the madman in front of him. Zane reminds him of General Ripper from Dr. Strangelove. God, he loves that movie. For a moment, he almost smiles thinking about it, but it quickly turns to a frown as he realizes that it is much less fun being part of the movie. This is really, really, really bad. And it is mostly his own fault.

It isn't hopeless though. They are bloody and captured, but they aren't dead. And Zane is dropping valuable information. They still have time to stop this. Mothman opens his mouth to speak, not sure what is going to come out, but he is unable to produce actual words. Instead, he spits up a little blood and shuts his mouth again. I am in seriously bad shape here. He looks to his fellow agents to see if they have anything in mind.
Sep 28, 2021 10:06 pm
Vincent tries to ignore the painful bullet wounds, assessing their predicament. He decides to keep the man talking to buy time.

"We're rusty, you say. Is that why you keep us tied up AND you hide behind glass like a delusional goldfish?" he tries to provoke him.
Sep 29, 2021 2:39 am
Angelique remains grim, her wound paining her. She grits her teeth, determined not to betray her pain. Sensing what Vincent is trying to do, she adds, "Because he is afraid of the wounds that rusty tools can inflict," she hisses.
Sep 29, 2021 3:14 am
Another lunatic let loose on the world, Ferret thinks while at the same time trying to figure out how to get out of this mess and leave alive. He did have the foresight to put his explosive pen where he could get to it if his hands were loose. Maybe if he could sign a document, he thought chuckling.

But Vince didn't look good, and things could get even more serious in a heartbeat. Mothman wasn't looking healthy either, and he wasn't feeling so hot himself.
Oct 6, 2021 6:47 am
Despite your injuries, you've been trained for this. You'll need a little to get your breath back, but you're not out of the game yet. Fortunately, as you've seen in the past, guys like Zane love to monologue and that can give you an advantage. Vincent clamps onto the opportunity, deliberately not taking him seriously. The exchange might rattle him and give you a chance to do omething.
OOC:
Everyone: You have 3d4 action dice each, unless you've used any (I don't think you have). You can use those dice to add to non-damage rolls, but you can also use them to heal. Just roll and add them onto your current vitality.

Vincent: Give me a diplomacy roll! Weird use of it, but not entirely unexpected. You'll get a +2 because he is already an adversary and you're trying to make him angry.
Oct 6, 2021 7:44 am
OOC:
OK, so rolling Diplomacy unskilled (CHA), with the +2 as above.

Also rolling 3d4 to recover vitality.

edit: Vitality goes back to 8
Last edited October 6, 2021 7:45 am

Rolls

Diplomacy (unskilled) +0 CHA +2bonus - (1d20+2)

(7) + 2 = 9

vitality refill - (3d4)

(143) = 8

Oct 6, 2021 7:32 pm
Angelique's mind raced. There had to be something that they could do! She quickly took stock of their assets, including the weapons held or worn by their captors. Even if it meant self-sacrifice, a well-placed grenade could save the day, not to mention the world!
OOC:
Using 2d4 action dice to heal up a little.
OOC:
Well, that's a little better, at least. Vitality is up to a whopping 4!
Last edited October 6, 2021 7:33 pm

Rolls

Action dice healing - (2d4)

(13) = 4

Oct 15, 2021 6:11 pm
OOC:
Dice are just not being kind to anyone here, are they?
Zane snorts at Vincent. He's seen the attempt to get him to slip up for what it is, and he's having no part of it. The flight predictor restarts on the far wall. Zane smiles thinly, and sits back in his chair and straightens up a bit. He toys with the small keypad he has on his desk. It's not connected to his computer, but it apparently controls something important for it to occupy his thoughts even as he speaks. "Just because you're rusty doesn't mean I need to be stupid. My plan is not going to fail because I opened myself up to attack. Russia is going to die, and the US will be the only superpower left, just waiting to pick up the pieces. Any other questions before I have Rook deal with you?"
Oct 15, 2021 7:27 pm
Things aren't looking too good and I feel like crap, Ferret thinks.

Rolls

Heal me - (3d6)

(445) = 13

Oct 19, 2021 9:14 pm
OOC:
Ferret: Should be d4 not d6s, so just shave 3 points off that to account for the difference.

Does anyone have a play here, however desperate?
Oct 19, 2021 9:35 pm
Vincent tries to loosen the bounds around his wrists just enough to free his hands, moving in controlled micro-movements. Should he succeed, he will keep his free hands firmly in place as if he were still tied up.

