| GM Phntm888 |
Round 2
Sebbik falls, hoping that the others have better luck as darkness overwhelms him...
"Yes, they are," Callum replies as he fires at the "fake" stormtroopers. "Quickly now. I am sure that with your support we can take them down. Do not hesitate! Shoot to kill!" He then turns to Jek. "You, help the man out," he calls out in his best impression of a fellow soldier, by "the man" of course meaning Sebbik. Callum's shot misses high.
The one Army soldier turns and shouts into the room, "Get out here, quick! These rogue stormtroopers are killing people!"
Orange: 1d20 + 5 ⇒ (3) + 5 = 8
Red: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 3d6 + 2 ⇒ (4, 1, 6) + 2 = 13
The first soldier leaves the doorway and fires a shot over the stormtroopers' heads. The other soldier gets to the doorway and fires a shot, taking out a stormtrooper.
Initiative Order
Sebbik
Callum
Army Soldier
Jek
Galatea
Stormtroopers
Jek and Galatea are up for Round 2.
Stormtrooper 1 - dead
Stormtrooper 2 - 4/10
Stormtrooper 3 - 4/10
Stormtrooper 4 - 4/10
Jek - 16/23
Sebbik - 0/22
Callum - 15/38
Galatea - 19/30
| Tirual’Sij’Ekil ‘Jek’ |
Jek looses a shot at the stormtrooper, counting all the treasons he was committing today. He had been a fairly quiet criminal in this new Order. It was such a shame (albeit an exhilarating one) that he had to so thoroughly put an end to that.
attack: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8
damage: 3d4 + 1 ⇒ (2, 4, 2) + 1 = 9
| GM Phntm888 |
Galatea's autofire cuts down the group of stormtroopers as Jek's shot goes wide.
Combat is over.
One of the soldiers responds to Galatea's question, "I don't know, but let's see who they are." He and the other guard from the detention block move to investigate the bodies. Kneeling down, one of them takes the helmet off a stormtrooper, and says, "Hey. Wait a minute..."
At that point, the doors to the medical bay burst open, and the two Felucians emerge from the room. The detention block guards and the Felucians stare at each other a moment, before the one shouts, "The experiments are loose!" Both pull their blasters to start shooting. The Felucians let out a roar of rage and pain as they rush the guards, bone sword arms raised high to cut them down.
What do you do? The door to the detention block is open, and the guards are thoroughly distracted.
| Callum Vorn |
Callum nods, motioning for Jek to hurry as well and join them as he moves towards the detention area. As he is doing so he cannot help but find the coincidence of the test subjects causing a much needed diversion as quite the fortuitous coincidence. And then he remembers something and smiles. Sometimes what appears to be a coincidence is merely the Force.
| GM Phntm888 |
Galatea, Callum, and Jek haul the unconscious Sebbik into the detention block, then close and lock the outside door. Just inside the door is an intersection, with the right turn leading to the Command Area for the prison, the left turn leading to two recessed areas containing Warden Droids, and the straight option leading into the Prison itself. You do not see any controls on the doors to the prison itself.
| Callum Vorn |
"From the looks of things, I would say that we need to pay the prison's Command Area a visit," Callum offers after a moment's thought. "It does not seem that we will be able to gain access to the cells or open them otherwise."
The Corellian sighs audibly. "Who knows, perhaps we will get luckier this time and it will not end with a fire fight again..."
| Galatea Rayven |
Galatea holds her finger to her lips in a ssshh signal and then moves to peek around the corner to the Command Area, blaster carbine at the ready.
Perception Galatea: 1d20 + 4 ⇒ (13) + 4 = 17
Sebbik is still down. Galatea does not have treat injury, so is hardly the person to help. And with her str of 8 not the person to carry him if we can't get him up.
| Galatea Rayven |
Galatea looks around in the Command Area for a way to open the doors to the prison, like a key or a computer to give the command to open, or did we have a comm cylinder for that purpose? I know we had a comm cylinder for something.
