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Rha Init: 1d10 + 3 ⇒ (8) + 3 = 11
Silinus shakes her head as Graki goes out asking everyone to halt their firing and stays back behind Auraxis.
One of the men on the upper level looks at Graki through his auspex covered face and changes his firing direction at him instead of the other ground down below!
Rha is up!
Group 1 awareness: 1d100 ⇒ 47
Group 2 awareness: 1d100 ⇒ 17
This will all be sight awareness checks as there is way to much noise to hear anything at this time.
As Graki begins to stalk his way into the room the rest of the team notices that he has been spotted!
Group 1-1: 1d10 + 3 ⇒ (5) + 3 = 8
The sounds of the gunfight lead on to a large refectory chamber around ten metres wide by twenty metres long, with numerous entrances and exits and a mezzanine balcony surrounding it. Many of the wire cage sheets that protected the mezzanine level have collapsed to the ground or hang partly
As you enter the room you see two groups of individuals shooting at each other. The group on the ground level where your at has 4 people you can spot and the group on the upper level mezzanine have 2 people shooting down.
What do you do?
Yes you guys got a layout of the place and are following best you can as you have no clue where the true threat may be here.
As you advance on you hear the sound of gun fire further ahead somewhere in the complex.
If you wish to try and locate go to where the gun fire is coming from make an awareness check +10
You very easily determine that the cause of death of the man Auraxis burned to eagerly was the means of a botched teleportation transit. Technology very rare and thought lost.
You look through the encrypted material and determine it will take about an hour to decode it all but the type of cyphers used looks very similar to those used by the Holy Ordos.
The first body which is now on fire looks a bit weird as if half of it is missing. Anyone can try to make a normal Forbidden Lore (Archeotech) or Hard -20 Tech-Use roll to figure out why he is like that.
Graki moves closer to the 2nd body and quickly notices it was decapitated. The spray of blood from his neck is frozen, you couldn't tell this at first because it was facing the other way. Closer examination reveals a mark of a high ranked Administratum and a signet ring bearing the emblem of Hetaireia Lexis, a noted university on Scintilla with a reputable radical learning. The corpse’s webbing belt also reveals numerous notebooks, data-slates (all encrypted) and a laspistol with an overcharge pack and two spare power cells. There is no sign of the dead savant’s head.
If anyone wishes to try to decode the dataslate it requires a Logic test at -10 and will take at least an hour to do so.
Rha and Graki are both up by now.
There is a passage past where you witnessed the unspeakable horror. The passage leads to a large open chamber rimed with frost. There are two bodies lying dead and signs of gunfire in here. The bodies look rather fresh.
Silinus stops suddenly as you enter the chamber. "There was a recent breach in the warp here and I can still feel the stench of it lingering here. Be on your guard."
What do you guys want to do? The bodies are near the center of the chamber.
If you get a righteous fury it's extra 2d10 instead of 1d10
Rha Fear: 1d100 + 20 ⇒ (97) + 20 = 117
Insanity: 1d5 ⇒ 1
Astropath Fear: 1d100 ⇒ 31
Destroy those things quickly! she shouts.
What do you want to do Auraxis and Revanche. Do either of you have a flame weapon?
You travel deeper into the complex. The place gets spookier as you get deeper. You hear strange sounds behind you but when you look you see nothing as if the complex was haunted.
Your group comes upon a partly jammed bulkhead door blocks your path. With your combined strength your easily able to open it though. On the other side is a body; it appears to be an inmate of the former penitentiary. Clad in grey prisoner’s coveralls and inkbranded on the cheek with an Arbites mark and prisoner code, the body appears impossibly recent, with no signs of freezing or decay having taken place. The prisoner’s face is contorted with fear, but aside from bloody and broken fingernails where he has been scrabbling to get through the bulkhead door, there is no sign of a cause of death or evidence of violence on the body.
A few moments after its discovery, in a span of mere moments, the body rapidly putrefies and decays, blind white fibrous worms rupturing from its innards. So violent are their struggles, the corpse judders and flops around, and so disturbing is the strange bubbling and hissing sound the
Please make a basic fear test (willpower]
The breacher only does 1d10+5+str damage. Those helot augmentation just gives you +10 to str/tough and allows you to have extra limib with breacher but still limited to only one attack with augments. So it's 9+11 still a ton of damage.
Sarg Dodge: 1d100 ⇒ 62
The giant drill attached to one of Rha's mechanical appendages drills right into the Sarg's armor and shreds him like butter splattering blood everywhere...
