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At that, a note of alarm enters Izu's voice.
"Hold on now! Don't be hasty!"
Their form then shimmers like a mirage, shifting to appear as an androgynous cloaked figure with wings of white plasma and blazing golden eyes.
"Be not afraid. I am an ancient interplanar traveler interested in mortal technology who took on a familiar shape to avoid frightening the you. This place is unlike anything that I have every encountered before, and I would love to study it!"
Feel free to give me a Mysticism check.

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Mysticism: 1d20 + 25 ⇒ (12) + 25 = 37.
Rimmer's expression remains wary.
"You do realise that hiding your true form, and only revealing it when you are caught in the lie, doesn't make it any easier to trust you...?"

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Rimmer is aware that Izu's 'true form' is anything but - it does not conform to the known shape of any variety of outsider known to the Pact Worlds.
Realising that the jig is well and truly up, Izu's face twists into a truly demonic grimace of disgust.
"Tch. Mortals should really know their place. Why couldn't you just be a good little boy, and play along?"
Their form twists and shifts again, turning into a blue-skinned humanoid with close-cropped black hair, black eyes, long, knife-like ears, and taloned hands... incongruously wearing a truly high-end business suit.
"Looks like it's time for a clearance sale!"
Rimmer: 1d20 + 19 ⇒ (9) + 19 = 28.
Konkrud: 1d20 + 5 ⇒ (8) + 5 = 13.
Izu: 1d20 + 8 ⇒ (6) + 8 = 14.
Hostile Takeover, Round 1:
Rimmer (-)
Izu (-)
Konkrud (-)
Rimmer is up!

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"Actually, *you* are the one who has made a mistake."
Rimmer unleashes upon the devil in a business suit.
Trick - CR 25 or less.
Major Disruption Pistol: 1d20 + 23 ⇒ (14) + 23 = 37, for 3d6 + 7 + 8d8 ⇒ (4, 6, 5) + 7 + (2, 3, 1, 5, 6, 4, 6, 8) = 57 Sonic damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (3) + 23 - 3 = 23, for 4d12 + 15 + 4 ⇒ (11, 2, 1, 6) + 15 + 4 = 39 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (18) + 23 - 3 = 38, for 4d12 + 15 + 4 + 2d6 ⇒ (9, 3, 5, 11) + 15 + 4 + (2, 3) = 52 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (14) + 23 - 3 = 34, for 4d12 + 15 + 4 + 2d6 ⇒ (12, 4, 3, 9) + 15 + 4 + (5, 3) = 55 damage.

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Rimmer manages to land several hits, wiping the smug smile off the shapeshifter's face.
Izu snarls, and takes to the air, casting a spell, which causes the area to take on the appearance of a wasteland cloaked in black mists and dotted with pillars of bones!
"I will harvest your soul!"
Will DC 26 negates.
Hostile Takeover, Round 1/2:
Rimmer (-)
Izu (-159)
Konkrud (-)
Konkrud/Rimmer are up!

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Will: 1d20 + 15 ⇒ (19) + 15 = 34.
Will: 1d20 + 12 ⇒ (7) + 12 = 19.
Rimmer fights off the spell, but Konkrud is completely taken in by the illusion...
Junklaser: 1d20 + 19 ⇒ (4) + 19 = 23, for 5d8 + 15 ⇒ (4, 2, 2, 7, 6) + 15 = 36 damage.
...which probably explains why he misses.
Rimmer then decides to show him how to do it properly.
Trick - CR 25 or less.
Major Disruption Pistol: 1d20 + 23 ⇒ (13) + 23 = 36, for 3d6 + 7 + 8d8 ⇒ (3, 5, 4) + 7 + (2, 7, 3, 3, 3, 3, 8, 5) = 53 Sonic damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (20) + 23 - 3 = 40, for 8d12 + 30 + 8 ⇒ (4, 7, 11, 9, 7, 3, 9, 3) + 30 + 8 = 91 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (3) + 23 - 3 = 23, for 4d12 + 15 + 4 + 2d6 ⇒ (6, 12, 3, 4) + 15 + 4 + (1, 4) = 49 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (4) + 23 - 3 = 24, for 4d12 + 15 + 4 + 2d6 ⇒ (10, 11, 11, 6) + 15 + 4 + (5, 1) = 63 damage.

