DM Nations Dead Suns

Game Master SalaciousCrumb

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Starship Combat cheat sheet

Hippocampus

Tracking:

XP: 4350/6000 Currently Level 3

Blacklock: SP7/7 HP10/10 RP1/1
Creds: 314
Ammo: 18/20

Breaker: SP4/7 HP9/9 RP4/4
Creds: 467
Ammo: 60/60

Buzzsaw: SP7/7 HP12/12 RP3/3
Creds: 357
Ammo:

Digdig: HP10/10
Creds:
Ammo:

Gryggax SP 12/12 HP 14/14 RP 5/5 l Spells 3/3 l
Creds: 381
Ammo 20/20

Kasha: SP5/5 HP10/10 RP4/4
Creds: 422
Ammo: 20/20

Xond:SP0/8 HP9/9 RP4/4
Creds: 376
Ammo: 30/30


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Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Blacklock didn't notice the tail until Breaker pointed it out, despite his best efforts to always be on the watch. Once it was pointed out, it alarmed him deeply...in a fit of paranoia he thought the man was after
him alone. "I say we confront him, see what he wants...blasters ready, of course."

Hearing the comm chatter Blacklock wracked his brain trying to remember who the Stewards were...

Culture, Stewards: 1d20 + 8 ⇒ (19) + 8 = 27


Blacklock:

Blacklock recalls that the Stewards are an order of individuals who vow to protect the galaxy and maintain peace and justice throughout.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Breaker shakes his head. "We need to avoid drawing the attention of Station Security. Possibly having another confrontation in Level 21 territory after we were just involved in a previous one with them might cause them to view us with suspicion. At best, they tell us to stay out of their way and threaten to arrest us if we intervene in the investigation. Let's head to the Fusion Queen, and try to lose the tail while we go."

Head to the Fusion Queen, trying to lose our tail.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

Perception: 1d20 + 6 ⇒ (3) + 6 = 9
"Huh, ya think that guys interested in us, huh? I wouldn't be able to tell if ya didn't point 'em out. We probably should lose 'em, right?"

Boris pounds his thick finger on his data pad a few times. "I'm looking up the train times. If we time it right, we could hop onto one of the trains without the tail and then make a transfer at the next stop. It'd be hard for them to figure out exactly where we'd be going unless they already knew. I just gotta figure out what the best route would be to take."

Computers: 1d20 + 8 ⇒ (7) + 8 = 15


Boris easily gathers the information he needs to lose the hooded figure. The trio weaves in and out of people at the busy train stations, getting on the exact train the mechanic chose headed down to level 13 in the Spike.

Level 13 is unusually crowded when they arrive and they find out through overhearing conversations that the declining level 13 is home to some underground hot spots, a playground for wealthier station residents who want to keep their illicit desires out of the eye of the people "up top."

Loud music and a variety of conversations in various intergalatic dialects add to the bustling atmosphere, an oddity for such a low end neighborhood. Many storage warehouses line the street, but not far from the terminal entrance, the trio can see the soft violet glow of the Fusion Queen accompanied by the almost unbearably loud music and conversation. Substances flow freely and can be had for a price as well as numerous android "pleasure bots."

There are two guards dressed in dark clothing and similar to the DK members that you saw at Bay 94. They are currently pre-occupied with a confused shirren wearing a dark red hooded cloak.

The map in roll20 is live, you may move your tokens where you want to begin. I have moved Gryggax where he will start. Just describe your approach and then we will start.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Gryggax approaches the guard on the right side of the entrance to the Fusion Queen and asks for help. ”Pardon me ma’am, but I am looking for my friends, have you seen them? One is a dwarf, a blonde-haired halfling, an android man with dark hair and a lushuntan movie starlet, can you help me?”

Gryggax deliberately leaves out the description of Blacklock, so he will remain off of the guards’ radar.

Bluff: 1d20 + 2 ⇒ (16) + 2 = 18

Diplomacy: 1d20 + 7 ⇒ (4) + 7 = 11

The Diplomacy should be a 10, not 11. Apologies DM, I forgot about the CHA penalty. First post jitters I suppose.


