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[Spycraft/S9] A Simple Heist

The pair of Section 9 operatives disappear into the Lionsgate's sewer system. The low-light gear struggles to amplify thin shafts of moonlight pierce through storm grates and manholes. The lack of illumination combined with the stealthy approach make for very slow going. Having commited the route to memory, Raven and Gheist follow the narrow walkways and head towards the museum. A left turn a few dozen yards up, then straight for another hundred yards then a right, a few more bends, another hundred paces, a few more turns.

Just 50 short of the reinforced door into the utility tunnel, the agents come up something that was not part of the sewer system maps they reviewed earlier: metal bars that allow the sewage to flow through but prevent people from strolling from the sewer system into the museum complex.

((Gheist's Move Silently check: 27=13+14
Raven's Move Silently check: 23=18+5
Do either of you want to add spend any action dice to increase this check?))
 

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I'm fine with the MS check, no AD necessary for me.

After checking the area past the grate for cams or listening devices, and using snoop spray to check for beams, Gheist will use his watch to remove one or two bars, cutting the top completely through, and the bottom enough to bend the bars out of the way. Just doing enough bars to make room to squeeze through. After we're through, bend the bars back into place so that a quick visual inspection won't show anything amiss.

V
 

((I hope it is safe to assume that Raven will assist Gheist's efforts to search for any security devices.

Raven's cooperation check vs DC 10. Success. 15=9:Roll+2:Ranks+4:Int.

Gheist's Search check: 24=15+4:Ranks+3:Int+2:Coop))

Once again I'll ask if you want to spend any AD to boost the check results.))


The snoop spray does not reveal the presence of anything except some scattered motes of dust. With Raven providing an additional set of eyes, Gheist searches the area for any security devices and feels relatively confident that there are none.

The whole process of cutting through the bars takes a few minutes but the metal grate is no match for the high-power laser built into Gheist's watch. The metal groans as the two operatives combine their muscle-power to bend the bars.

Having overcome the minor obstacles of darkness and the metal grate, the agents proceed to the door to the utility tunnel. As indicated in the security briefing, a reinforced door is secured by a simple keypad lock.

((Reinforced door: Open Lock (DC 25) to open; Break DC 24 to force. Electronic Combination Lock: Open Lock DC 20 top bypass; Electronics DC 20 to disable. Action Dice: If you want to spend AD on any of these rolls, let me know what at what point should I be rolling for AD and how many AD you're willing to spend.))
 

Raven eyes the door briefly then removes and activates a lightstick to see better by.

"Not very bright, I know, but it should be enough for our night-vision stuff," he explains.

He strums his fingers on his belt then puts his backpack down in front of the door. First he takes his electronics equipment out and attempts to disable the electronic lock, then if needed he unlocks the door with the lockpicks in his belt.

"Lets see if we can turn their security into our b:)tch," he says optimistically with a little chuckle.

[ooc: electronics +8 (+ action dice), open lock +9 (+ bonus action dice mentioned during character creation ;))]
 
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"We're not in a hurry yet. Let's take our time on this," Gheist whispers.

(ooc: Gheist's Open locks (+10) can bypass the electronic lock with a 'take 10'. If it's an additional effort to overcome the reinforced door itself, then I suggest Gheist 'take 20' (if possible) on the Open locks check, of if not possible, attempt until either success or error, with a possible assist from Raven. This should also save us from having to use any action dice for the nonce.)

[opinion: action dice should be saved to guarantee a success, i.e. when you're an average action die roll away from a needed success. If it can be accomplished another way, save the die for another day. :D ]

V
 

Open Sesame

Deet-deet-deet!
Gheist's burgling efforts are rewarded with the soft chiming of the bypassed keypad.

Though he is no less experienced or skilled at opening locks than Gheist, Raven takes a little more time tackling the lock on the reinforced door. Less than two minutes after Gheist spoofs the keypad, Raven opens the way into the utility tunnel.

Approximately 24 minutes have elapsed since the agents started their mission.