"There is nobody in here. Can anyone treat Sebbik, or even have a medkit? If we can't get him moving I have a Repulsor Hitch that can take his weight, but someone will have to pull it."says Glatea, poking her head around from the other room.
Use Computer, Galatea: 1d20 + 8 ⇒ (8) + 8 = 16
Mechanics can be used to open a door if we don't have another way to do it. Galatea lacks that skill. I have made a use computer check in case there was a computer here controlling the door.
Somebody really should make a Treat Injury check to get Sebbik up. If we can't it is likely best to put him in a Force trance to speed his healing.
Galatea could do that if she knew she was a force user and knew about Force Trances. But she knows neither.
| GM Phntm888 |
Galatea easily finds the controls to open the doors to the cell block. The thick blast door shoots up into the ceiling with a loud, quick *hiss*, to reveal several prisoners. Three have that vaguely scruffy look that screams "smuggler", and one slightly rotund man who oozes the calm of a military officer. The final one is Winter, who says, "It's about time. What kept you?"
The officer looks at Winter, then at you, and says, "How did you fool anyone dressed like that? You look terrible in that armor."
| Galatea Rayven |
"Au contraire, I believe this will become extremely fashionable and adopted throughout the galaxy. Stating with most of the Empire's foot soldiers. Mark my words. But enough of high fashion, time for high intrigue and lots of violence. Is there anyone skilled in mechanics?" replies Galatea, sounding in remarkably good spirits. She then turns to the scruffy individuals, saying "I don't know who you are or were. But we can break you out of here and get you off planet. But you will have to fight your way out of here with us. There are plenty of blasters among the fallen Imperials outside. What say you?"
Persuasion, Galatea: 1d20 + 12 ⇒ (9) + 12 = 21
Mr GM- We have the map of the base. Is there any way out aside from the way we got in? Windows? Are we on the top floor and if yes, does the ceiling look like it may be possible to get through it and hence to the roof and hence out of the building. I want to find some way of getting out of here without shooting it out with all the Imperials. Well, those we have not shot already.
| Callum Vorn |
"Well, I have done my share of ship repairs and such," Callum offers in reply to Galatea's question. "But I would need a security kit to actually try and bypass those locks. We do not happen to have one lying around now, do we?"
Also, I do believe Winter is trained in Treat Injury. And Callum can provide him with a medpac if needed.
| GM Phntm888 |
The three smuggler types look at each other and say, "We talked to your ally here, and said we'd take the opportunity to escape if his team came through and did it. You guys did, so we'll happily help fight."
The military man seems reluctant to trust you. "Before I go anywhere with you, tell me who sent you?"
Winter grabs his stuff from Sebbik, and sets about treating the Duros's wounds. "You might as well ditch that armor, now. It's in bad shape, none of you can fight well in it, and seeing as we could hear the alert sirens in here, disguises don't appear to be much help now."
Winter Treat Injury, Force Point: 1d20 + 10 + 1d6 ⇒ (3) + 10 + (4) = 17
Sebbik, regain 4 Hit Points.
| Galatea Rayven |
Galatea takes the military man to one side and speaks to him quietly and conspiratorially ,saying "We were sent by Senator Bail Organa, to who I understand you were feeding information."
Galatea then starts removing the ill fitting armour and says to the smuggler types "Excellent. We are not out yet however."
Who has good mechanics to set the charges. And Mr GM- I asked a question in the ooc section of my last post. May I have an answer please?
| GM Phntm888 |
Oh, shoot, I meant to answer that. Sebbik has the mechanics check needed, I believe, if he's still active. To answer your question, there are no other windows or doors out of the facility that you can see on the map. There are three levels below your current level, and one level above. There's also the landing pad on top of the base.
The man breathes a sigh of relief. "Finally. I admit, I expected Organa to send his people directly and not hire a group of freelancers, but if you're here to get me out, I'll take the opportunity."
| Sebbik |
Sebbik awakens groggily, stripping the hated trooper armor off now that it has served its purpose. Wincing in pain as he stands, the duros looks over his equipment and the explosives. "I might not be of much use in a fight, what with my injuries. But I can still set these charges and override any door locks we might encounter." The slicer confirms to his allies.
| Galatea Rayven |
Well, we must figure out how much time we need to get out of here, add a bit for safety, set the charges and make ourselves scarce. We should try to hide the explosives so they won't be found w/o a thorough search. And don't blow ourselves up, this would not do.