Rolls

Escape Artist (+7) - (1d20+7)

(14) + 7 = 21

Oct 21, 2021 9:32 pm
Vincent, you're free and no one's noticed yet. This is going to give you an advantage on what happens next - should you choose to use it.

With a shrug, Zane turns in his chair to press a button. It's an intercom, and his tone is very passé as he calls his lieutenant. "Rook, we've located our guests. Can you escort them outside and then dispose of them, please?"

He turns back to you. "One moment and I'll have someone to take care of you," he says, sounding for the world like a bored shop assistant.
Oct 22, 2021 1:11 am
There isn't much Ferret can do with his hands bound so he hopes that Vincent can somehow get him free without anyone noticing, as unlikely as that is.
Oct 22, 2021 9:13 am
OOC:
would Escape Artist work on other characters, to free their hands up?
Nov 1, 2021 5:18 am
OOC:
I'm so sorry. Not sure what happened here. I thought I was checking back on this regularly. :/ Yes, Escape Artist would work, but you do have either Zane or Rook watching you, so you'll need:
1) a sneak check along with that
2) a sleight-of-hand, also along with that
3) a distractions from someone else
Nov 1, 2021 8:01 am
OOC:
I can provide (1) and (2) I think, Using Move Silently for Sneak
Vincent touches Ferret's hands to alert them he is free, then gets to work on loosening their bounds.

Rolls

Move Silently (+7) - (1d20+7)

(15) + 7 = 22

Sleight of Hand (+7) - (1d20+7)

(1) + 7 = 8

Nov 1, 2021 3:20 pm
OOC:
Does Ferret still have his backpack on him or would Zane have taken it? Maybe he left it near him?
Nov 1, 2021 3:57 pm
[Perception check]

Seeing what Vincent is attempting to do, Angelique tries to draw attention away from them. She moves closer to Rook and suddenly stumbles into him. The effort is clumsy, but she hopes to knock both of them to the ground. She will make it look like an accident if possible. "Sorry. It's my bad ankle," she says apologetically.
Last edited November 1, 2021 4:03 pm

Rolls

Perception - (1d20-1)

(20) - 1 = 19

Nov 5, 2021 3:52 pm
OOC:
Windyridge: Since I didn't specify, it's probably still on him. This was a rush job on their part, and Zane feels very secure behind his plexiglass barrier.

WhtKnt: Not sure that's the right roll, but also not sure if Sneak or Sleight of hand would be better. Sleight-of-Leg? We'll go with it this time while I try to think of how to do it next time.
Alright! Two of you are free. As Rook comes in the door, Angelique instantly trips him. He's probably going to figure out it wasn't an accident, but first, he's got to get off the floor. The two guards who were in here already are focused on that mess at the door. Here's your chance, but it's only a brief window before Rook picks himself up. There will almost definitely be repercussions for Angelique either way after that. You've got ONE action each before we have to move into combat proper - or give the whole thing up.
Nov 5, 2021 9:59 pm
OOC:
so, Vincent would like to use this gadget on the guard that has the heaviest firepower:

-Shock-tip shoes: A kick with that extra punch.
Gadget Point Cost: +2 Weight: —
Spot DC: +0
Mechanics: By flexing his toes, the agent can reveal
a contact point at the tip of these shoes which works
like a taser (see page 110). This effect does not include
the damage from a kick, if such an attack is made.
Insulated to protect the user, these shoes can also electrify
puddles of water in which the agent is standing,
delivering the effect to everyone in contact with the
pool (all receive Fortitude saves). This gadget may be
used twice before it must be recharged.

How do I go about this? It's an attack against a distracted enemy (focused on fallen Rook)
Nov 5, 2021 10:48 pm
Ferret looks into his bag of tricks and wastes no time pulling out his pocket pistol, firing at Rook before he has a chance to get up.
OOC:
(Or he shoots at whoever Vincent doesn't attack)
Last edited November 5, 2021 10:49 pm

Rolls

Shooting - (1d20-1)

(16) - 1 = 15

Nov 6, 2021 3:09 am
OOC:
For the record, the Perception roll was to see if Angelique noticed Vincent's actions, not to trip Rook. Wasn't sure what to roll there.
Angelique's foot lashes out, hopefully connecting with Rook's jaw.
OOC:
Throwing in a melee check for the kick. I don't expect that it will work, but...
OOC:
Hmm, just noticed that her melee score is wrong. Should be -2, not -3. -3 for Str plus 1 for class.

