The Dark Trilogy presented by GMEdwin

Game Master Insnare

Kask Station has gone silent... The Fleet is concerned and has sent one of its SRP(Space Recon Patrols) nicknamed SeRPs to go and investigate...

KASK STATION

Scout Ship


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RETIRED

"Hey, quit picking on Vyun!" Kit yells at the tentacles. "He's our fitness instructor, he makes amazing light shows, and he brews the nastiest liquor!" she shouts. She shakes her hands, winds up and throws another flaming sphere at the tentacles.

Attack vs. EAC: 1d20 + 4 ⇒ (19) + 4 = 23
Fire Damage: 1d3 ⇒ 2

"And you CAN'T have him!"


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

Ouch! Another 19! Fighting defensively from now on. AC is now 18/21.

Vagoru switches back to the Doshko and swings again, this time trying to keep the doshko's bladed head between him and the tentacles.

tactical doshko -4 defensive: 1d20 + 6 ⇒ (17) + 6 = 23
damage +1 photon mode: 1d12 + 4 + 1 ⇒ (2) + 4 + 1 = 7

"There! Take that!"

Kit: do you really not have a pistol?


Level 2 Soldier-HP: 14/20, Stamina: 18/18, Resolve: 3/4, EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5, Initiative: +3

Snorri lifts the axe over his head and brings it down with a mighty swing, nostrils flaring with rage and frustration at this creature.

Axe Vs KAC: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d12 + 3 ⇒ (11) + 3 = 14
Critial Damage Total: 1d12 + 3 + 14 ⇒ (10) + 3 + 14 = 27


RETIRED

Nope! And she doesn't want one!

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Khall fires twice, once with each pistol Full attack, multi-weapon fighting

Attack 1: 1d20 + 3 ⇒ (14) + 3 = 17
Attack 2: 1d20 + 3 ⇒ (6) + 3 = 9-Miss
Damage 1: 1d6 ⇒ 6

Khall growls, frustrated at herself, at the monster, at the enclosed space... At everything really.


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Ambrose continues firing into the cluster of tentacles.
"Whoohooooooo!" he shouts as he moves about his immediate vicinity, flowing with the two pistols in his own style of multi-weapon fighting.

Attack: 1d20 + 5 - 3 ⇒ (18) + 5 - 3 = 20
energy damage: 1d6 ⇒ 1
Attack: 1d20 + 5 - 3 ⇒ (13) + 5 - 3 = 15
energy damage: 1d6 ⇒ 3


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Bronen wields his spear deftly as it stabs and blocks.

Attack: 1d20 + 1 ⇒ (16) + 1 = 17
dmg: 1d6 + 4 ⇒ (1) + 4 = 5
Attack: 1d20 + 1 ⇒ (17) + 1 = 18
dmg: 1d6 + 4 ⇒ (4) + 4 = 8

+1 AC


Shot Putter Funkmeister

Through a combination of all of your efforts three of the tentacles are down.

Next round

3 tentacles attack those in melee against Bronen 1d20 + 1 ⇒ (16) + 1 = 17 hit 1d6 + 1 ⇒ (6) + 1 = 7, Vag 1d20 + 1 ⇒ (15) + 1 = 16 miss, Ambrose 1d20 + 1 ⇒ (18) + 1 = 19 hit 1d6 + 1 ⇒ (5) + 1 = 6

All


Level 2 Soldier-HP: 14/20, Stamina: 18/18, Resolve: 3/4, EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5, Initiative: +3

"Keep it up lads, we'll be stir frying it in no time!" Snorri moves onto the next closest tentacle to try his luck again.

Axe Vs KAC: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d12 + 3 ⇒ (5) + 3 = 8


RETIRED

Kit eyes the room, wishing she could get into melee and blast a gout of flame at this thing, but seeing the room is already packed to bursting, Kit growls with frustration and hurls another ball of fire at the tentacles.

"Stupid, tiny rooms!"

Attack vs. KAC: 1d20 + 4 ⇒ (18) + 4 = 22
Fire Damage: 1d3 ⇒ 3


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

"How many tentacles does this damn thing have?" shouts Vagoru, as he swings the Doshko again.