The guards look at each other in confusion. Anyone who is supposed to be on this level usually knows exactly where they are going. The shirren however, seems to be believable for some reason, so the guard in front of Gryggax responds, ”Look, we haven’t seen anyone. Now clear away from here and let us do our job,” she explains with a hint of hostility.


Earlier

Tossing a glance over the dirty train seat Well the gladiator did it, I'll have to remember that trick... "Ha! You really did it..." giving a cybernetic thumbs-up with his false-hand.

Fusion Queen

Damn...is that Chiskisk's man? The Society is fast... waiting to see the reaction of the guard before making a move.

edit: ninja'd

"Evening, boys. Hatchbuster warned us there might be someone out here to check us. Step aside, we're here for Nadaz."

Bluff: 1d20 + 7 ⇒ (12) + 7 = 19 For playing up the Hatchbuster connection


The female guard is puzzled a second as Blacklock refers to her as a “boy.” To her, Blacklock does possess the sort of mystery that an acquaintance of Nadaz would have. ”You can enter, after I search you for weapons. Sorry, strict orders,” the guard replies. She looks at you anxiously awaiting for you to comply. ”Spread out your arms and legs,” she demands.

The guard on the other side of the door continues to be distracted by the odd shirren.


Can I roll right now to conceal my weapon, or did I need to think of that earlier (I did not)? Roll if so:

Sleight: 1d20 + 12 ⇒ (7) + 12 = 19

Blacklock complys with a smirk.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

"Rules are rules I guess." Boris grunts at the guard. "I ain't giving 'em to you though."

Boris opens up a hatch on Digdig and dumps his weapons inside. I'm assuming that drones can carry their Strength in bulk. It's not mentioned explicitly, but its implied in the Cargo Space ability. "Alright, Digdig, you be a good boy now. If anyone tries to get those weapons from ya, make them pry 'em out of you cold, dead manipulator arms. Daddy will be back soon."


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Earlier

With them losing their hooded tail, Alpha-83 nods in concurrence. "Well done. That should keep whoever it is from following us further."

Fusion Queen

I wonder who this Shirren is? Alpha-83 thinks. Whoever this was, if they were Chiskisk's person, they'd have to find a way to get him in.

"Shirren, is there something you need?" he asked.


Upon evidence of weapons and the gathering of a small group, the guards react to the situation with violence.

Club attack: 1d20 + 3 ⇒ (5) + 3 = 8

Before Gryggax could answer Breaker, the guard in front of him grabs her club and takes a hard swing at the shirren, somehow missing the blow entirely.

Stunned by the boldness of Boris and worried by the wrath of her boss, the other guard moves inside and draws a pistol on Boris, yelling. "Stop Dwarf!"


DM:

Blacklock Initiative: 1d20 + 8 ⇒ (20) + 8 = 28

Buzzsaw Initiative: 1d20 + 1 ⇒ (16) + 1 = 17

Breaker Initiative: 1d20 + 7 ⇒ (4) + 7 = 11

GryggaxInitiative: 1d20 + 3 ⇒ (17) + 3 = 20

DK gangers Initiative: 1d20 + 4 ⇒ (5) + 4 = 9

ROUND ONE

Blacklock, Gryggax, Boris, Breaker
DK Gangers


The energy of the scene ratches up to a thousand and Blacklock responds instantly, he holds up his hands as if to surrender before his pulsecaster drops out of his wrist and he quickly flips it straight into the face of the guard, blasting...

Trick Attack: 1d20 + 12 ⇒ (15) + 12 = 27
Attack: 1d20 + 5 ⇒ (2) + 5 = 7

...but the guard was ready and jerked his head to the side by instinct.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Gryggax takes a guarded step back five feet before motioning with his hand subtly. One of the chitinous fingers move suddenly and a small empty and broken vial flies into the guard.

Telekinetic Projectile: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d6 ⇒ 2

DM, I can’t access the map right now. I should’ve been in front of guard and I want to step back five feet before casting.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

Just to be clear, I had Boris dump his weapons on Digdig before going into the club. He was trying to follow the rules, he just didn't want to hand them over to the bouncers. He should adjacent to Digdig when the fight breaks out.