Rolls

Melee attack - (1d20-2)

(10) - 2 = 8

Nov 9, 2021 7:56 pm
Dr_B says:
OOC:
so, Vincent would like to use this gadget on the guard that has the heaviest firepower:

-Shock-tip shoes: A kick with that extra punch.
Gadget Point Cost: +2 Weight: —
Spot DC: +0
Mechanics: By flexing his toes, the agent can reveal a contact point at the tip of these shoes which works like a taser (see page 110). This effect does not include the damage from a kick, if such an attack is made. Insulated to protect the user, these shoes can also electrify puddles of water in which the agent is standing, delivering the effect to everyone in contact with the pool (all receive Fortitude saves). This gadget may be used twice before it must be recharged.

How do I go about this? It's an attack against a distracted enemy (focused on fallen Rook)
OOC:
This'll be a melee attack. Rook's now flat-footed, so no Dex bonus for him. DC to hit is 11. Or, for the rest of your action points, I could just let you foot-taze him into submission.

Going to wait for that before I work through these actions.
Nov 9, 2021 8:07 pm
OOC:
oh, well having the choice not to roll I'll spend the rest of my actions and taze him for sure - except, it isn't Rook that I wanted to target, but the guard with the heaviest weapon
Nov 10, 2021 2:57 pm
OOC:
He's a minion, so it'll cost only one Action point. They've got similar weaponry, so just the nearest one.
There's a sudden flurry of activity.

Angelique moves quickest, kicking at Rook's face. She doesn't connect, but that movement earns her compatriots enough time to burst into action. With his hands now free, Ferret whips out the Walther TPH that the quartermaster added into his gear, firing once and hitting Rook in the shoulder. At the same time, Swissknife's foot knifes up, sweeping into the nearest guard. Electricity sparks from the tip of his shoe, and the guard drops to the ground, writhing incoherently.

On Zane's part, this is apparently par for the course - or at the very least, not entirely unexpected. He shakes his head, as if in commiseration, and says, "I'm truly sorry that you can’t understand: what I do, I do for the good of the Free World." With that, he reaches underneath his desk and stabs at a button hidden there. There's a soft thunk and his chair descends into the floor behind the plexiglass barrier. Seconds later, the room’s digital display begins to flash.

One minute to midnight.
OOC:
You've got Rook and one other guard left. Not as bad as it could be, but you'll have to dispose of them in a hurry. And now I do need init.
Nov 10, 2021 10:06 pm
OOC:
rolling

Rolls

Initiative roll (D20+Initiative bonus) - (1d20+3)

(18) + 3 = 21

Nov 16, 2021 10:40 pm
OOC:
initiative....

Rolls

Initiative - (1d20-1)

(18) - 1 = 17

Nov 19, 2021 5:25 pm
OOC:
If you get higher than 15, go ahead and take your actions. This is a really close space, so gunfire might be a bad idea in terms of what will trigger an attack of opportunity, but if you take a move action to back away from the fighting, we'll assume you're clear until re-engaged.
Nov 19, 2021 6:49 pm
Vincent rushes to the guard that he zapped, and quickly takes their gun.
He then turns to the second guard, tries to hit him with the stock of the gun, then kick him with the last charge of his shock-tip shoes - before he can recover from the surprise.
OOC:
hoping he can do this? two actions, one pick up and one melee attack. Maybe Mobility trait could help?
OOC:
edit: or maybe not.
Last edited November 19, 2021 6:50 pm

Rolls

Melee (-1) - (1d20-1)

(1) - 1 = 0

Nov 19, 2021 7:22 pm
Ferret follows Vincent and uses his gun butt to knock out the guard when he sees him falling short in the task.

Rolls

Melee attack - (1d20+1)

(17) + 1 = 18

Nov 20, 2021 1:19 am
Angelique struggles to find her footing.
Last edited November 20, 2021 1:19 am

Rolls

Angelique init - (1d20+5)

(4) + 5 = 9

Nov 23, 2021 11:26 pm
The last guard goes down under Vincent's assault and that leaves only Rook in play. He eschews pulling his gun in favor of pulling his combat knife from his thigh, and swipes at Vincent with it, hoping that his misstep will help him land the blow.

He missed because of the rumble that shakes the entire place. In the swirling maelstrom of melee, you almost missed that sound. A deep, grating rumble from beneath your feet. Suddenly, seawater washes over your feet, flooding in from the open door. The island is sinking!

