Page 13 of 20
Posted: January 30th, 2008, 9:25
by Roman Totale
Yar
Posted: January 30th, 2008, 16:36
by deject
sounds pretty good to me.
Posted: February 5th, 2008, 19:53
by Joose
He replies to say that half an hour is fine, and you make your way to the meet. It only takes a few mins to get there, as it is almost literally around the corner (you can still just about make out the noise of the T-Bird hovering about in the distance).
The area is a fenced off piece of ground that looks like it had, untill recently, warehouse type building in it. Now, however, its all bulldozen down and flattened, with just the occasional bit of intact floor and pile of rubble to give any clue as to what was here previously. The fence around the land is high and topped with razorwire, but the gate is open. there is a chain and padlock on the gate, but it doesnt look like anyone has bothered to use it recently. Theres a couple of portacabin like sheds to the side of the gate, both of which look a bit run down, but servicable, and theres some indication that if you had been here in the day, there may have been workmen doing...ohh, builder like things.
Some of the rubble piles that dot around the place are largish, and there are plenty of places that people could be hiding, not to mention the portacabins, so this does seem like the ideal place for an ambush. However, theres no indication that anyone is here yet, and no recent car tracks lead in through the gate.
You can see all this from the car as you approach along the road, so you are not actually there yet. Also, you can see that there is a large AR sign accross the gate, which you can see using the cars in built AR display. Its the usual "Danger, stay out, trespassers will have their balls ripped off" sign.
Posted: February 5th, 2008, 20:13
by Dog Pants
I reckon we keep incognito and see who turns up early.
Posted: February 5th, 2008, 21:31
by deject
Dog Pants wrote:I reckon we keep incognito and see who turns up early.
Leland wrote:I've just had a thought. Since they guys want the demon inside the box, they probably have a magician with them, and he'll be able to spot at least the box if he's gone astral, if not me and my focus. I think it might be a good idea for me to stay a bit away from either one or both of you guys at least until the meet. If we're trying to be discreet staying in a car with the biggest astral beacon for miles is probably not the best idea.
Posted: February 5th, 2008, 22:07
by Dog Pants
Al wrote:I'll take the magic tree out too.
Posted: February 6th, 2008, 17:44
by deject
Leland wrote:How about I hang back behind you guys with the box while you go ahead and check it all out?
Posted: February 6th, 2008, 17:49
by Dog Pants
Al wrote:Okay, come on Chopper. Here, make sure we've got a quick getaway ready. You can drive can't you?
Chuck the car keys to Leland and coax Chopper towards the meeting point.
Posted: February 6th, 2008, 18:37
by deject
I think I'll cast Detect Enemies (horse 3) again and keep it up on my Focus until the Mr. J shows up.
Detect Enemies horse 3:
Magic + Spellcasting: 6 hits
Drain (3/2)+1: 4 hits
Posted: February 6th, 2008, 18:40
by Roman Totale
hehe, Dog Pants likes coaxing choppers
Chopper wrote:I'm ready. If I get split up from you don't worry, I can run pretty sharpish.
I've also got Escape Artist lvl 4 which should help if I need to bail.
Posted: February 6th, 2008, 18:53
by Dog Pants
Roman Totale wrote:I've also got Escape Artist lvl 4 which should help if I need to bail.
No wonder you always win at strip twister.
Posted: February 12th, 2008, 16:14
by Joose
deject wrote:I think I'll cast Detect Enemies (horse 3) again and keep it up on my Focus until the Mr. J shows up.
Detect Enemies horse 3:
Magic + Spellcasting: 6 hits
Drain (3/2)+1: 4 hits
Nope, comes up clear.
Chopper and Al approach the gate to the place, and get a better view of the wasteland. You cant see anyone around as yet, but on closer inspection, the place has a mess of ditches to one side that were obscured from sight till you got to the gate, and you cant see around this sides (or, for that matter, into) the portacabins on the other side. There could easily be a dozen guys hiding in the odd bits and bobs around the site, you cant really tell from here. You going in?
Posted: February 12th, 2008, 16:37
by Dog Pants
It's the only way we'll get a good idea of the area. Makes sense to make sure the place is clear in advance.
Posted: February 12th, 2008, 17:33
by Roman Totale
Dog Pants wrote:It's the only way we'll get a good idea of the area. Makes sense to make sure the place is clear in advance.
I concur. Stay sharp people.
Posted: February 12th, 2008, 18:54
by Dog Pants
Since we're being paranoid, I'll draw my Ruger.
Posted: February 13th, 2008, 18:47
by Joose
Ok, you go in, and...
ZOMG BULLET TIEM.
Roll your initiatives, people.
Posted: February 13th, 2008, 19:02
by Roman Totale
Initiative 6:
4,4,5,5,3,5 = 3 hits
Posted: February 13th, 2008, 19:22
by Dog Pants
3,2,6,1,4,2,6 = 3 hits
Posted: February 13th, 2008, 20:17
by Roman Totale
Just realised I forgot to add my initiative back to the roll, therefore:
6 + 3 = 9
Doggers, you got 10 in total.
Posted: February 13th, 2008, 20:49
by deject
Init (6): 1 hit, so I'm at 7. Looks like I'm probably going last.
