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Vetch takes to the desk and begins rummaging through it for anything useful. The desk seems to just contain a few papers and a computer. Though the cabinet next to it is unlocked and contains an empty key slot. Laying at the bottom is an emergency beacon sending out a pulse as the light on it flashes rhythmically.

Aerav Brack Elijea |

Abe will sit down at the computer and see if he can learn anything. "I wonder who set the emergency beacon?" he wonders idly as he works.
Computers: 1d20 + 22 ⇒ (3) + 22 = 25
Computers: 1d20 + 22 ⇒ (13) + 22 = 35
Computers: 1d20 + 22 ⇒ (16) + 22 = 38
He's unfocused at first, thinking about the beacon, but he eventually finds the on switch.

Vetch No-Toes |

"Nothing useful here," Vetch replies, then goes padding down the row of cells to check each. He will open and inspect the locker.
1d20 + 21 ⇒ (6) + 21 = 27 Stealth
1d20 + 21 ⇒ (12) + 21 = 33 Perception
If nothing of interest is discovered, he'll return back to the party.

Dash Arcbright |

”This is f@#%ing weird.” Dash looks at the beacon. ”They wouldn’t place one of these on their own ship, stuffed in a locker. I can only guess that someone else has to be following the corpse fleet. Any enemy of theirs is a potential ally of ours, so I say we take the f@#%ing thing with us.”
Moving over to Abe. ”Once you crack that, see if you can find a schematic or the ship, or security vid feeds.”

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Vetch pads along the row of cells as Abe dives into the computer. The secured tier 4 computer in this room is used exclusively to control the cell doors and maintain a list of prisoners (who they are, when they began their incarceration, and when they were removed). not only does Abe gain access to open and close the cell doors but also learns that the cells are supposed to contain “four dwarfform corporeal undead: names unknown, loyalties unknown” who were imprisoned 6 months ago. There’s no note of these prisoners ever being released, even though the cells appear to be empty.
Abe: 1d20 + 12 ⇒ (14) + 12 = 26
Dash: 1d20 + 9 ⇒ (7) + 9 = 16
Vetch: 1d20 + 21 ⇒ (13) + 21 = 34
Zane: 1d20 ⇒ 2
Vetch hears a clawing and scraping underneath the floor panels.

Vetch No-Toes |

Vetch draws the party closer.
”I hear clawing and scraping underneath the floor panels. Probably goblins. We should probably just drop a grenade or two in them, and then let the explosions sort things out,” Vetch offers a very good idea.
”Yeah, if this place is infected with goblins, then that’s probably why we made it here so easily...they probably want us to blow up this s#$@. We’re on an errand of mercy.”

Aerav Brack Elijea |

Abe chuckles, hearing nothing, "You sure you are not hearing things there Vetch? Our newest crew member, maybe even crewperson-of-the-month, got under your skin?"
He lets everyone know about the prisoners who have apparently escaped in the confusion, but doesn't make the connection.
"Let's get going shall we?" he says as he gets up, and moves into position to have Messalina open the next doorway. If she fails, he'll again try and hack it.
Computers: 1d20 + 22 ⇒ (6) + 22 = 28
Computers: 1d20 + 22 ⇒ (13) + 22 = 35
Computers: 1d20 + 22 ⇒ (16) + 22 = 38

Dash Arcbright |

”Hold on Abe.” Dash says, drawing his blaster and moving to the floor panels indicated by Vetch. ”There should be some prisoners here. Maybe they got out and are hiding.”
To the Zane, ”Sword ready soldier.”

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Four of the floor panels spring open as four undead dwarves with icy glowing blue eyes reach out for Abe and Vetch. "Told youse the trap would work." One of the dwarve's cackles gleefully.
Abe: 1d20 + 4 ⇒ (14) + 4 = 18
Dash: 1d20 + 11 ⇒ (10) + 11 = 21
Vetch: 1d20 + 10 ⇒ (9) + 10 = 19
Zane: 1d20 + 12 ⇒ (9) + 12 = 21
Marooned One: 1d20 + 4 ⇒ (15) + 4 = 19
Round 1
Zane
Dash
Vetch
-------------------------------------------------
Marooned Ones
-------------------------------------------------
Abe

Vetch No-Toes |

Round 1
”Dammit, Spacepants! I hoped they were goblins! Dammit! Why didn't you leave them be!? Who put you in charge?!” Vetch scurries back, out of the way and prepares to fight.
S: 80/80 HP: 62/62 R: 10/10
EAC: 22 KAC: 22 CMD: 27
Fort: +5 Ref: +9 Will: +12
Resist cold 5, electricity 5, fire 5
Right Hand: Empty
Left Hand: Pistol
Mouth: Serum of Healing II, Grenade, Serum Healing I, Shock Grenade I
Spells: 1: 0/7 used (MM*4,Identify*0,RLCond*0,MT1*0)
2: 0/5 used (fogcloud*0,forceblast*0,lsrRest*0,seeinvis*0)
3: 0/4 used (haste*0,slow*0,irradiate*0,tongues*0,mindthrust*0) DC18
4: 1/3 used (dismissal;mindthrust*0,remove irradiate,resistantarmor*1)
Melee: [ dice=Club]1d20+7[/dice] to hit;
[ dice=(B)]1d6+5[/dice] damage
Corona Laser Ranged:[ dice]1d20+15[/dice] to hit;
(F): 2d4 + 5 ⇒ (1, 1) + 5 = 7 damage
Charge 20/20
Disinitigrator Ranged:[ dice]1d20+15[/dice] to hit;
(A): 1d20 + 5 ⇒ (6) + 5 = 11 damage
Charge 16/20
Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.

Dash Arcbright |

Dash groans. ”What trap? We’ve got you right where we want you, dum@$$ chestbeards.”
Dash selects one at random and snaps his fingers. ”How about you join us and kick that other beardo’s fat ass?”
Command undead DC 18

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Going to give Zane another day, mainly cause I am stuck across the State with the worst internet connection possible.

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Zane steps in with Boingo and stabs it down through the floor panel at the undead maniacal dwarf.
(Boingo) bleeding ultrathin longsword: 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 4d8 + 16 ⇒ (3, 2, 7, 7) + 16 = 35
Dash offers words that calm one of the dwarves.
Will Save DC 18: 1d20 + 13 ⇒ (4) + 13 = 17
The dwarf goes slack in the panel and begins to climb out. "That's a good idea." It points to the dwarf far north. "OIY Let go of my friend A~!+!**!"
Vetch scurries the hell out of dodge as this many undead lie in wait.
Green tactical Knife vs Zane KAC 27: 1d20 + 17 ⇒ (20) + 17 = 37
Damage: 2d4 + 10 ⇒ (2, 1) + 10 = 13
Crit Damage: 2d4 + 10 ⇒ (1, 3) + 10 = 14
Red tactical Knife vs Abe KAC 29: 1d20 + 17 ⇒ (9) + 17 = 26
The Zane feels a knife stab through his boot and into his foot. Meanwhile Abe kicks back and rockets his boot into the dwarf's decaying beard.
Blue Semi-Auto Pistol vs Dash EAC 27: 1d20 + 15 ⇒ (5) + 15 = 20
A bullet skips off the panels near Dash, but he pays little mind to the rogue undead.
Round 2
Zane (SP 83/110; HP 74/74; RP 10/10; DR/5-Cold/Fire; DR/10 Kinetic)
Dash (SP 77/77; HP 51/51; RP 11/11)
Vetch (SP 80/80; HP 62/62; RP 10/10; Elec/Fire/Cold Res 5; DR/10 Kinetic)
-------------------------------------------------
Marooned Ones (Green -35) (Pink- Command Undead)
-------------------------------------------------
Abe (SP 70/70; HP 64/64; RP 9/9; DR/6 Kinetic)(Messalina 100/100)