Not only must you finish dealing with Rook, Zane’s device must be disarmed before the ICBMs are launched and World War III starts! The device on the far wall that tracks the missiles probably contains an override of some kind, if you can figure out how it works. Zane had controls on his desk too, you remember. The problem there is that the plexiglass barrier is still up, and it won't be easy to take it down.

Rolls

Rook vs Vincent, damage if hit - (d20+6, 1d6+2)

d20+6 : (1) + 6 = 7

1d6+2 : (6) + 2 = 8

Nov 24, 2021 12:15 am
Angelique decides to go for Rook's gun (no idea what to roll, here). Whatever it is, can I spend an Action Dice to enhance it?
Nov 25, 2021 11:56 pm
OOC:
is the plexiglass barrier floor-to-ceiling, or does it stop at a certain height from the floor?

And, @team: who is the best suited for a computer hacking job?
This is all Vincent's got, he is rather unequipped for the task:
https://i.imgur.com/1BmiekH.png
Nov 26, 2021 12:11 am
Ferret seems to have a small window to get over to the other wall with what appears to him to be a missile tracker. If he can't override that he could try to make a beeline to Zane's desk if they could figure out how to get past the plexiglass barricade. Without further hesitation, he gets over to the tracker and starts looking for the override it must have.

Rolls

Computers - (1d20+7)

(13) + 7 = 20

Dec 2, 2021 2:00 am
Angelique sees her opening and takes it, trying to get control of Rook's gun.

Rolls

Unarmed attack plus Action Dice - (1d20-3, 1d4)

1d20-3 : (8) - 3 = 5

1d4 : (4) = 4

Dec 2, 2021 8:51 pm
Angelique dives for Rooks gun. Her fingers close around it, and she twists... but Rook is ready for her. The gun's barrel slips from her grasp as Rook sidesteps, a carefully place foot sending her almost sprawling on the other side of him from where she'd started.

A few feet away, Ferret manages to pry open the side of the display to find a security keypad. The wiring on it is complex, but he manages not to misstep so badly that the system locks up, and he doesn't trigger any security protocols. It feels like he's getting a handle on it. At the very least, he knows what won't work now.

As all this is happening, Vincent gets an uninterrupted look at the barrier. It extends from floor to ceiling, held up in position by an electric motor located about two feet from the ceiling on the inside of the barrier. If the water continues to rise, it will eventually fail, but you'll have scant seconds after that to stop the launch.
OOC:
It's a retry-able check, so you're welcome to do it again, and an Action Die might help, as would assistance. If you don't want to try it again, you can try to get through the plexiglass.
Dec 2, 2021 9:06 pm
OOC:
confused about what to try again? Vincent failed a melee roll to kick and zap a guard last.

Also, can you explain the rising water? I might have missed it, but it's the first time I remember a mention of water.
Dec 2, 2021 9:57 pm
OOC:
You're right, the second post where you asked about skill overrode the first one in my mind. Adding that to the previous post.

Correction, that was in my next to last post. The seawater too.

https://gamersplane.com/forums/thread/21092/?p=1082602#p1082602
Dec 2, 2021 10:13 pm
Vincent has the gun he got from the zapped guard. He looks at the electric motor keeping the plexiglass in place. That's beyond the plexiglas wall... but surely it is wired from the unprotected ceiling. If I'm lucky, I might destroy its wires and make it malfunction...

He aims the gun at the ceiling paneling in proximity of the glass barrier and its motor, and opens fire multiple times. His goal is to hit the unprotected ceiling and destroy any wiring linking to the electric motor.

"Aim at the ceiling near the glass motor!" he tells the others.
OOC:
using 1 Action die. I think it's a d4? Leaving a roll , hopefully it is right
Last edited December 2, 2021 10:14 pm

Rolls

Ranged +3 +1 action die - (1d20+3, 1d4)

1d20+3 : (2) + 3 = 5

1d4 : (1) = 1

Dec 16, 2021 10:12 pm
Vincent's bullets embed in the Plexiglas. Eventually, it will give way, but will there be enough time to finish the job after it does? The sudden sound of gunfire momentarily deafens everyone in the small space, and Rook, with his gun already drawn, whirls to fire at Vincent. His shot goes wide, and also impacts the Plexiglas. Realizing he can't safely shoot at him, he instead starts toward him, ready to engage hand-to-hand.
OOC:
Angelique, you've got an opportunity attack here, basic melee, if you hit, he stops because you stopped him. Feel free to describe it as you like if you hit, and I'll work with it. His Defense is 14. Once that's done, PCs are up!