Damned trigger happy fools, shooting at the first sight of a weapon. Now we got to fight these guys.

Boris grabs his his starknife from Digdig and slashes at the guard next to him.

Starknife: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 2 ⇒ (4) + 2 = 6

Digdig moves into melee range with the guard, its weapon tipped arms clacking and whirring ominously.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Alpha-83 is quite puzzled by the guards sudden reactions - had they not seen Boris complying with their request of no weapons. Alpha-83 stepped back from the guard he'd been next to and pulled out his pistol, then fired a shot at the one who'd stepped into the club.

Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 ⇒ 3


The ganger by Digdig steps to her right and draws her pulsecaster. Reeling from her injuries, especially the starknife's gash, she prepares to retaliate in anger.

The ganger on the other side, by Blacklock, shoots her pulsecaster at Breaker, missing to his left as the beam fizzles across the street into the warehouse wall.

Attack: 1d20 + 6 ⇒ (4) + 6 = 10

Round TWO

Blacklock, you are up!


Gritting his teeth and taking aim at the male guard, at the last moment Blacklock flips his pulsecaster straight to the heart of the female guard...

Trick: 1d20 + 12 ⇒ (1) + 12 = 13
Attack: 1d20 + 5 ⇒ (17) + 5 = 22 vs EAC -2 if trick successful
Dmg: 2d4 ⇒ (2, 3) = 5 Or just 2 if trick failed, as I assume it did


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Certain that the newcomers could handle the wounded guard, Gryggax swiftly moves around Breaker before stopping short and raising his webbed fingers pointing them at the guard to his left with intense focus.

Casting Daze, DC 15 will on left guard.


will save: 1d20 ⇒ 11

The demeanor of the guard to the left of the door suddenly changes from angry and alert to nonchalant and slightly confused. She keeps her pistol raised and maintains combat stance, but other than that seems disinterested.

The foot traffic outside of the discreetly located club has diminished somewhat, but the noise from the music and patrons inside the club drown out your altercation out front thus far.

Boris and Breaker, you’re up!


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Alpha-83 once again points his pistol at the guard and unloads it into her.

Attack vs same one: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 ⇒ 1


Frustrated by how long it is taking to dispatch these weak guards, Boris draws his Doshko and charges the guard while bringing down the weapon upon her ending the threat of at least one guard.

"That's that then." he adds sarcastically.

Doshko Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d12 + 2 ⇒ (7) + 2 = 9


Unconcerned by the demise of her colleague, the remaining guard just stairs at the rest of you, even with shoulder smoldering a bit from Breaker's attacks.

ROUND THREE

Blacklock, Gryggax, you are up!


Blacklock pretends to reload but quickly pops off a shot to the kneecap...

Trick: 1d20 + 12 ⇒ (6) + 12 = 18
Attack: 1d20 + 5 ⇒ (11) + 5 = 16
Dmg: 2d4 ⇒ (1, 4) = 5


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Gryggax again raises his bug digits and summons any piece of debris from the street towrads the remaining guard. A discarded and empty can of tuna flies into the side of the guard's head leaving a significant cut.

Telekentic Projectile: 1d20 + 4 ⇒ (18) + 4 = 22
damage: 1d6 ⇒ 2 I'm questioning the usefulness of this spell.


Breaker and Boris, you are next!


Boris steps over the fallen guard and hurriedly charges the remaining guard to finish this business. His furious swing misses the confused guard and slams into the metal wall of the club.

A look of frustration and disgust appears on Boris's face.

Doshko attack: 1d20 + 3 ⇒ (5) + 3 = 8

Your turn Breaker!


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

It's as effective as my pistol - in other words, right where it's supposed to be for level 1, per game balance.

Breaker points his gun at the remaining guard and again pulls the trigger, sending another bullet towards her.

Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 ⇒ 3


With a loud Snap!, Breaker’s bullet downs the last weakened guard, just before she prepares to call for backup. Surprisingly, the quick fight aroused no suspicion nearby. Both guard’s lifeless bodies adorn the unguarded entrance to the club. A sign above reads “No Weapons permitted on Premises” in makeshift graffiti. The club itself is some kind of seedy, but trendy hotspot.