Tactical Doshko -4 defensive: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13 Probably not.


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Ambrose continues his assault, trying to blast down whatever remains.

"You know what'd be cool right now? A grenade!" Ambrose calls out.
1d20 + 5 - 3 ⇒ (10) + 5 - 3 = 12
1d20 + 5 - 3 ⇒ (17) + 5 - 3 = 19
Energy damage: 1d6 ⇒ 3


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Attack: 1d20 + 1 ⇒ (16) + 1 = 17
dmg: 1d6 + 4 ⇒ (4) + 4 = 8
Attack: 1d20 + 1 ⇒ (10) + 1 = 11

hit? : +1AC


Shot Putter Funkmeister

Combat Over

The last of the big tentacles perish. You move inside the room where they were and you see that the room contains six minimal but comfortable sleeping berths, and a cabinet containing standard Fleet-issued blankets and pillows. Two fire extinguishers are mounted on the walls. A door with a palm switch leads to the bow of the ship.


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Ambrose takes a second to reload before raising his guns again. "That was fun." he says amiably.


RETIRED

Kit scurries into the room when there's space and kicks a tentacle. "Ha! Take that, ugly!" she taunts it.

What's the rest of the tentacle monster look like? Or is it just tentacles with no body?


Shot Putter Funkmeister

Each of the tentacles is thick and 20 feet long but they are not connected.


RETIRED

"Whoah!" she remarks. "What's with these weird snakes?"


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

"I need to rest for a moment," says Vagoru.

I'd like to spend a 10 minute rest to regain stamina, if you guys are cool with that.

Also... anyone heard from Vultsubai? He's the mystic and I could use some healing.


Level 2 Soldier-HP: 14/20, Stamina: 18/18, Resolve: 3/4, EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5, Initiative: +3

Snorri nods at Vagoru Vyun, he starts standing vigil at the door and keeping an eye out for more of the surprises the mission might throw at them. "They were nasty enough take your time to catch your breath."


RETIRED

"You don't look so good." Kit tells Vyun. She spits a healing serum into her hand. It's dripping with saliva, but she brandishes at him anyway. "You need a jab?"


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Taking this opportunity, Bronen will repair more of "Dronen".

Using the 1/day repair option


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2
- Kit - wrote:
"You don't look so good." Kit tells Vyun. She spits a healing serum into her hand. It's dripping with saliva, but she brandishes at him anyway. "You need a jab?"

"I have a few of those myself. But I wonder how many more we will find on this station."

What about medicine and medkits? Anyone good with those? It sounds like we're going to be here a long time and I don't want to deplete our serum supply too fast.


RETIRED

Kit shrugs and shoves it back inside her mouth. "Suit yourself. I ain't no healer."

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Khall checks her ammo, Four shots each... She slides her pistols back into their holdsters. And eight in my rifle... Seems we are doing this quite efficiently. However we best start conserving ammo when we can... Khall pulls her survival knife from her boot and begins to test the edge. If you can that is.


RETIRED

After rifling through all the shelves and cabinets, Kit amuses herself by changing the blanket's colours, and making the tentacles smell like various substances--roses, oil, fresh-baked fruit-pie, and Snorri's farts. She giggles madly at her own cleverness.

Anyone need to do anything else before we move on?

Once everyone's rested and ready, Kit wanders over to the palm switch and puts her hand on it, hoping it will open the door to the bow of the ship.


Shot Putter Funkmeister

You put your hand on the palm door reader and the door swooshes open.

As the door to this area opens, you see what could only be a deserted galley. Pots and pans are carefully arranged on a counter, and several cabinets with transparent doors hold cutlery, dishes, and drinking glasses.

A light film of grey dust covers nearly all surfaces. A large table with six chairs occupies the center of the room. Two entertainment stations are mounted on the wall to the left, their large view-screens filling most of the wall.

The automated food processor stands to the right, and a yellow moss seems to be growing on its control panel. At the far end of the galley, a single door with a palm switch leads to the command area in the ship’s bow.


RETIRED

Kit wanders into the room, gives the place a gander, then wanders up to the galley area. She checks in the cabinets and on the counter for anything interesting.