He is very dead
If you fail your willpower test you hear the sound of dripping even though everything in the chamber is quite frozen...
Graki you hear nothing you stinking untouchable.
A split second later the Janissary sergeant turns his gun on his last remaining man and blows his brains out and then turns toward you all howling uncontrollably!
I'll let you all take action before he gets chance to attack you all.
Will move on
You make your way through the barely lit labyrinth and everyone except for Graki gets feels uneasy while traveling through this place as if being watched but every-time you look there is nothing there.
You find yourself before another chamber door. The door to this chamber opens with a squeal of rusted metal that seems shockingly loud in the silence. It is a broad octagonal chamber perhaps ten metres in diameter. Empty packing cases and scattered machine parts litter the floor and all is frosted with ice. There are signs that power and heat were restored at some point after the Ice Station was abandoned. The darkness seems thick, almost solid. There are barricades against the opposite door; a crude conglomeration of crates and wreckage and just beside it, propped up in a seated position, is a body. The corpse looks relatively fresh, or at least well preserved by the cold. The sunken flesh of the face is yellowed like wax, and beneath the thick layer of frost is a poor quality void suit. There is a frozen, crystallised gash of red on the bare right forearm propped up on the barricade, and the glittering of blood that turned into a crimson icicle as it flowed.
There is writing on the wall above the body, a smeared, dark stain that can only be blood as well. It reads, “Make it Go Away, Crawling, Crawling in my Head.”
Further investigation reveals eight more bodies around the room; all have the backs of their heads blown out and in some cases the muzzle of their gun is still between their frozen jaws.
Please make willpower tests
Auraxis looking around you see the disturbing evidence of half-finished meals, rumpled bedding, abandoned equipment, half-finished repair work and other signs that someone has tried to make this complex some sort of living area or base on different occasions. All have seemingly vanished in the midst of what ever they were doing, as if snatched into thin air.
Your team enters the complex area following tracks as best you can leads you to entrance of landing complex building. You only hear the creaking of the building as the strong winds blow against it from outside.
Gaining entry to the landing complex building is a simple task of activating the manual winch control on the outer lock door. Within i a looted and ramshackle mess of damaged corridors and burnt out chambers, lit by weak flickering lumen globes. The air, while still cold, is warmer than the outside and there is sluggish movement through the ventilation system.
At the end of the corridor facing the entry doorway, behind an improvised barricade, is a new and recently cleaned compact auto-carbine lying on its side as if abandoned. Beside it, a half-burned and still smouldering Lho stick rests propped on a ledge. There is no sign whatsoever of the smoker in the building, nor of any other life whatsoever.
You may attempt a search check at -10. If you have forbidden lore inquisition you may roll that as well.
You do not recognize anything on these guys.
The Ice Station just lies ahead of you past where you were ambushed. As you make your way to the entrance you see a black-hulled armoured lander a little larger than the gun cutter you came down on.
You also see multiple groups of tracks leading into the compound as well as a body lying not far from the entrance. He looks similar armor as to the men you encountered already.
Merc5 drops like a bad habbit.
Merc4 shoots at the sister full auto.
Silinus rounds up behind Auraxis but holds on shooting afraid to hit a friendly target.
Init Round 3:
Rha continues to make his way forward.
Merc2 Hal Affect 1d100 ⇒ 77
Merc Dodge 1d100 ⇒ 27
The Sarg sees that the enemy is engaged in melee and decides not to continue firing and starts to make his way forward.
Merc 5 Acrobatic Check 1d100 ⇒ 11
Merc 1 Acrobatic Check 1d100 ⇒ 64
Jannisary sees the Sarg moving and does the same.
Rha is up
Merc Dodge 1d100 ⇒ 12
Merc4 already went killing his friend.
Silinus continue to follow Auraxis as fast as she can falling behind a bit.
Rha attempts to unjam his gun and move.
Merc2 shoots full auto at Graki.
Auraxis is up
Init Round 2:
merc1 tough: 1d100 ⇒ 8
merc2 rounds: 1d10 ⇒ 9 affect 1d100 ⇒ 3
Janissary Sarg begins laying down suppressive fire.
Merc5 shoots at Graki full auto.
Merc1 shoots at Graki full auto.
Merc 3 is freaking out
Janissary tries to lay down some supressive fire.
Rha is up!
Init Round 2:
Merc4 takes a shot at Revanche.
Silinas begins to move around with Auraxis trying to stay far away but make her way forward still.
Init Round 2: