Mallura Barbinis |
"Pronk! I'm so tired of these idiots always calling for backup! Come on Mal, take em down!" She pumps herself up, then drops her semi auto pistol before stepping up and pulling a knife on the cadet. "Time for you to sit down and shut up," she shouts in Azlanti.
Inspiring boost to get back to full SP (standard); drop my semi auto pistol (free); guarded step forward and draw my knife (move)
GM Dinketry |
The shots of both JD and Jarix graze the cadet as Mallura rushes into the fray.
Awaiting Verne.
GM Dinketry |
Verne's bullet caroms off the edge of one of the computer screens.
Round 5!
The remaining cadet, drops their firearm, steps away from Mallura towards Jarix, and attempts a daring gambit!
Disarm (of Jarix) Attempt: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17 MISS!
The taclash goes long, well past Jarix's sonic rifle.
The rest of the crew may act!
Jarix |
Jarix gets his weapon out of line with that infernal whip and blasts its wielder.
Thunderstrike Sonic Rifle: 1d20 + 4 ⇒ (15) + 4 = 19 Sonic Damage: 1d10 ⇒ 4
GM Dinketry |
Jarix pops the cadet with a sonic blast, bloodying his nose and unsteadying his stance.
All of the others may act!
Jeryn D'han Power |
JD follows up with another shot to try and finish off the cadet
Hunting Rifle vs KAC: 1d20 + 3 - 1 ⇒ (3) + 3 - 1 = 5
He does not finish off the cadet.
GM Dinketry |
The android buries a bullet between the remaining cadet's shoulder blades. The cadet staggers, grasping at the wound before collapsing to his knees and then pitching forward onto the metal floor grates.
End Combat!
Out of the heat of melee, the team discovers a way to turn off the annoying flash-blind projectors mounted into the ceiling. Re-orienting to the room, the circular chamber appears dim, with only a few spotlights illuminating the computer equipment that rings this room on wide, sweeping panels of metal and plastic. The illuminated screens of the computer systems include a station that is clearly designed for weapons control. Delicate racks hanging from the ceiling contain communications equipment. A projector in the centre of the room, hanging from the ceiling, displays a holographic image of Nakondis. The door in the eastern wall is labeled with green letters.
Jarix |
"That's the Rec Room." Jarix reports to the team as he goes over to try and hack into the computer.
Computer: 1d20 + 7 ⇒ (15) + 7 = 22
Culture: 1d20 + 8 ⇒ (3) + 8 = 11
He'll turn off the jamming and, if possible, send out a message to the Pact Worlds about the Azlanti invasion.
Turning to Captain Mal, "Anything you want to say to the colonists?"
Jeryn D'han Power |
Culture: 1d20 + 4 ⇒ (18) + 4 = 22
JD looks at the holographic display of Nakondis. "Looks like they've staked their claim here. And see here? This is the colony, marked in green. For under Azlanti occupation, I would guess. Looks like there's another site about 12 miles northwest from here. Think that's the mining operation we've heard about?"
Mallura Barbinis |
"Not until we make sure we've wiped every last squib off the face of Nakondis, Jarix. Alright. Let's breathe for a minute, then carry on clearing this place out."
Jeryn D'han Power |
JD pulls the lone remaining long arm round from the Azlanti rifle he's been using. After tucking the bullet into his gear, he tosses the rifle onto the workstation in this room and draws his pistol instead.
"Sure Cap, let me get a good 8 hours then I'm ready to move on" He quips, only half joking.
GM Dinketry |
The two cadets, like most within the barracks, have a standard taclash, a survival knife, and a tactical semi-auto pistol. They have 15 small arms rounds between the two of them. No other equipment is found on the two bodies, or within the room.
What next?
Jarix |
Can Jarix pull up a layout of the base? If not, then we go through the next door, the one marked Rec Room.
GM Dinketry |
Jarix is able to pull up a detailed map of the remainder of the barracks. In addition, he discovers a means by which he can remotely toggle the access to various doors of the base from secured to unsecured. At present, the door to the room in the southeastern corner of the base is locked. A simple click of Jarix's button toggles it to unlocked.
I've uncovered the remainder of the map as a result of your work, Jarix.
GM Dinketry |
The three rooms are labeled in Azlanti call letters, it would seem. The nearest room to your position is labeled (in Azlanti) 'REC'. The narrow room to the south is labeled 'BRG'; the southeastern room is labeled 'CEO'.
Jarix |
"We still haven't been introduced to their commander yet. They'll probably be in the CEO room and, if not there, the brig guarding our guy."
GM Dinketry |
The team progresses through to the next room.
This wide training room has several colourful, stylised posters on the wall. Well-used targets are mounted on the walls to the north and east. Large, thin pads cover the floor on the eastern half of the room. A door to the south is marked with bright green lettering. A keypad and video camera lens are embedded in the wall next to it.
Mallura Barbinis |
(Mal grabs one of the pistols and the rounds with it)
Mal looks at her team, tired as they are, but knowing now that the fight is nearing its end. For now.