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Rimmer's one-two punch leaves Izu riddled with holes, and barely alive.
The shapeshifter swallows hard.
"Alright. I am not too proud to acknowledge when I am on a losing deal. There's no point throwing good money after bad. I'll see myself out!"
They then cast Greater Invisibility and move to flee...
...not realising that Rimmer has Blindsense.
Hostile Takeover, Round 2/3:
Rimmer (-)
Izu (-303)
Konkrud (-)
Konkrud/Rimmer are up!

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Rimmer chuckles darkly.
"A good businessman doesn't engage in deals that they don't understand. Time for a fire sale!"
He then chases after Izu...
...and opens fire.
Trick - CR 25 or less.
Major Disruption Pistol: 1d20 + 23 ⇒ (20) + 23 = 43, for 6d6 + 14 + 16d8 ⇒ (4, 5, 5, 2, 1, 3) + 14 + (8, 3, 3, 5, 1, 7, 4, 4, 6, 1, 1, 2, 7, 3, 2, 2) = 93 Sonic damage.
(50% miss chance (High is good): 1d100 ⇒ 89.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (2) + 23 - 3 = 22, for 3d12 + 15 + 4 ⇒ (10, 7, 9) + 15 + 4 = 45 damage.
(50% miss chance (High is good): 1d100 ⇒ 1.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (2) + 23 - 3 = 22, for 4d12 + 15 + 4 + 2d6 ⇒ (2, 5, 6, 10) + 15 + 4 + (2, 4) = 48 damage.
(50% miss chance (High is good): 1d100 ⇒ 80.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (14) + 23 - 3 = 34, for 4d12 + 15 + 4 + 2d6 ⇒ (12, 9, 2, 7) + 15 + 4 + (5, 6) = 60 damage.
(50% miss chance (High is good): 1d100 ⇒ 55.

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Rimmer's first shot drills into the (very surprised) Izu, dropping him; his body shimmers back into view as his life is extinguished.
Combat over.
On the body, Rimmer finds:
Bespoke echelon fashion armour, an executioner disintegrator pistol with 1 high-capacity battery (40 charges), and an efficient bandolier containing 10 data chips made from flawless blue diamond (worth 1000 credits each).
Feel free to give me a Mysticism check.

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Mysticism: 1d20 + 25 ⇒ (9) + 25 = 34.
Rimmer paws through the items.

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Rimmer takes a crack at fixing the wiring.
Will: 1d20 + 15 ⇒ (11) + 15 = 26.
Engineering: 1d20 + 29 ⇒ (13) + 29 = 42.
Mysticism: 1d20 + 25 ⇒ (16) + 25 = 41.

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Incredibly, Rimmer manages to fix the damaged connections with nary a difficulty.
Feel free to give me Engineering, Mysticism, and Physical Science checks to jot down data about this strange engine, now that it is functioning properly.

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Rimmer breathes a sigh of relief, and starts probing the engine for useful information on the tech behind it.
Engineering: 1d20 + 29 ⇒ (2) + 29 = 31.
Mysticism: 1d20 + 25 ⇒ (11) + 25 = 36.
Physical Science: 1d20 + 29 ⇒ (6) + 29 = 35.
Spending 1 RP to reroll the Engineering check: 1d20 + 29 ⇒ (7) + 29 = 36.

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Rimmer manages to collect plenty of data that he believes AbadarCorp would pay handsomely for!
Heading back up to the console at the end of the catwalk, Rimmer determines that the console can be used to extend the walkway to reach further parts of the ship.... if you can manage to hack your way past the security passcode.
Computers or Engineering, please.

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Rimmer cracks his knuckles, then gets to hacking.
Computers: 1d20 + 31 ⇒ (10) + 31 = 41.
Computers, 1RP to reroll: 1d20 + 31 ⇒ (13) + 31 = 44.

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After a little bit of trouble, Rimmer manages to hack the system.
When he does so, the catwalk extends to the far side of the gap, and a section of the wall splits open, revealing a chamber beyond.
Thick dust and debris cover the gargantuan viewports of the deserted command deck. A crescent-shaped platform overlooks rows of sleek silver-and-white machines built into the hull and equipped with dozens of empty display screens. Five podiums rise from the upper platform, silhouetted against the viewport’s dull expanse. A floating runic orb above one podium casts a pale lavender light over the abandoned equipment.
However, before you can explore the room further, a pair of scorpion-like robots with cryo-cannons for stingers shake off the dust, and turn to you, guns humming!
Rimmer: 1d20 + 19 ⇒ (1) + 19 = 20.
Konkrud: 1d20 + 5 ⇒ (17) + 5 = 22.
Robots: 1d20 + 6 ⇒ (18) + 6 = 24.
One robot charges Rimmer...
Zero-edge dagger: 1d20 + 27 ⇒ (6) + 27 = 33, for 6d4 + 22 ⇒ (4, 4, 2, 4, 1, 3) + 22 = 40 damage.
...its dagger-like leg stabbing into his flank.
The other one fires its main cannon...
Obscuring absolute-zero hailcannon: 1d20 + 24 ⇒ (4) + 24 = 28, for 6d8 + 14 ⇒ (7, 8, 2, 1, 4, 4) + 14 = 40Cold and Piercing damage.
...but Rimmer dodges.
Ancient Guardians, Round 1:
Robots (-, -)
Konkrud (-)
Rimmer (-25)
Konkrud and Rimmer are up!

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Konkrud fires a shot at the one in melee with Rimmer...
Junklaser: 1d20 + 19 ⇒ (15) + 19 = 34, for 5d8 + 15 ⇒ (8, 6, 5, 6, 4) + 15 = 44 damage.
...whilst Rimmer skedaddles out of the way, and fires upon the one that hit him.
Trick - CR 25 or less.
Major Disruption Pistol: 1d20 + 23 ⇒ (14) + 23 = 37, for 3d6 + 7 + 8d8 ⇒ (2, 4, 3) + 7 + (1, 3, 1, 7, 8, 4, 4, 5) = 49 Sonic damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (2) + 23 - 3 = 22, for 4d12 + 15 + 4 ⇒ (2, 2, 9, 11) + 15 + 4 = 43 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (10) + 23 - 3 = 30, for 4d12 + 15 + 4 + 2d6 ⇒ (10, 3, 4, 8) + 15 + 4 + (1, 1) = 46 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (19) + 23 - 3 = 39, for 4d12 + 15 + 4 + 2d6 ⇒ (12, 2, 11, 1) + 15 + 4 + (2, 5) = 52 damage.

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Konkrud lands a solid hit, and Rimmer follows it up by tagging it twice.
Zero-edge dagger: 1d20 + 27 ⇒ (15) + 27 = 42, for 6d4 + 22 ⇒ (4, 4, 3, 2, 4, 1) + 22 = 40 damage.
...its dagger-like leg stabbing into his flank.
The other one fires its main cannon...
Obscuring absolute-zero hailcannon: 1d20 + 24 - 4 ⇒ (12) + 24 - 4 = 32, for 6d8 + 14 ⇒ (7, 8, 2, 6, 1, 8) + 14 = 46Cold and Piercing damage.
Obscuring absolute-zero hailcannon: 1d20 + 24 - 4 ⇒ (20) + 24 - 4 = 40, for 12d8 + 28 ⇒ (5, 7, 8, 5, 7, 3, 2, 1, 4, 2, 8, 7) + 28 = 87Cold and Piercing damage. DC 20 Fort save, or be Staggered.
...missing with its first shot, then nailing him badly with the second.
Ancient Guardians, Round 2:
Robots (-138, -)
Konkrud (-)
Rimmer (-112)
Konkrud and Rimmer are up!

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Konkrud fires a shot at the one in melee with Rimmer...
Junklaser: 1d20 + 19 ⇒ (4) + 19 = 23, for 5d8 + 15 ⇒ (3, 6, 3, 4, 3) + 15 = 34 damage.
...but misses.
Fort: 1d20 + 18 ⇒ (4) + 18 = 22.
Rimmer fights off the chill of the blow, then backs off and shoots the damaged one.
Trick - CR 25 or less.
Major Disruption Pistol: 1d20 + 23 ⇒ (11) + 23 = 34, for 3d6 + 7 + 8d8 ⇒ (1, 4, 5) + 7 + (4, 8, 2, 1, 3, 1, 1, 5) = 42 Sonic damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (13) + 23 - 3 = 33, for 4d12 + 15 + 4 ⇒ (8, 8, 10, 7) + 15 + 4 = 52 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (4) + 23 - 3 = 24, for 4d12 + 15 + 4 + 2d6 ⇒ (11, 1, 12, 9) + 15 + 4 + (3, 3) = 58 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (18) + 23 - 3 = 38, for 4d12 + 15 + 4 + 2d6 ⇒ (10, 10, 11, 6) + 15 + 4 + (2, 6) = 64 damage.