GM Phntm888- I was reading earlier to try to find more out about the base and how to get out of it.
Your post of Oct 16 2018 reads in part-
"The prison facility is a squat, two-story gray building in the Imperial style - no visible windows, the walls slant outward slightly, and a plain visage leaving no room for accoutrements. The second story is noticeably smaller than the first, and blinking lights line the top of the roof."
Your last post says there are 3 levels below and one above our current level. That means the base has 5 levels. Either there are 3 levels underground, entirely possible, or there is an inconsistency. I am not trying to nit pick, just try to figure a way out. And was there any vehicles on the landing pad on top of the building if we could see the landing pad coming in? I favour the idea of stealing a vehicle to get away if we can.
Galatea looks at Sebbik and obviously grows worried "You are badly injured Sebbik. Try to avoid combat for the rest of this mission. You must be making a heroic effort just to stay on your feet."
| GM Phntm888 |
Technically, there are only two levels per the book. However, those two levels do not include any of the following that would be present in a military base: barracks, officer quarters, galley, mess hall, maintenance areas, and any recreational facilities for off-duty soldiers. Thus, I concluded that there were more levels beyond the scope of the adventure, and they must be underground. So, I put the other three levels underground - that makes 2 above ground levels and 3 below. You did not notice any vehicles perched atop the base, but...
Suddenly, Galatea's comlink crackles to life. "This is Captain O'Keefe of the Banshee. We're up and running again, and we can pick you up when ready."
| Galatea Rayven |
"Captain O'Keefe! Great to hear from you. Can you land at the airpad on top of the Imperial base?" replies Galatea, brightening up noticeably when she hears the voice over the comlink. Galatea then turns to Sebbik "How long will it take you to set the charges?"
Galatea then quickly looks around for a place the explosives can be concealed, so they can be left where they won't be obvious to the Imperials.
Perception, Galatea: 1d20 + 3 ⇒ (12) + 3 = 15
Me always asking questions of the GM again. Do we know if the turbolift goes to the roof? If it does we should take less than a minute to reach the landing pad.
Second I think Sebbik will need to know how long it will take him to set the charges.
| Sebbik |
Sebbik smiles wanly at Galatea. "I'll be OK, but yeah I think I'll sit out of the next firefight for sure." The duros takes another look at the explosives, quietly determining how much time he'll need before scanning the room along with the Niemoidian to figure out the best location in which to place them in order to maximize the amount of damage they'll do to the place - and some place out of sight would be ideal as well.
Once these determinations are made, he reports his findings to the others. Once the others are ready, Sebbik takes a deep breath and then goes to work on setting the charges...
Mechanics Check: 1d20 + 11 ⇒ (9) + 11 = 20
Hmm... I'm going to use a Force Point just to make sure it's all good.
Force Point: 1d6 ⇒ 4 added to Mechanics check above to set explosives.
| GM Phntm888 |
The prison block is heavily reinforced - the explosives could do a bit of damage here, but the base would be fine. You remember you were supposed plant the explosives in the Comm Center to take advantage of the generator's power to amplify the explosion.
You can keep the successful roll, but you're in the wrong place for the boom, Sebbik.
"On my way. I'll meet you there soon."
| Galatea Rayven |
"We gotta put the charges in the Comm Centre don't we?"says Galatea a little sheepishly, realising her mistake. She then opens the door and peeks out, her blaster carbine at the ready. If there are no Imperials out there, she will head off for the Comm Centre, gathering some blasters from fallen Imperials for the unarmed former prisoners on the way.
| Tirual’Sij’Ekil ‘Jek’ |
”Healthiest course of action would be to avoid firefights all together,” Jek said, more than just relieved to have finally gotten out of that ungainly shell of plasteel and in his own, agile skin. Feels like I haven’t breathed in a damned age, he said, heading up to the active members of the group and asking, Where do you need me?