She nods toward the door and says, "From the map, it looks like we may be able to see the brig from the corridor into the commander's room, so we may kill two hobgars with one stone as it were. Let's prioritize heading to the commander's room."
With both semi-auto pistols drawn, she lines up on the door leading south, and prepares to breach. "Whenever you're ready, gentlemen!"
GM Dinketry |
I'm a bit confused by the conversation here. There's only one door leading out of the command room where Jarix pulled up the map of the barracks. Mallura, on the map, is in the Recreation Room.
Jarix |
Perhaps I didn't pay enough attention to the map. There is one door in the rec room that leads to both the brig and the commander's office.
Jarix will unlock the door that leads to the commander's office and the brig as well as the doors to the commander's office and the brig.
Mallura Barbinis |
There, I did a think that I hope will help. I moved Jarix to the door leading to the brig and commander's office, and also added some labels to each room to show which rooms are which.
Mallura stands ready at the door leading from the rec room to the corridor between the brig and commander's office. She gives Jarix a nod to open up the door.
GM Dinketry |
There is one door from the rec room that leads to the next room marked 'BRG'. There is no direct door from the room that you're in that leads to the room in the lower corner of the map that has been labeled 'CEO' that you're ASSUMING is the commander's office.
It's like saying that G (which obviously stands for 'Galapagos') follows A in the alphabet. Correct, but not quite, and you're assuming a bit there.
Jarix |
You have two rooms marked 'Rec' I've changed them to 'Rec A' and 'Rec B'. I figure Rec B is actually room 'Brg'. In any case, the plan is to open the one door that we haven't gone through yet, which leads to room Rec B (Brg?) and, hopefully, also to room CEO.
GM Dinketry |
I am not certain who labeled the rooms on the map but it clearly was not your GM.
GM Dinketry |
Jarix opens the only door out of the recreation room with a touch. A narrow hall running north and south is separated from a large prison cell by floor-to-ceiling bars of translucent metal. Occasional crackles of electricity dance along the bars. There is no door to the cell, and the bars are each only a few inches apart. The cell has several fold-down benches, a simple toilet, and a water spigot over a drain. The hallway has a door in the eastern wall that is unmarked. The air has a heavy, charged feeling and smells of ozone. Eight people are crammed into this prison cell, some sitting dejectedly on the benches while others sit or lie on the floor.
Jarix |
Jarix tries to open the cell.
Computer: 1d20 + 7 ⇒ (5) + 7 = 12
Engineering: 1d20 + 6 ⇒ (13) + 6 = 19
Jeryn D'han Power |
do we recognize any of the cell occupants?
"If your in here, your troublemakers, and my kind of people. We're gonna get you out of there "
Mallura Barbinis |
Mal steps up toward the bars, but keeps one eye on the door opposite. "While the boys are getting you out, is there anybody in here?" she asks, nodding toward the door. [b]"We're doing our best to clear this place out and don't want you all getting hurt if we're in for more of a fight.
GM Dinketry |
Jarix imagines a door and tries to open something that clearly doesn’t exist. In the meantime, Mallura and JD try to communicate with the cell occupants. One of the occupants, a haggard lashunta male, stands up from his hunched seated position and turns to address the crew of the Brilliance.
”I am Madelon Kesi,” he intones with a grateful expression, ”and you should inform your clearly-hallucinating friend that he should not touch the bars. They are electrified.”
Jarix |
There's no control panel?
If there is none:
"Controls must be in the commander's office or there's some sort of control device a jailer carries."
Jeryn D'han Power |
JD's sleep deprived brain takes an extra beat to recognise the name. Where have I heard that? ... Oh, right, the colony name, jeeze
"Maledon, were you in charge here?"
He will scan the room to make sure there's no control device, and confirm Jarix's suspicions. Perception: 1d20 + 4 ⇒ (4) + 4 = 8
GM Dinketry |
Three humans, a ysoki, and a shirren stand up in the cell and move forward behind the male lasunta. With a gentle wave of his antennae, Madelon Kesi addresses JD telepathically.
At this point, Jarix fiddles with the grid of the cell, triggering a painful electrical jolt.
Jarix electrical damage from the failed Engineering check: 2d6 ⇒ (5, 1) = 6 pts of electrical damage, Jarix.
Jarix |
Jarix snatches his hand back in pain and begins sucking on his burnt fingers. "Ok. I'll try this once more. If this doesn't work we'll have to bash someone's head in until they give us the key."
Engineering: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
"Um. We had two friends who recently brought in. Are they...."
GM Dinketry |
Jarix again fails to deactivate the bars of the cell, but pulls back before receiving the bulk of the electric shock.
Electric Shock: 2d6 ⇒ (2, 4) = 6 Jarix takes 3pts of electric shock damage. You overheard that one of your crew mates was killed, and another brought in from your captured ship.
Of course, no one but Jarix has actually moved into the brig, so perhaps we won’t proceed further until other characters actually enter the room.
GM Dinketry |
Nope, just a DC higher than what Jarix can manage with a +6 to Engineering. Natural 20s are not auto-successes for skill checks.
Still awaiting anyone to adjust their position on the map.