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It takes Rimmer's full volley of shots, but he manages to drop the damaged one.
The other one continues to target him...
Obscuring absolute-zero hailcannon: 1d20 + 24 - 4 ⇒ (11) + 24 - 4 = 31, for 6d8 + 14 ⇒ (3, 8, 4, 2, 4, 5) + 14 = 40Cold and Piercing damage.
Obscuring absolute-zero hailcannon: 1d20 + 24 - 4 ⇒ (7) + 24 - 4 = 27, for 6d8 + 14 ⇒ (8, 7, 2, 2, 2, 2) + 14 = 37Cold and Piercing damage.
...but misses twice.
Ancient Guardians, Round 3:
Robots (-)
Konkrud (-)
Rimmer (-112)
Konkrud and Rimmer are up!

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"Heck yes!"
Konkrud and Rimmer focus on taking down the remaining robot.
Junklaser: 1d20 + 19 ⇒ (3) + 19 = 22, for 5d8 + 15 ⇒ (8, 2, 3, 1, 6) + 15 = 35 damage.
Trick - CR 25 or less.
Major Disruption Pistol: 1d20 + 23 ⇒ (20) + 23 = 43, for 6d6 + 14 + 16d8 ⇒ (3, 2, 5, 2, 2, 6) + 14 + (6, 5, 2, 5, 1, 8, 8, 5, 7, 3, 5, 5, 1, 8, 2, 5) = 110 Sonic damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (10) + 23 - 3 = 30, for 4d12 + 15 + 4 ⇒ (11, 12, 9, 7) + 15 + 4 = 58 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (14) + 23 - 3 = 34, for 4d12 + 15 + 4 + 2d6 ⇒ (8, 9, 3, 1) + 15 + 4 + (5, 5) = 50 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (13) + 23 - 3 = 33, for 4d12 + 15 + 4 + 2d6 ⇒ (6, 3, 12, 8) + 15 + 4 + (2, 4) = 54 damage.

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Once again, Konkrud misses, but Rimmer's shots almost completely junk the robot.
It responds by firing upon Rimmer...
Obscuring absolute-zero hailcannon: 1d20 + 24 - 4 ⇒ (18) + 24 - 4 = 38, for 6d8 + 14 ⇒ (3, 3, 4, 3, 7, 8) + 14 = 42Cold and Piercing damage.
Obscuring absolute-zero hailcannon: 1d20 + 24 - 4 ⇒ (1) + 24 - 4 = 21, for 6d8 + 14 ⇒ (8, 8, 1, 4, 7, 6) + 14 = 48Cold and Piercing damage.
...landing a relatively anaemic hit.
Ancient Guardians, Round 4:
Robots (-209)
Konkrud (-)
Rimmer (-129)
Konkrud and Rimmer are up!

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Konkrud and Rimmer focus on taking down the remaining robot.
Junklaser: 1d20 + 19 ⇒ (20) + 19 = 39, for 10d8 + 30 ⇒ (7, 7, 3, 7, 5, 2, 2, 2, 7, 1) + 30 = 73 damage.
Trick - CR 25 or less.
Major Disruption Pistol: 1d20 + 23 ⇒ (9) + 23 = 32, for 3d6 + 7 + 8d8 ⇒ (2, 2, 1) + 7 + (2, 8, 7, 8, 6, 5, 7, 4) = 59 Sonic damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (2) + 23 - 3 = 22, for 4d12 + 15 + 4 ⇒ (2, 6, 9, 9) + 15 + 4 = 45 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (14) + 23 - 3 = 34, for 4d12 + 15 + 4 + 2d6 ⇒ (8, 4, 1, 4) + 15 + 4 + (3, 2) = 41 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (13) + 23 - 3 = 33, for 4d12 + 15 + 4 + 2d6 ⇒ (11, 1, 5, 6) + 15 + 4 + (2, 4) = 48 damage.