| Galatea Rayven |
"The dead Imperials have weapons for those who don't have them."says Galatea to the rescued prisoners. She then moves to the Turbolifts to check that those lifts are working, go to the roof and are not currently coming to this floor, probably full of Stormtroopers intent on killing us.
| GM Phntm888 |
None of the turbolifts are currently running, and they all appear functional. However, once inside, she sees that none of them go straight to the roof - they all go to either the levels below, or the command center on the next floor. Fortunaely, while planting the explosives, Sebbik is able to call up a map of the facility, and you can see that there are two cargo lifts that connect to the landing pad from the command center. It appears that the landing pad is only used for cargo supplies, and there is no associated star fighter support for the base.
| Callum Vorn |
After stretching a little, having taken off the stormtrooper armor as well, Callum joins Jek, blaster pistol in hand.
"So, command centre and then straight to the roof via cargo lift, I am assuming," he comments. "It sounds straightforward enough. Barring any unexpected blaster fire on the way, that is..."
| Sebbik |
Sebbik grimaces as he realizes his near-mistake in setting the charges in the wrong place and then follows the others, limping slightly but glad to be shed of the bulky armor. "Shouldn't take too long to set them, but if we want to set a delay to allow us to get to safety, I'll have to do that now. Unless this is rigged with a remote detonator..." He answers Galatea, giving the explosives one last look to make that determination, then nods at Callum. "We should get this done quickly, before any stormtroopers from below can respond to the trouble up here." In truth, the duros has no idea of there are more troopers in the levels below, but it certainly seems likely.
Yeah, will definitely set those charges where we are supposed to do the most damage. Thanks for the reminder, it's been awhile. :) Do we have any idea how long it will take for us to get up to the landing pad? That will have an effect on how long of a delay to set on the timer. Maybe five minutes? Ten? Or heck, if I've got a remote detonator maybe we don't need to worry about a timer?
| GM Phntm888 |
Shouldn't take you more than ten minutes - maybe 15 for safety.
Captain O'Keefe responds, "Should only take a few minutes. Be there soon."
Admiral Varth says, "Captain Vischera, the base's commander, will probably be up in the Command Center, along with some guards, I'm sure. Since there are 9 of us, we will need to take two lifts. We should coordinate their timing so that one group isn't delayed and we can come out firing."
Winter tenses, a look of rage passing on his face, and he says, "That's a good tactical plan. Let's do it."
| Sebbik |
Sebbik nods brusquely and finishes his work, leaving 15 minutes and trying to conceal the explosives as best he can. The idea of another firefight is wearying to the duros, but he accepts the idea calmly enough and checks his blaster pistol before motioning that he's ready. "We have fifteen minutes." He adds tersely.
| Galatea Rayven |
"Indeed."replies Galatea, nodding in agreement with both Callum and Admiral Varth as she enters one of the turbolifts and inspects it's controls. "How about you three come with me in this lift and the rest of you take the other. Everyone fine with that? Excellent work Sebbiq."Galatea gestures to the three smuggler types as she says "you three" and stands at the turbofilt's controls, ready to co-ordinate leaving with the other lift.
| Sebbik |
Sebbik glances at the three scruffy humans and looks back at the Niemoidian. "Galatea, let's have Jek and I go with you and two of these fellows, the other can go with Winter and Callum on the other lift." The duros doesn't quite know what to make of these men, and putting them all together with only one of his allies seems entirely too trusting to him.
Sorry if I missed it somewhere, but do we know who those three other prisoners are exactly? I know they offered to help, but we really do we? I'm guessing they armed themselves already, but I'd still like to divide them up a bit among us in case of treachery, so maybe let's do the following split:
Lift 1
Galatea
Sebbik
Jek
2 nerf herders
Lift 2
Callum
Winter
1 nerf herder
Admiral
That's 5 on one lift and 4 on the other. Does this sound OK? Did I miss anyone?
| Tirual’Sij’Ekil ‘Jek’ |
Sounds okay to me :)
Sounds like a plan, Jek said, grinning at Sebbik, Glad you trust me. He looked to their new ‘herd’ You know, I don’t believe that I’ve ever been put in any kind of charge over prisoners or hostages. It’s normally the other way around.
| GM Phntm888 |
The smugglers, having acquired blasters, hand each of you a grenade, saying, "We might need these." Everyone gets 1 frag grenade.