Perception: 1d20 + 1 ⇒ (20) + 1 = 21


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

"This place has seen better days. Must be the maid's day off."

Vagoru waits for Kit to finish looking around before moving on, though he has no particular interest in searching kitchen cupboards himself.


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Bronen and Dronen take post at the door the group entered from while some of the others search.


Shot Putter Funkmeister

Kit

Spoiler:
The grey dust you find everywhere does not seem in place and looks foreign maybe alien.


RETIRED

"This dust is weird! It's not... dust. Ya' know? It's more alien junk or something!" Glancing at her companions she asks, "Is anyone good with weird life-forms? Or, maybe one of you was a maid before joining the Fleet? Cause, I swear something ain't right about it! Damned if I know what, though..."

With a shrug, Kit leaves the dust alone, just in case it makes you grow tentacle snakes out of your butt...

Kit wanders past the table and chairs in the centre of the room, careful not to touch them, and looks at the food processor from afar.

"I think they need a replacement. Still, might have some parts worth salvaging... Not now of course, but maybe later, eh?"

Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Engineering to guess if it still works or she could salvage parts from it: 1d20 + 10 ⇒ (4) + 10 = 14

She's ready to move on after that (unless something crazy happens!)


Shot Putter Funkmeister

Kit

Spoiler:
In spite of or irrelevant to the fact there is yellow moss on the control panel, it seems to be in perfect working order


RETIRED

Cool.

Bored of looking at the food processor, and not finding anything else of interest, Kit moves towards the exit, ready to head deeper into the ship.

Ready when everyone else is.


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

"Maybe this whole ship needs to be sterilized. Let's make sure not to bring any mold or spores back with us."

"Let's keep moving."


Shot Putter Funkmeister

The door to the command area opens, and you see four of the Sigma’s crew working at the controls. The place appears untouched, and you heave a sigh of relief to find no evidence of alien fungi. The four figures do not appear to have noticed your entrance as yet, so intent are they on their task.

Knowledge Engineering DC 23

Spoiler:
With a start you realize what that task is: they’re readying the Sigma for liftoff!


RETIRED

Engineering: 1d20 + 10 ⇒ (2) + 10 = 12

Ouch!

"What the?" Kit exclaims, clearly surprised to find survivors sitting here and working while tentacle snakes rampage and weird mold are growing everywhere...

"Nice monsters on your ship, eh?" she asks. "Very eager to meet visitors... How's it... uh... going?"


Level 2 Soldier-HP: 14/20, Stamina: 18/18, Resolve: 3/4, EAC: 17, KAC: 19, Fort: +5, Ref: +3, Will: +5, Initiative: +3

Snorri keeps his axe in hand in case he needs to do some more extreme flower arranging. Kit of course was drawing attention so he moves a little to the side... just in case they decide to toss a grenade at the group.

Engineering: 1d20 + 4 ⇒ (19) + 4 = 23

Snorri pauses mid step. "Mind stop pressing those buttons and answer some questions. It'd be a shame to get persuasive trying to find out why you're readying the Sigma for lift off?"


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Ambrose pads into the room, looking around.

Are the crew actually Alive? Or do they look... funky?
Perception: 1d20 + 5 ⇒ (18) + 5 = 23

Sovereign Court

Female(Congregant) ikeshti Mercenary Operative(ghost) 2
Vitals:
HP:11/16 Stamina:14/14 Resolve:4/5 EAC/KAC=16/15:(4Dex,+1 KAC/+2 EAC,) Fort:1 Refl:7 Will:2 BAB:+1 (ranged:+5, Melee:+3), Init:+4

Khall mumbles to herself. Shoulda requested a flamethrower... she examines the "dust" and scrapes some onto her knife.
life Science (Untrained+Jack of trades): 1d20 + 5 ⇒ (7) + 5 = 12

When she finishes examining it she cleans her blade by scrapping the dust off a table corner.


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Engineering: 1d20 + 8 ⇒ (11) + 8 = 19


Shot Putter Funkmeister

Ambrose

Spoiler:
The crew is wearing their spacesuits. They do not look funky.