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Konkrud's shot finishes off the remaining robot, dropping it to the ground in a smouldering heap.
Combat over.
Searching the corpses reveals:
Obscuring absolute-zero hailcannon with 1 super-capacity battery x2, zero-edge dagger x2, mk 3 nanite patch x2.
Footlockers on either side of the command deck’s aft door hold weapons. One of these containers is a weightless footlocker. The footlockers contain a grindblade fitted with a collapsing weapon accessory, a heavy stellar cannon fitted with a null-space gunner harness weapon accessory, a white star plasma pistol fitted with a revealing scope weapon accessory, a vortex scattergun, 25 phasing II longarm and sniper rounds, and a red nanite hypopen.
Feel free to give me a Perception check, an Engineering or Physical Science check, and a Mysticism check.

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Rimmer itemises the loot, and starts poking around...
Perception: 1d20 + 25 ⇒ (17) + 25 = 42.
Engineering: 1d20 + 29 ⇒ (7) + 29 = 36.
Mysticism: 1d20 + 25 ⇒ (2) + 25 = 27.

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Rimmer surmises that this is the command deck of a truly colossal vessel.
The lower part of the command deck once supported dozens of auxiliary crew members; the upper platform seems barren by comparison with only five stations, which are similar to stations for a starship crew. Strangely, there are no gunnery stations.
The function of the central podium, surrounded by incense burners and inscribed with arcane symbols, isn’t readily apparent. The floating rune above this station glows despite a lack of power to the command deck.
Rimmer also spots panels built into each of the five workstations on the command deck’s upper platform. These panels open onto cylindrical storage chambers which hold standard-issue items provided to high-ranking sivv military officers.
Altogether, the consoles contain three d-suits V, two suits of steelbones heavy armor, a red force field armor upgrade, a standard gluon crystal, two spell ampoules of mystic cure (3rd level), a spell ampoule of remove affliction, and a mk 2 tiara of translocation.
Where to next?

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Rimmer heads through the door to the left, weapons at the ready.

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This vault-like room thrums with the vibration of massive machines working together in perfect sync. Tall, blocky objects made of a strange black metal jut alternately from the chamber’s opposing walls, forming a tight grid throughout most of the room. Blue and orange lights blink intermittently from the metal objects’ displays as these computers carry out their silent tasks. The acrid odor of burning plastic permeates the stifling air.
Dust and grit is piled high throughout this room, and the server banks are *swelteringly* hot - to the extent that touching them would cause damage, and the air in here counts as Extreme Heat.
Feel free to give me a Perception check.

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Rimmer starts poking around.
Perception: 1d20 + 25 ⇒ (5) + 25 = 30.

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At first glance, the servers seem to lack control panels, keyboards, or monitors. However, Rimmer eventually spots a nondescript metal panel built into the portside wall near the chamber’s entrance. When Rimmer pulls the lever integrated into this fixture, a hexagonal workstation rises from the floor nearby. Each of this workstation’s six sides includes a control panel and holoscreen display so that multiple individuals can access files or operate programs simultaneously.
Feel free to give me a Computers check to hack it.

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Wanting to get out of the heat as quickly as he can, Rimmer settles down to do some speed-hacking!
Computers: 1d20 + 31 ⇒ (16) + 31 = 47.

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Rimmer easily hacks into the computer.
While he works, a warning message flashes across the stations’ holoscreen displays, consisting of the phrase “Critical Overheating” in Sivvian and a pictogram of a flame.
He easily deduces that the computers’ vents sucked in some of the dust and debris surrounding the ancient vessel, which caused them to overheat. Judging by the ambient temperature in the computer bank and the heat wave on Hibb’s surface, leaving these machines on could prove devastating to the moon and all life upon it...
...but a decent Computers or Engineering check could power them down.
Before you can get to that, however, your work is disturbed by a pair of truly bizarre creatures, who emerge from the shadows at the back of the room.
They appear humanoid enough, but the exact number of limbs that they have is difficult to determine, although at least one pair of their limbs end in obsidian claws. Their heads are constantly masked by swirling shadows. Their bodies have several lipless gashes that open to draw in light.
Their bodies appear to be boneless, moving like rubber — sometimes upright, sometimes on all its limbs, and other times tumbling and clambering about in chaotic locomotion. Whenever it moves, its body seems somehow out of joint with itself: its limbs may appear detached in one moment, and then in the next, its entire torso may seem to split at an impossible angle, as if viewed through a pane of cracked glass, never quite aligning in a way that makes sense.
A swirling cloud of chaotic colours surround both of them; they are hues that should be utterly *impossible*...
I need two DC 23 Will saves from both Rimmer and Konkrud.
Rimmer: 1d20 + 19 ⇒ (6) + 19 = 25.
Konkrud: 1d20 + 5 ⇒ (19) + 5 = 24.
???: 1d20 + 9 ⇒ (3) + 9 = 12.
Things That Should Not Exist, Round 1:
Rimmer (-129)
Konkrud (-)
??? (-, -)