((Excellent! I'm awarding a bonus action die to Vardeman. Check the OOC thread for details.
I've also posted the dice rolling details on the OOC thread to avoid cluttering up the IC thread.))
 

A Mental Map

utility-tunnel.gif


Before entering the reinforced door, Raven and Gheist recall the layout of the musuem from their mental maps. The reinforced door leads into a short north-bound corridor that intersects a 10 foot wide utility tunnel that runs east-west.

The security centre is a set of offices located 60 feet to the east of the "sewer" corridor.

There is a small "chat" room where the security officers take any vandals and unruly museum guests for a nice chat about good and behavior. The "chat" room door is on the north side of the tunnel, 30 feet east of the reinforced door.

Adjacent to the "chat" room is the central command centre which houses the main security console. Through the console, the guards can view any area of the museum that is monitored by camera, check the status of the security systems and electronically locked doors, etc. The video feed from the security cameras are also recorded and stored there.
The central command centre is connected to a bathroom and a bedroom/lounge.

Across the "chat" room is a pair of holding cells to incarcerate very unruly guests.
Across the command centre is a kennel for the guard dogs.

The eastern end of the utility tunnel should end in a pair of security doors leading into a north-south service tunnel.

The package is in the North Museum Complex.

((The map shows you a rough sketch of the immediate area and it does not show the location of any security devices and the like.)

((EDIT: Fixed URL for the map.))
 
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"Lets go to work," Raven says with a smile, casting a glance down the passage, "Where do I clock in?"

Raven gives Gheist a thumbs up, and slings his backpack back onto his shoulders. He turns off night vision and tosses the lightstick out of sight before drawing his pistol and quietly moving into the tunnel, keeping alert for any security devices.

[ooc: Spot +3, Listen +3, Move Silently +5, Hide +5]
 
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Gheist readies his dart gun, and peers out into the corridor [COLOR=sky blue](how well-lit is this area?)[/COLOR], scanning carefully for cameras, motion sensors, or anything else that might be a security device. Assuming no such devices, he will stealthily move down the hallway to the east, keeping to the south wall, and listening carefully at each door.

[ooc: Spot +7, Listen +5, Move Silently +14, Hide +12]

V
 

Pairs of fluorescent lights are evenly spaced along the corridor ceilings. Two out of every three pairs of fluorescent rods are lit and every third pair is shut off. There are thin pools of shadow every 15 feet or so but large areas of the corridors are well lit.

Other than the lock and keypad that Raven and Gheist just blew through, the two agents don't see any security devices along the corridor from the sewers. The agents creep towards the main utility tunnel and take a quick peek around the corner.

The lidless eye of a security camera gazes at the length of the east-west service tunnel. It is mounted above the double security-doors at the eastern end.

All the doors are closed with the exception of the command centre door. Both agents hear the incessant barking of a dog from within. They also hear a man's voice: "What's gotten into you boy? I've given you enough treats... Calm down!... *krsht* <indistinct> Yep, everything is kopacetic here at bores-ville central... <krshshsshtt>"

((Raven's Skill Checks:
Spot: 25=20+2:Ranks+1:Wis+2:Misc.
Listen: 23=20+2:Ranks+1:Wis
Move Silently: 20=15+2:Ranks+3:Dex
Hide: 15=10+2:Ranks+3:Dex

By rolling 20 on the Spot and Listen rolls, Raven has scored a threat. In each case, you may choose to spend AD to activate a critical success.

Gheist's Skill Checks:
Spot: 15=6+6:Ranks+1:Wis+2:MIsc
Listen: 13=8+4:Ranks+1:Wis
Move Silently: 15=1+7:Ranks+3:Dex+2:DEPT_bonus+2:FEAT(Stealthy)
Hide: 24=12+7:Ranks+3:Dex+2:FEAT(Stealthy)

ACK! Gheist rolled a 1 on his Move Silently check. This is a considered an "error" and I could spend one of my AD to turn this into a critical failure. Uh-oh! But in this case, I think I'll save my AD to wreak havoc on the agents later on.

As usual let me know if you want to blow any AD's on these rolls. I'll describe the final results after you have made your decision.))
 
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