The crewmen leave their work and rise to their feet, turning in your direction. One of them, most likely the Captain, taps the side of his helmet, perhaps indicating that he cannot hear you. The other three crew members also point to their helmets in similar fashion. The Captain takes a step in your direction, reaching for his visor.


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

Vagoru activates the comm unit in his armor.

"Can you hear me now?" He cycles through various frequencies trying to find one the men are using.


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Something's afoot at the circle k...

Ambrose waits, his weapons lowered but not put away.


Shot Putter Funkmeister

yes it is the future yous wanting to have a conversation


male Nuar Mercenary Mechanic 2 | SP 0/16, HP 7/18, RP 0/3 | EAC 15, KAC 17 | Fort +5, Ref +4, Will +0 | Init +1 / /medium combat Drone | HP 19/20 | EAC 14 KAC 17 | Fort +0, Ref +5, Will +0 |

Bronen and Dronen wait patiently at the door.


RETIRED

"Lift off?" Kit exclaims. She scurries into the cockpit and smacks their fingers away from the console. "You'll be lucky if your engines don't explode! Cut that out!"

If she can she'll cancel the take off. Not sure which check you'd need right now. Computers, I assume, but I'll roll the others you might need to save time.
Computers: 1d20 + 8 ⇒ (7) + 8 = 15
Engineering: 1d20 + 10 ⇒ (18) + 10 = 28
Piloting: 1d20 + 7 ⇒ (7) + 7 = 14


Shobhad SP 8/14 : HP 7/20 : RP 5/5 | EAC 16 : KAC 19 EAC 18 : KAC 21 | Fort +4 : Ref +1 : Will +4 | Perception +5 : Darkvision 60' | Initiative +5 : Move 35' | Tac. Doshko +6, 1d12+4P : Laser Cannon +3, 1d10F Current Conditions: none. Current Buffs: photon, round 2

If Vagoru cannot raise any of the strangers on the comm:

Vagoru waves one of the space-suited figures forward and leans down slowly, touching the faceplate of his helmet to the faceplate of the spacesuited figure's helmet, so that sound may pass from one helmet to the other.

"Who are you guys? And why are you trying to leave?"


Shot Putter Funkmeister

Kit moves to stop the liftoff sequence and is successful.

They all lift their visors, and you realize to your horror that these are not crewmen at all... From a writhing mass of green within each helmet, sickly tendrils suddenly reach for you! Each figure draws a rail pistol as well.

Crewman 1 vs Vag, tentacle 1d20 + 6 ⇒ (14) + 6 = 20 hit 1d6 ⇒ 5 Fort save DC 12 1d20 + 4 ⇒ (15) + 4 = 19

Crewman 2 vs Kit, tentacle 1d20 + 6 ⇒ (6) + 6 = 12 miss

Crewman 3 vs Snoori, tentacle 1d20 + 6 ⇒ (19) + 6 = 25 hit 1d6 ⇒ 5 Fort save DC12 1d20 + 5 ⇒ (1) + 5 = 6 fail

Crewman four fires the rail gun at Ambrose 1d20 + 6 ⇒ (2) + 6 = 8 miss

Initiative: Vag 1d20 + 5 ⇒ (1) + 5 = 6, Kit 1d20 + 3 ⇒ (5) + 3 = 8, Bronen 1d20 + 1 ⇒ (9) + 1 = 10, Ambrose 1d20 + 5 ⇒ (6) + 5 = 11, Khall 1d20 + 4 ⇒ (16) + 4 = 20, Snoori 1d20 + 3 ⇒ (2) + 3 = 5, Enemies 1d20 + 2 ⇒ (8) + 2 = 10

Order: Khall, Ambrose, Enemies, Bronen, Kit, Vag, Snoori,

Round 1

Khall and Ambrose


Male Skittermander Xenoseeker Operative (Daredevil) 2 - KAC 18; EAC 17; hp 14/14; stamina 14/14; resolve 5/5; Fort +1, Ref +7, Will +3; Jump Jets 20/20 (2 Cost)

Ambrose raises his weapons and pulls the triggers.

1d20 + 5 - 3 ⇒ (1) + 5 - 3 = 3
1d20 + 5 - 3 ⇒ (1) + 5 - 3 = 3
Holy Shit.

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