Upon entering...

The dimly lit interior of the nightclub is filled with the press of sweaty bodies, the haze of narcotic smoke, and the pounding beat and ululating vocals of Bakarang music blaring from the main stage in the northeast corner of the room. A sinuous bar winds around the northwest corner, offering a variety of drinks and drugs for purchase. Booths line the south wall of the club, facing the main stage in the northeast corner and the crowded dance floor below it. Gyrating dancers stand atop four smaller stages scattered around the club: one behind the bar, one in the center of the room, and two flanking the main stage. Wide double doors marked “Staff Only” exit the room to the west.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

It's okay at low levels. Consider that pistols only deal 1d6 damage at this level and telekinetic projectile doesn't run out of ammo. You'll probably want to trade it out by level 3 or 4, though.

Boris wipes the blood off his beard and steps over the corpses of the dead guards. After checking to make sure they're not going to get up and move again and collecting anything useful off them, Boris heads into the club. He moves over to the bar with Digdig and scans the room full of patrons, a scowl of disapproval on his face.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

Can't imagine any honest dwarf would hang out in a place like this; let alone a decent woman. I wonder when I'll get a chance to drink in a good ole' fashioned beerhall again, with a red cheeked dwarf girl on me arm...sigh.


Kneeling fast, Blacklock gives the guards a pat down, searching for keys or anything that might shake the dice in their favor...

Perception: 1d20 + 8 ⇒ (20) + 8 = 28 :D

...before heading inside, not the slightest glance at the dancing women.


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Thanks for the advice for Telekinetic Proj. I thought that it would be nice to not have to carry a side arm around. Just waiting on some better rolls.

Outside the entrance to the club

Gryggax turns to the others with a somewhat surprised look and clicks his compound eyes as they blink.

"Hello, I am Gryggax...at least that is who I believe that I am. Chiskisk sent me here to help you in your investigation. Is anyone injured?" Gryggax inquires. He looks around as if lost and then at the guards personal comms. "Should we take them or destroy them?" He asks.

Upon entering the club, Gryggax stands in amazement at all of the wild colors and sounds that seem to distract him. It is as if he is seeing an environment like this for the first time.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Outside the club
Alpha-83 joins Blacklock and Boris in patting down the guards, taking one of their pulsecasters. "We should take the comms - they may prove useful. I am Alpha-83. If you require a more human-sounding name, you may call me 'Breaker.' We should enter the club now."

I have an energy weapon now.

Once inside the club, he finds the loud music and flashing lights and bodies everywhere rather irrelevant, looking about for Nadaz or Hatchbuster.

Perception: 1d20 + 0 ⇒ (7) + 0 = 7
Sleight of Hand Pistol: 1d20 + 8 ⇒ (16) + 8 = 24
Sleight of Hand Pulsecaster: 1d20 + 8 ⇒ (3) + 8 = 11

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

"The name's Boris. This here is Digdig."

Boris gently slaps the side of his drone and then holds out his hand to Gryggax.

"I supposed the Starfinders sent ya to help us out, eh? Try not to get killed, will ya."


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

"Hello Alpha 83, I am pleased to make your acquaintance," the nervous shirren replies to Breaker.

"Hello Boris," Gryggax gives a kind,respectful nod toward him/ The cordial greeting is unexpected. "Yes, I was sent here to help by Chiskisk and Starfinder. He explained to me that this would be my first assignment as a recruit. I most certainly will try to prove meself worthy and remain alive, thank you!"

Gryggax proceeds into the club hiding his club and rifle the best that he can under his dark red cloak.


Boris:
Loot includes one pulsecaster with battery, (Breaker has one), two clubs, two personal commas, and two credsticks.

Despite their best efforts, it is hard to discern any DK gangers amongst the throngs of morally loose patrons and goings on. A few cocktail waitresses are visible as well as two bartenders behind the bar. Aside from them, the room to the west, marked “staff only” is the only other possible avenue to provide clues to the new Starfinders.

Move where you want to on the map. Beings are everywhere, but I am not placing that many tokens. I will just place foes. Patrons may provide cover for foes, at least until they run.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

Boris will show the credsticks to his companions, then put them in his pocket, along with the pulsecaster and comm units that they looted off those guards.

