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Post by roxolid on Nov 30, 2019 2:08:49 GMT -5
OOC No need to persuade Cameron. He's on your side. Sorta.
"Have you looked into the owner of Allied Shipping, Major Roger Nathan, USMC, Retired or his operations man, Captain Arnold Jensen? They both served in Lebanon together along with two other Seattle residents, Stephen Bradford and Joseph D'Antino."
"Hang on. Let me get those names. I gotta list... hang on. Hold yer damn horses. RIght. Nathan... Jensen... Those others are.. lemme get my pen. Right. Bradford and.. D'Antino?" growled Cameron. He sucked in and breathed out, obviously a cigarette. "Ex Military." he let the statement hang. Green Arrow continued...
"Together, these ex-marines had the means to pull off Ralph Brickwaithe's murder. If they lack alibis, then they had the opportunity too. As for motive, I find it suspicious that their small company has been so successful over it's two years in business. What are they shipping? Drugs? It could be that Lewis and the other former company employee found out what the company was up to and the leaders wanted them taken out. As for the other four, who all had some connections to drugs, the marines may have needed to strong-arm their way into the local market."
"Hold on a sec. I need more than just say so! Due process, proof, something I can use to put these guys away, huh? I need a reason ta check 'em out. Sure, I can go pay em a visit but on what grounds? A goofball in a mask said so? I'd get laughed outta court! It's somethin' ta go on, but I gotta tell ya, my gut says that killin' had th' ring of plannin' about it, and that's more than dumb street goons. They ain't got th' patience or th' smarts." replied Cameron.
"What I don't get is why they would leave such an obvious signature on all their victims. Was it pride? I'd like to find out if this company of marines left any bodies with this symbol on them in Lebanon. Or maybe the force had a name with an "N" and a "Z" or an "X"."
"Easier to use a gun from afar too. Callin' card ain't rare - gangland types use 'em all th' time. This is more detailed though, and less clumsy than we normally see. This was a message. Questions are, what does it say and whose it for? Ok. I'll check these guys out. Good work. I gotta give ya th' official line now. Stay outta this, it's a cop thing, an' you pokin' ya nose in ain't welcome. Unofficially, watch ya ass. Major kudos on the street for goons to take down a mask. I don't wanna scrape you off th' street. Anythin' else you find out, you know where I am." said Cameron. He put the phone down.
He'd said what was required - that he didn't encourage or endorse vigilantes or their interference in his investigation. He'd also added 'watch ya ass' indicating that he didn't expect anything he said or did to make a difference to what Green Arrow did next. Vigilantes operated outside the law. That got the backs up of law enforcement types, but some of the smarter ones learned to work around it. By laying down the rules - he needed clear proof and something a judge could use to convict - Cameron had (hopefully, to his way of thinking) guided the vigilante in the direction that the Police could use.
OOC Before Cameron hangs up, you can ask more of him if required. Or you can head to Allied Shipping as Oliver Queen (or undercover) or later as Green Arrow. Maybe instead you want to contact Allied and do some digging, see if you can find out more about them?
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Post by andyman on Dec 1, 2019 23:18:39 GMT -5
Allied has two cargo ships. I'd like to try to sneak onto one as Green Arrow to see what their cargo is. First step is to find out if there is one at the Seattle docks right now. Does that require a roll?
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Post by roxolid on Dec 3, 2019 17:41:44 GMT -5
OOC As far as I can tell (there's no reference to the cargo ships in the adventure being required to search) Green Arrows options are:
Visit Allied shipping Warehouse by day (in disguise presumably) or By night - as Green Arrow.
I'm guessing the ships are out at sea somewhere and therefore not part of the adventure as there's no option to check them out.
Apologies for slowing down over the last week - work is busting my ass at the moment. Looking forward to a week off from 15th December!
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Post by andyman on Dec 3, 2019 22:07:33 GMT -5
Oliver already visited the allied shipping warehouse by day in disguise, so the next step would be to sneak around the warehouse at night as Green Arrow.
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Post by roxolid on Dec 4, 2019 4:30:45 GMT -5
Night falls...
Stealthily, the hunter stalks his prey, crouched, creeping slowly up to the warehouse door. Inside, he knows, is what he seeks ... yet he does not know what form it takes ...
The flabby figure of a balding man stands out in the merciless glare of a single, naked bulb. He caresses a flickeringly sharp blade, and as he raises the instrument to make another precise, surgical cut, the girl registers for the first time.
Her arms are tied above her as she dangles from the high beam. Blood streams from the scores of gashes on her arms, legs, and chest. Laughing, leering, the little man lowers the blade to inscribe another wound.
DINAH!
The nightmare comes back to you with a strong sense of deja vu. But this is another warehouse. Another day.
And warehouses all look the same after a while : big unremarkable buildings whose only function is to defeat weather and vermin. Whatever kind of vermin tries to get in. More often than not, it seems vermin own the warehouses.