"Okay. Everyone ready. In 3...2...1..." Winter and Galatea close the doors to their lifts at the same time - Galatea's is a little more crowded, but everyone's willing to deal with the discomfort in order to get out. The lifts quickly rise to the Command Center level, then the doors open with a quick, efficient whoosh. You see before you 2 stormtroopers, an Imperial Captain - likely Captain Vischera - and 2 huge Felucians with bone swords in place of one of their arms.
Seeing the doors open, Captain Vischera shouts, "Kargrek! Hagark! Defend me!"
Jek: 1d20 + 9 ⇒ (10) + 9 = 19
Galatea: 1d20 + 7 ⇒ (8) + 7 = 15
Sebbik: 1d20 + 9 ⇒ (5) + 9 = 14
Callum: 1d20 + 9 ⇒ (10) + 9 = 19
Smugglers: 1d20 + 7 ⇒ (13) + 7 = 20
Admiral Varth: 1d20 + 5 ⇒ (13) + 5 = 18
Captain Vischera: 1d20 + 3 ⇒ (12) + 3 = 15
Felucians: 1d20 + 9 ⇒ (5) + 9 = 14
Stormtroopers: 1d20 + 2 ⇒ (10) + 2 = 12
Initiative Order
Smugglers
Jek
Callum
Admiral Varth
Galatea
Captain Vischera
Sebbik
Felucians
Stormtroopers
Red vs Orange Stormtrooper: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 3d8 + 1 ⇒ (7, 8, 8) + 1 = 24
Orange vs Orange Felucian: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 3d8 + 1 ⇒ (4, 2, 7) + 1 = 14
Yellow vs Orange Felucian: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 6d8 + 2 ⇒ (5, 3, 4, 7, 4, 1) + 2 = 26
Freeing those smugglers may have been the best idea you've had yet. The smugglers run past you, yelling as they charge forward. One fires his rifle at a stormtrooper, the blaster bolt going right into the eye of his helmet, felling him. The other two see the massive Felucians, their battle cries turn to to fear, and they fire off a shot at one of them. Both shots hit, one in the head, heavily wounding the Felucian. Inexplicably, the Felucian still stands.
Jek and Callum are up for Round 1!
Orange Felucian - 4/34, -1 condition
| Callum Vorn |
Callum does not hesitate in the slightest and joins the firefight in earnest. Blaster pistol already in his grip, he quickly lets off a shot at the heavily injured Felucian, looking to take the creature out of the battle before it gets a chance to put its own formidable weapons to use.
Ranged attack (sporting blaster pistol): 1d20 + 4 ⇒ (18) + 4 = 22
Damage (energy): 3d4 + 1 ⇒ (1, 3, 2) + 1 = 7
| GM Phntm888 |
And I realized I never linked the map. It's up now.
Round 1
Jek stepped out of the elevator and fired at the wounded Felucian.
Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 3d4 + 2 ⇒ (2, 3, 2) + 2 = 9
The Felucian goes down from his shot.
Callum does not hesitate in the slightest and joins the firefight in earnest. Blaster pistol already in his grip, he quickly lets off a shot at the heavily injured Felucian, looking to take the creature out of the battle before it gets a chance to put its own formidable weapons to use. His shot grazes the creature's arm.
Admiral Varth says, "You're trapped in a pincer formation, and if those Felucians get close to you, they'll probably rip you to shreds. Create an opening for yourselves by taking out the stormtroopers the left, so you can put some distance between you and the Felucians." He crouches in a defensive stance.
Admiral Varth uses his Born Leader ability to give everyone +1 insight bonus on attack rolls. He then enacts Total Defense.