Boris isn't expecting to keep all this, it's just that as the highest STR character here, who also happens to have a pretty strong drone with him, I'm assuming that Boris will probably be carrying a lot of the group's loot. He can check the credsticks later, in the comfort of his motel room. He should be able to take 10 in a relaxed environment like that.

"Well, none of these degenerates out here look like they're anyone worth talkin' too. Probably too hopped up to even know where they're at right now." Boris shakes his head in stern, Dwarven disapproval. "Unless somebody's got a better idea, I say we walk through them staff doors and see if we can find something."


"Agreed, but keep an eye out for the vesk..." he glances around mindful of electronic surveillance before heading that direction with the team.


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Alpha-83 says to Boris, "If you'd like, I can check those sticks now. We may want to use them to buy some good will."

I have a Personal Computer with me - it's a wrist computer - and a pretty good chance of passing a DC 10 check.

Inside, Alpha-83 looks about, then points at the wait staff and bartenders. "It's possible they may have information - if we head through the staff doors, it may cause several alerts."


Stats:
Male LN Shirren Mystic Ace Empath 3 l Per +11; Init +3 l F2, R4, W7 l EAC: 16 KAC:17 l SP 18/18 HP 21/21 RP 6/6 l Spells 6/6 l Ammo 20/20, 99/100

Earlier...

Surprised by the willingness of the dwarf to make a connection with an oft-maligned race, or from what he can remember anyway, Gryggax's reaches out his waxy, chitinous hand to grasps the dwarf's in a sign of friendship.

Inside.

Gryggax scopes out the place, bewildered by the enormous activity. He notices his team make their way towards the staff doors and follows suit trying not to be conspicuous.

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

Some people don't trust the Shirren because they split off from a species of violent hive-minded invaders called the Swarm and they're worried that the Shirren will someday return to the Swarm. Boris doesn't have any problems with them, though.

Boris gives Breaker a nod of recognition, and then leans back on his stool, carefully examining the staff doors for any sign that they might be alarmed.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Engineering or Computers: 1d20 + 8 ⇒ (3) + 8 = 11


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Do you want me to take a look a the credsticks?

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

Go ahead. Just thought it could wait until the end of encounter. Boris also has Computers trained.

Computers: 1d20 + 8 ⇒ (4) + 8 = 12


Boris checks his wrist computer quickly shifting his eyes around to see if anyone is paying attention, and plugs in the credsticks to learn that both are worth 150 creds each.

No one seems to notice the newly entering clients yet, not even the wait staff. Perhaps it has something to do with the hypnotic music and the haze of narcotic smoke.

I'm going to wait until everyone's token is in place before proceeding. If you are entering the "Staff Only" room, place at least one token inside the room and then we will continue. If you go somewhere else, move your token there then state your action(s). You may want to discuss your intentions before moving ahead.


Blacklock nods to the others and walks into the staff only room unless someone stops him. Which is door to right on map I assume?


Android Technomancer 3 | SP 21/21, HP 19/19, RP 4/4 | EAC 16, KAC 17, vs. Maneuver 24 | Fort +3, Ref +4, Will +3 | Init +7 | Perception +0; low-light vision, darkvision

Breaker reaches out and grabs Blacklock's arm as he goes to enter the Staff only doors. "Before walking in like we own the place, we should try to do this diplomatically. We need a confession from the boss, and we can't beat it out of her. Perhaps we can pass a message we desire a meeting through the bartenders."

Wayfinders

SVs Fort +4/ Ref +5/ Will +2; +2 to saves vs. poison, spells | Speed 20 Init +2 Per +7 DV 60 | SP 21 | HP 24 | RP 3 EAC 17 KAC 19; +4 KAC vs. trip and bullrush

"I'm fine with trying a diplomatic, but from what happened outside, I'm thinking these folks probably aren't too friendly."

Gryggax is probably our best diplomat here. Definitely isn't Boris.


Blacklock stops dead and nods "Good thinking, though we'll have to bluff that we have any leverage. Why should they pay attention to us? What can we say to make them pay attention...?"

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