The compound is surrounded by a 10' high chain linked fence with signs indicating it is electrified. The occasional spark as a fly dances off suggests that is true. There is a main entrance with gate houses and a lowered barrier. Inside the compound are four large Warehouses (called A to D), an office building of a couple of stories and a garage of some kind.
Security lights spread evenly and at the corners suggest they take security seriously. As Green Arrow looks on from a distant vantage point with binoculars, he can see four guards. Two at the gate two patrolling the routes between the warehouses.
OOC I'll pop a map up once I've had chance to doctor it for the labels that are on it but it might be Thursday PM GMT as I've got to go to work twice between then!
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Post by andyman on Dec 4, 2019 21:48:10 GMT -5
Using his extensive knowledge of gadgets, Green Arrow looks for a way to cross the electric fence. Perhaps there is a power box that he can hit with a well placed arrow or a weak spot where he can get through.
Gadgetry (Identify Gadget?): 8 72T_a8vh1-101-10 and 1-101-101-101-101-10�1-10�1-10�1-10�1-10�1-10
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Post by andyman on Dec 4, 2019 21:49:03 GMT -5
I'll take the double nines and roll two more dice. Vkyw1tSM1-101-101-10�1-10
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Post by andyman on Dec 4, 2019 21:49:29 GMT -5
18+6 = 24!
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Post by roxolid on Dec 5, 2019 6:25:43 GMT -5
OOC Will resolve the use of Gadgetry later when I get home from work. For someone like GA it should be a cinch.
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Post by roxolid on Dec 5, 2019 18:00:01 GMT -5
OOC It seems that the adventure not only notes that Green Arrow has no Thief Skill but applies a +2 CS on difficulty for it. This makes no sense to me. Green Arrow sneaks about. It's a thing he does. Anyway...
It's Thief (Security Systems) that he needs, and it's the same APs so that roll stands.
I'll use Int as AV and EV for Security System overrides. Regardless of how Dexterous a person is, without some knowledge of Security Systems the attempt will more likely fail.
Int 5 + Roll 24 (29) vs OV 5 + Roll(2d10)+0: 7,3,+0 Total:15 SUCCESS +4 Effect
Int 5 + 4 (9) - RV 5 = 4 RAPs
It takes just over a minute for Green Arrow to override the electrical fence.
Not only would an electrical fence give a jolt to anyone who touched it, it would light up like a christmas tree and trigger the alarm. Now neither would happen. Green Arrow looked over the compound. He could now choose the direction he would enter the compound...
OOC Take a look at the map and pick a point near one of the warehouses and we'll go from there...
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Post by andyman on Dec 5, 2019 21:50:51 GMT -5
Oliver notes an over 100 foot gap between the security lights behind "Warehouse A" and decides on that as his point of entry. But first he has to get the timing right. He waits until he has a good sense of the guards' rounds before moving in to climb the fence in between the two security lights where it is darkest.
OOC: I'm hoping no roll is necessary for picking the best time to go for it and will just roll an Acrobatics check to climb the fence.
Acrobatics (Climbing): 8 |E_tcROO1-101-10 and 1-101-101-101-101-10�1-10�1-10�1-10�1-10�1-10
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Post by andyman on Dec 5, 2019 21:51:56 GMT -5
I'll take those doubles 10s and roll two more dice wg_btwKq1-101-101-10�1-10
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Post by andyman on Dec 5, 2019 21:52:09 GMT -5
31 baby!
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Post by roxolid on Dec 9, 2019 20:18:27 GMT -5
OOC Climbing over the fence is relatively simple for GA now that the electric is off.
Dex 9 + Roll 31 (40) vs OV 4 + Roll(2d10)+0: 2,2,+0 Total:8 DOUBLE plus Roll(2d10)+0: 7,8,+0 Total:23 SUCCESS +6 EV
Dex 9 +6 (15) vs RV 4 = 11 RAPs
Like an olympic gymnast could only aspire to, Green Arrow runs up, vaults and flips over the fence without touching it and lands in a silent crouch.
Glancing about, he moves to the shadow of the wall (OOC Warehouse 'A') and along to the door. As expected, it's locked. They are sturdy doors, metal reinforced and tricky to bash through. The lock may be less so though these places may be alarmed. There may be other ways to get in but whether the guards circuit will give him the time he needs is another matter!
OOC Use Thief for:
Security Systems or Lock Picking or Stealth
or Climbing (again) to get on a roof
or other options should you so wish!
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Post by andyman on Dec 9, 2019 20:52:47 GMT -5
Green Arrow decides to try the warehouse roof, away from prying eyes and climbs up as quietly as possible in the shadows.
Acrobatics (Climbing) 8 M3x5YO|k1-101-10 and 1-101-101-101-101-10�1-10�1-10�1-10�1-10�1-10
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