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Will (R): 1d20 + 15 ⇒ (3) + 15 = 18.
Will (R), Improved Iron Will: 1d20 + 15 ⇒ (15) + 15 = 30.
Will (R): 1d20 + 15 ⇒ (14) + 15 = 29.
Will (K): 1d20 + 12 ⇒ (5) + 12 = 17.
Will (K): 1d20 + 12 ⇒ (8) + 12 = 20.
Rimmer backs off, and opens fire.
Trick - CR 25 or less.
Major Disruption Pistol: 1d20 + 23 ⇒ (1) + 23 = 24, for 3d6 + 7 + 8d8 ⇒ (3, 4, 6) + 7 + (7, 8, 2, 4, 3, 3, 4, 7) = 58 Sonic damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (16) + 23 - 3 = 36, for 4d12 + 15 + 4 ⇒ (3, 3, 1, 3) + 15 + 4 = 29 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (14) + 23 - 3 = 34, for 4d12 + 15 + 4 + 2d6 ⇒ (3, 4, 9, 8) + 15 + 4 + (1, 1) = 45 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (8) + 23 - 3 = 28, for 4d12 + 15 + 4 + 2d6 ⇒ (6, 1, 9, 12) + 15 + 4 + (4, 5) = 56 damage.
Konkrud then copies his ally.
Junklaser: 1d20 + 19 ⇒ (15) + 19 = 34, for 5d8 + 15 ⇒ (8, 8, 6, 5, 6) + 15 = 48 damage.

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2d4 ⇒ (4, 1) = 5
2d4 ⇒ (4, 4) = 8
Konkrud's mind is further taken apart a bit by the strange colours (-1 Int, -4 Wis, 2d6 ⇒ (3, 2) = 5 damage.).
Rimmer, on the other hand, is 'merely' Sickened, and takes 4d6 ⇒ (1, 2, 5, 2) = 10 damage.
The distracting effect of their auras throws off Rimmer's aim, but he still manages to land a couple of hits, as does Konkrud (although his hit is partially resisted); the injured one is now looking close to death..
Both creatures wave their countless arms - one attempts to beguile Rimmer's mind.
DC 25 Will save, or be affected by Dominate Person.
The other shoots him with a beam of light fired from one of its hands...
Ray of light: 1d20 + 24 ⇒ (8) + 24 = 32, for 4d6 + 15 ⇒ (4, 4, 5, 1) + 15 = 29 Fire damage.
I also need another set of Will saves from both of you.
Things That Should Not Exist, Round 2:
Rimmer (-190)
Konkrud (-5; -6 Int; -12 Wis)
??? (-224, -)

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Will (R): 1d20 + 15 ⇒ (9) + 15 = 24.
Will (R): 1d20 + 15 ⇒ (16) + 15 = 31.
Will (R): 1d20 + 15 ⇒ (20) + 15 = 35.
Will (K): 1d20 + 12 ⇒ (15) + 12 = 27.
Will (K): 1d20 + 12 ⇒ (3) + 12 = 15.
Rimmer backs off further, and fires desperately.
Trick - CR 25 or less.
Major Disruption Pistol: 1d20 + 23 ⇒ (11) + 23 = 34, for 3d6 + 7 + 8d8 ⇒ (3, 2, 2) + 7 + (1, 1, 4, 8, 7, 6, 7, 8) = 56 Sonic damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (17) + 23 - 3 = 37, for 4d12 + 15 + 4 ⇒ (9, 12, 3, 4) + 15 + 4 = 47 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (8) + 23 - 3 = 28, for 4d12 + 15 + 4 + 2d6 ⇒ (6, 6, 10, 6) + 15 + 4 + (6, 3) = 56 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (1) + 23 - 3 = 21, for 4d12 + 15 + 4 + 2d6 ⇒ (7, 2, 8, 6) + 15 + 4 + (6, 4) = 52 damage.
Konkrud then copies his ally.
Junklaser: 1d20 + 19 ⇒ (12) + 19 = 31, for 5d8 + 15 ⇒ (6, 1, 2, 1, 4) + 15 = 29 damage.