Rolls

attacking Vincent, 14 hits, d10+1 dmg - (d20+6, d10+1)

d20+6 : (6) + 6 = 12

d10+1 : (1) + 1 = 2

Dec 16, 2021 11:20 pm
Angelique, seeing her chance, wraps her legs around those of Rook and pulls hard with her knees.
Last edited December 16, 2021 11:20 pm

Rolls

Base attack plus action die - (1d20-3, 1d4)

1d20-3 : (18) - 3 = 15

1d4 : (2) = 2

Dec 17, 2021 6:22 pm
Falconloft says:
Angelique dives for Rooks gun. Her fingers close around it, and she twists... but Rook is ready for her. The gun's barrel slips from her grasp as Rook sidesteps, a carefully place foot sending her almost sprawling on the other side of him from where she'd started.

A few feet away, Ferret manages to pry open the side of the display to find a security keypad. The wiring on it is complex, but he manages not to misstep so badly that the system locks up, and he doesn't trigger any security protocols. It feels like he's getting a handle on it. At the very least, he knows what won't work now.

As all this is happening, Vincent gets an uninterrupted look at the barrier. It extends from floor to ceiling, held up in position by an electric motor located about two feet from the ceiling on the inside of the barrier. If the water continues to rise, it will eventually fail, but you'll have scant seconds after that to stop the launch.
OOC:
It's a retry-able check, so you're welcome to do it again, and an Action Die might help, as would assistance. If you don't want to try it again, you can try to get through the plexiglass.
Ferret will try again and attempt to unlock the panel so that he can disarm the weapon. It's a rush against the rising water and very anxiety-provoking.

Rolls

Computers +1 action die - (1d20+7, 1d4)

1d20+7 : (15) + 7 = 22

1d4 : (1) = 1

Dec 21, 2021 3:39 am
Angelique locks legs with Rook, and he goes down face-first into the water. His gun will likely be useless now. He struggles to get away from Angelique, but his position just isn't helping. He gets his head above water to sputter another breath, but he can't get away. With the water almost at waist level, Ferret finally manages to identify the right circuit. All the rest of them are decoys that would trigger a lockdown, but that one... should shut the launch down! Now if Vincent can just get the barrier down you might be able to catch Zane as well!
OOC:
PCs are up!

Rolls

str - (d20+3)

(3) + 3 = 6

Dec 21, 2021 1:05 pm
Vincent aims again at the ceiling, where he suspects the controls and wiring of the plexiglas wall are.
Damn... if I damage the controls under the unprotected ceiling, this thing might drop open... he thinks focusing his shots.

Rolls

Ranged +3 - (1d20+3)

(7) + 3 = 10

Dec 21, 2021 9:02 pm
Heart still pounding, Ferret steadies himself. All that remains between him and disarming the weapon is the one wire which he has now identified. He puts his thumb and index finger on it, takes a deep breath, and yanks.
OOC:
I guess I roll again?

Rolls

Computers +1 action die - (1d20+7, 1d4)

1d20+7 : (2) + 7 = 9

1d4 : (4) = 4

Jan 3, 2022 5:56 pm
The weapons disarm. There wasn't really much chance that they wouldn't. The countdown stops. But, Ferret realizes, the launch systems must have been connected to a failsafe. He realizes this because, as the launch shuts off, the entire island jerks sideways, tilting up under his feet (and everyone else's). The man-made island is ging to sink, and unless you're all quick, with you on it!

It's clearly time to evacuate. That doesn't mean Zane doesn't need to be stopped, but you're running out of time. Is it time to make one last-ditch heroic effort to stop him at the cost of your own life, or is it better to live to stop him another day?
Jan 8, 2022 5:16 pm
"Nice work, Ferret... looks like we need to get to something that can stay afloat! And I bet Zane is thinking exactly the same thing..." He looks around the control room for a schematic of the island, to see if it shows evacuation facilities, life boats or similar...
OOC:
thinking that there will be a rush to the lifeboats, and our nemesis might converge there too. We could eliminate him while saving our skins at the same time...
Last edited January 8, 2022 5:17 pm
Jan 13, 2022 8:02 pm
OOC:
I swear I posted here yesterday... I am losing my freaking mind.
There's no sign of boats, or any indication that the evacuation plan covers the island actually sinking. It's probably just for fires. You do have the boats you came in on, though.

To make your decision easier - or perhaps harder - the water is now up to your stomachs, and the plexiglass barrier lowers into the floor with a shunt. I guess something down there needs even more water than it already has.

It's now or never if you're going to get off of this island safely.
Jan 13, 2022 9:48 pm
"Thanks. We're not going to find an easy way out of here. I think we should try and get back to our boats or follow Zane who surely wants to save his own skin. Either way, time is of the essence now."
OOC:
We could watch Zane to see what he is plannng...
Jan 14, 2022 12:34 am
"I say we secure our boats - if the enemy spots them, we lose our ride. But let's move people!" he wades through water looking for an exit - he still has the gun he stole from the guards. "if Zane escapes on anything that floats, we can chase him with our boats"
Jan 14, 2022 1:05 am
Angelique nods her head and begins to make her way towards our ride.
Jan 18, 2022 9:18 pm
It seems that all of Zane's followers are also panicking, trying to figure out a way to leave, and one small group has found your boats. They're busy untethering one when you arrive.
OOC:
These are minions, not really worth fighting, so I'm not going to make this a combat scene. I just want to see how you guys handle them. You don't need to roll, just narrate how you get rid of them.
Jan 20, 2022 6:43 pm
OOC:
We might as well shoot them :D - it's either that, or threaten them at gunpoint, take our boats and leave them to drown on the island... A (not so) ethical dilemma
Jan 20, 2022 8:21 pm
OOC:
They knew who they were working for.
Jan 20, 2022 10:21 pm
OOC:
I'm ok with knocking them off. 😆
Jan 21, 2022 7:52 pm
Almost as an afterthought, Angelique draws her pistol and caps one of them, the man falling facefirst into the water. It seems callous, but the men knew what they were doing and who they worked for.
Jan 21, 2022 8:08 pm
Vincent dispatches the next man. Don't let stupid morals choose for you, he thinks bitterly.
Jan 21, 2022 9:30 pm
Ferret fires his pistol at one of the others hopeful that they will finally get to a reasonably safe set of circumstances. He too felt bad, but only for a second. It was his skin or theirs. A simple choice.
Jan 24, 2022 4:56 pm
Even with the quick dispatch of your enemies, it's still close work getting off the island in time. The entire thing is sinking; it seems that Zane has made a submarine that can hide itself as a naturally occurring island - at least to an extent. As you pull away from shore, there's an undercurrent coming from the sinking sub that threatens to pull you back under, but just as you're about to capsize, it's gone.

However, as you make your escape, you can't help but wonder where Zane will pop up next, and whether the world will be ready for him.
Jan 24, 2022 9:34 pm
Holding to the side of their boat and trying not to fall as the boat rocks wildly in the wake of the sinking island, Vincent looks at Zane's ingenious vehicle. I'll be damned... where does he get those cool toys?... and the funds to get them?!
Jan 24, 2022 10:50 pm
"Gotta hand it to him. That's pretty damn amazing. Wow." Ferret grips the boat with white knuckled hands as they are buffeted about in the current.
Last edited January 24, 2022 10:51 pm
Jan 31, 2022 10:16 pm
There's not much left to do but to set your beacon and wait. There's fuel in the boats, but which way exactly is the nearest shore? It's dicey to guess. An hour and a half later, the water whips itself into a fury under the beat of a Sikorsky Seahawk. You're bundled aboard and ferried back to the mainland, and by the (very long) end of a very long day, you're in front of your handler for debriefing.

The questions are perfunctory, and it seems that while they wish you'd been able to do more, they also know that with the limited time you were given and the lack of resources, you weren't exactly able to operate like you wish you'd been able to.

There's little question but that Zane will turn up again, somewhere. All you can do is to be ready.
OOC:
That was a deliberately short mission, as it was one of the intro scenarios. If you're up for it, I'll do a more involved one. I'm also going to kick you up to level 3, because I forgot how few options beginning characters actually have in the 3.5-related systems. I can help you build in discord if needed.
Feb 1, 2022 3:35 am
OOC:
I'm in.
Last edited February 1, 2022 3:36 am
Feb 1, 2022 2:08 pm
OOC:
I think I'll stop here, thanks - got a nice taster of this classic gaming system, and enjoyed playing with you all - thanks for running it, @Falconloft !
Last edited February 1, 2022 2:08 pm
Feb 2, 2022 4:37 pm
Nice to have you Dr_B! If we get at least one more, WhtKnt, I'll keep going, otherwise, we'll just leave it here and see if the future brings it around again.

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