Initiative Order
Smugglers
Jek
Callum
Admiral Varth
Galatea
Captain Vischera
Sebbik
Felucians
Stormtroopers
Galatea is up!
| Galatea Rayven |
"On it admiral" replies Galatea, while thinking this guy knows his stuff. She then moves forward taking cover behind, whatever that is to the left of her, then pokes her head around the corner and shoots the stormtrooper two squares away from her.
Attack, Galatea: 1d20 + 4 ⇒ (2) + 4 = 6
Damage, Blaster Carbine: 3d8 + 1 ⇒ (6, 5, 6) + 1 = 18
I can move through squares occupied by allies I looked it up, Core p161.
| GM Phntm888 |
I assumed you could - and if you couldn't, then I'd say you could anyway.
Round 1
"On it admiral" replies Galatea, while thinking this guy knows his stuff. She then moves forward taking cover behind, whatever that is to the left of her, then pokes her head around the corner and shoots the stormtrooper two squares away from her. Unfortunately, despite his close proximity, her shot goes wide.
Captain Vischera says, "Hargrek, protect me." He pulls out a blaster pistol and fires at Jek.
Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Jek: 3d6 ⇒ (3, 2, 6) = 11
Jek catches a bolt to the shoulder. Jek, take 11 damage.
Initiative Order
Smugglers
Jek
Callum
Admiral Varth
Galatea
Captain Vischera
Sebbik
Felucians
Stormtroopers
Sebbik is up!
Hargrek - 32/34
Jek - 5/23
| Sebbik |
Sebbik uses whatever cover he can and fires past Jek at the surviving Felucian - though his injuries make his aim very shaky. Looks like I didn't have to worry about our newfound allies... The Duros thinks to himself, glad that they're in this fight on their side.
Blaster Pistol attack: 1d20 + 6 ⇒ (5) + 6 = 11
Blaster Pistol damage: 3d6 + 1 ⇒ (3, 5, 4) + 1 = 13
+1 to attack/damage for Point Blank Shot
Sorry for the delay, I totally missed the update to this thread!
| GM Phntm888 |
Round 1
Sebbik uses whatever cover he can and fires past Jek at the surviving Felucian - though his injuries make his aim very shaky. Looks like I didn't have to worry about our newfound allies... The Duros thinks to himself, glad that they're in this fight on their side. Unfortunately, his shot just barely misses the Felucia.
The Felucian roars, and moves towards Jek and the rescued smuggler next to him, swinging it's massive bonesword arm at the smuggler.
Attack, charge vs Orange Smuggler: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Damage: 1d10 + 11 ⇒ (1) + 11 = 12
It rips the chest of the smuggler open, killing him instantly and spraying blood over the room.
The three remaining stormtroopers move positions, getting themselves into better angles to shoot at the escaped prisoners and intruders.
Green Storm vs Jek: 1d20 + 4 ⇒ (5) + 4 = 9
Yellow Storm vs Red Smuggler: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 3d8 ⇒ (6, 8, 7) = 21
Red Storm vs Galatea: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 3d8 ⇒ (1, 6, 3) = 10
[/dice]
One of the stormtroopers fires at Jek, but he misses thanks to Jek's position by the elevator. One of the smugglers and Galatea are not so lucky. A strormtrooper blasts the smuggler next to Callum back into the wall, instantly killing him. Galatea takes a blast in her left arm from the other. Galatea, take 10 damage.
Winter finally emerges from the turbolift, blasting away at the Felucian.
Attack, PBS vs Felucian: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
But he misses.
Round 2
The final smuggler shoots at the Felucian again.
[spoiler=GM Rolls]
Attack vs Felucian: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 3d8 + 1 ⇒ (6, 4, 4) + 1 = 15
He hits the beast, but it seems quite hardy and not too affected by its attack.
Initiative Order
Smugglers
Jek
Callum
Admiral Varth
Galatea
Captain Vischera
Sebbik
Felucians
Stormtroopers
Winter
Jek and Callum are up for Round 2. Everyone, don't forget your Destiny and Force Points, or that Admiral Varth has Born Leader active.
Hargrek - 23/34
Jek - 5/23
Galatea - 9/30