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1d4 ⇒ 1
1d4 ⇒ 4
Konkrud's mind is further taken apart a bit by the strange colours (-1 Int, -4 Wis, 2d6 ⇒ (4, 1) = 5 damage.).
Rimmer, on the other hand, is 'merely' Sickened, and takes 4d6 ⇒ (6, 6, 2, 3) = 17 damage.
The distracting effect of their auras throws off Rimmer's aim, but he still manages to land a couple of hits, as does Konkrud (although his hit is partially resisted); the injured one is now looking close to death..
Both creatures wave their countless arms - one attempts to beguile Rimmer's mind.
DC 25 Will save, or be affected by Dominate Person.
The other shoots him with a beam of light fired from one of its hands...
Ray of light: 1d20 + 24 ⇒ (12) + 24 = 36, for 4d6 + 15 ⇒ (6, 5, 2, 6) + 15 = 34 Fire damage.
I also need another set of Will saves from both of you.
Things That Should Not Exist, Round 3:
Rimmer (-190)
Konkrud (-5; -6 Int; -12 Wis)
??? (-224, -)

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Will (R): 1d20 + 15 ⇒ (16) + 15 = 31.
Will (R): 1d20 + 15 ⇒ (1) + 15 = 16.
Will (R): 1d20 + 15 ⇒ (5) + 15 = 20.
Will (K): 1d20 + 12 ⇒ (3) + 12 = 15.
Will (K): 1d20 + 12 ⇒ (6) + 12 = 18.
Rimmer backs off further, and fires desperately.
Trick - CR 25 or less.
Major Disruption Pistol: 1d20 + 23 ⇒ (2) + 23 = 25, for 3d6 + 7 + 8d8 ⇒ (4, 1, 3) + 7 + (3, 8, 6, 6, 2, 2, 7, 6) = 55 Sonic damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (8) + 23 - 3 = 28, for 4d12 + 15 + 4 ⇒ (5, 9, 8, 7) + 15 + 4 = 48 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (20) + 23 - 3 = 40, for 8d12 + 30 + 8 + 4d6 ⇒ (5, 10, 6, 1, 4, 10, 3, 4) + 30 + 8 + (3, 3, 6, 4) = 97 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (9) + 23 - 3 = 29, for 4d12 + 15 + 4 + 2d6 ⇒ (7, 5, 10, 2) + 15 + 4 + (6, 3) = 52 damage.
Konkrud then copies his ally.
Junklaser: 1d20 + 19 ⇒ (13) + 19 = 32, for 5d8 + 15 ⇒ (8, 7, 5, 1, 7) + 15 = 43 damage.

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2d4 ⇒ (3, 3) = 6
2d4 ⇒ (4, 2) = 6
2d4 ⇒ (3, 2) = 5
2d4 ⇒ (2, 1) = 3
Konkrud's mind is overloaded, and collapses to the ground, insensate.
Meanwhile, Rimmer's mind starts to be pulled apart, too.
Despite that, he manages to evaporate the injured creature, and then lands a hit on the other.
The remaining creature shoots him with a beam of light fired from one of its hands...
Ray of light: 1d20 + 24 ⇒ (11) + 24 = 35, for 4d6 + 15 ⇒ (3, 4, 3, 3) + 15 = 28 Fire damage.
...landing a decent hit.
I also need another set of Will saves from Rimmer.
Things That Should Not Exist, Round 4:
Rimmer (-208; -6 Int; -6 Wis)
Konkrud (-5; -11 Int; -15 Wis)
??? (-43)

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Will (R): 1d20 + 15 ⇒ (10) + 15 = 25.
Rimmer backs off further, and fires desperately.
Trick - CR 25 or less.
Major Disruption Pistol: 1d20 + 23 ⇒ (2) + 23 = 25, for 3d6 + 7 + 8d8 ⇒ (4, 3, 5) + 7 + (5, 6, 7, 4, 4, 5, 6, 5) = 61 Sonic damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (1) + 23 - 3 = 21, for 4d12 + 15 + 4 ⇒ (5, 7, 12, 2) + 15 + 4 = 45 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (4) + 23 - 3 = 24, for 4d12 + 15 + 4 + 2d6 ⇒ (4, 12, 10, 6) + 15 + 4 + (4, 1) = 56 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (13) + 23 - 3 = 33, for 4d12 + 15 + 4 + 2d6 ⇒ (10, 5, 11, 7) + 15 + 4 + (6, 3) = 61 damage.

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2d6 ⇒ (3, 5) = 8 damage.
Rimmer's shots, for the most part, go wide.
The remaining creature shoots him with a beam of light fired from one of its hands...
Ray of light: 1d20 + 24 ⇒ (5) + 24 = 29, for 4d6 + 15 ⇒ (4, 2, 2, 1) + 15 = 24 Fire damage.
...and Rimmer finally manages to dodge.
I also need another Will save from Rimmer.
Things That Should Not Exist, Round 5:
Rimmer (-216; -6 Int; -6 Wis)
Konkrud (-5; -11 Int; -15 Wis)
??? (-95)

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Will (R): 1d20 + 15 ⇒ (17) + 15 = 32.
Rimmer backs off further, and fires wildly, desperate to drop the remaining creature.
Trick - CR 25 or less.
Major Disruption Pistol: 1d20 + 23 ⇒ (7) + 23 = 30, for 3d6 + 7 + 8d8 ⇒ (6, 6, 2) + 7 + (4, 6, 2, 1, 6, 3, 8, 5) = 56 Sonic damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (10) + 23 - 3 = 30, for 4d12 + 15 + 4 ⇒ (7, 4, 9, 3) + 15 + 4 = 42 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (19) + 23 - 3 = 39, for 4d12 + 15 + 4 + 2d6 ⇒ (10, 3, 6, 2) + 15 + 4 + (1, 2) = 43 damage.
Annihilator FS (13th) Ghost-Killer FS (13th) Elite X-Gen Gun: 1d20 + 23 - 3 ⇒ (7) + 23 - 3 = 27, for 4d12 + 15 + 4 + 2d6 ⇒ (11, 9, 4, 12) + 15 + 4 + (5, 6) = 66 damage.

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Rimmer injects himself with a Green Nanite Hypopen, and then injects Konkrud with the other.
Once he is sure that his space goblin colleague is better, he thoroughly explores the room for other clues/loot/threats, and then tries to power-down the computer banks.
Computers: 1d20 + 31 ⇒ (14) + 31 = 45.

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With a Herculean effort, Rimmer manages to power down the servers, which gradually begin to cool.
Searching the room reveals a pair of perfectly mummified bantrid corpses, still wearing some fairly advanced tech.
Elite hardlight series suit of armor x2, perihelion laser pistol (with 37 charges remaining) x2, and an ornate pendant of polished agate that functions as a mk 3 ability crystal.

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Rimmer takes a breather (Ten minute rest), and then heads for the room on the other side of the command deck.

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This room is identical to the other room filled with computer banks —including the scorching ambient temperature and unpleasant fumes — but this one does not have any lurking creatures, ready to tear Rimmer's body and mind apart.
Rimmer easily finds another concealed workstation, located in the same position as the one in the room on the other side. An abstract crystalline statuette presides over this workstation, stuck to one of the terminals with a glob of bonding epoxy.
Mk 3 computer idol.
Feel free to give me another Computers check to hack the system.

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Cracking his knuckles, Rimmer settles down to hack the system.
Computers: 1d20 + 31 ⇒ (14) + 31 = 45.

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Once Rimmer successfully hacks the system, the same critical overheating warning that he encountered on the other computer pops up.
Feel free to give me a Computers or Engineering check to turn these ones off, too.

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Rimmer gives it another shot.
Computers: 1d20 + 31 ⇒ (6) + 31 = 37.
Computers, 1 RP: 1d20 + 31 ⇒ (20) + 31 = 51.