Aerav Brack Elijea |

Round: 1
Resolve: 9/9 Stamina: 77/77 HP: 70/70 (DR 6, resistance 5 cold and fire)
Weapon Equipped = Laser Rifle
Conditions = None
Spells (caster level 10)
At Will = Mending, Holographic Image (2), Token Spell
Psychokinetic Hand = 3/3
Comprehend Languages = 3/3
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 1/1 (25%/25hp)
Miracle Worker = 2/2
Haste Circuit = 10/10 (swift to haste, swift to shut off)
Ranged: Attack: BAB +8, Dex +6 (weapon focus longarm +1) Damage: +10
Melee/Thrown: Attack: BAB +8, Str +1 Damage: +5
Messalina (5’ up)
EAC: 24 KAC: 24 CM: 32 HP: 110/110 (DR 2) Resolve 5/5 (-4 full attack)
Weapon Equipped = Geld Ice Carbine
Conditions = None
Invisibility Field = 0/1 (10m)
Ranged: Attack: BAB +9, Dex +4 (weapon focus: longarms +1) Damage: +10 (crit 19-20)
Provoking like mad, Abe gets up from the chair and falls back, drawing his weapon as he goes. Messalina slightly drifts back (5’ step) and opens fire on the undead attacking Abe.
Messalina frostbite zero rifle: 1d20 + 14 ⇒ (16) + 14 = 30 damage(C): 3d8 + 11 ⇒ (7, 3, 8) + 11 = 29

Vetch No-Toes |

+1 for command undead. Can’t believe that worked.
Round 2
”Dammit, Spacepants!” Vetch fires twice at pink. ”I’m pleased you’re able to find new drinking buddies, I guess!”
Disinitigrator Ranged:1d20 + 15 - 4 ⇒ (6) + 15 - 4 = 17 to hit;
(A): 1d20 + 5 ⇒ (10) + 5 = 15 damage
Disinitigrator Ranged:1d20 + 15 - 4 ⇒ (11) + 15 - 4 = 22 to hit;
(A): 1d20 + 5 ⇒ (10) + 5 = 15 damage
Charge 16/20
S: 80/80 HP: 62/62 R: 10/10
EAC: 22 KAC: 22 CMD: 27
Fort: +5 Ref: +9 Will: +12
Resist cold 5, electricity 5, fire 5
Right Hand: Empty
Left Hand: Pistol
Mouth: Serum of Healing II, Grenade, Serum Healing I, Shock Grenade I
Spells: 1: 0/7 used (MM*4,Identify*0,RLCond*0,MT1*0)
2: 0/5 used (fogcloud*0,forceblast*0,lsrRest*0,seeinvis*0)
3: 0/4 used (haste*0,slow*0,irradiate*0,tongues*0,mindthrust*0) DC18
4: 1/3 used (dismissal;mindthrust*0,remove irradiate,resistantarmor*1)
Melee: [ dice=Club]1d20+7[/dice] to hit;
[ dice=(B)]1d6+5[/dice] damage
Corona Laser Ranged:[ dice]1d20+15[/dice] to hit;
(F): 2d4 + 5 ⇒ (2, 4) + 5 = 11 damage
Charge 20/20
Disinitigrator Ranged:[ dice]1d20+15[/dice] to hit;
(A): 1d20 + 5 ⇒ (6) + 5 = 11 damage
Charge 16/20
Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.

Dash Arcbright |

+1 for command undead. Can’t believe that worked.
Neither can I!
"Ok, this beard's cool, so let's not shoot him!" Dash gestures to the commanded dwarf.
"Feel free to cut the others down to halfling size."
Dash looks at one and points at it's crotch. "Your boner's showing."
Trick attack bluff: 1d20 + 24 ⇒ (14) + 24 = 38
Disruption pistol: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 3d6 + 5 ⇒ (5, 6, 6) + 5 = 22
Trick Damage: 1d8 ⇒ 6

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@Vetch- Assuming you want to change your target as the pink one is friendly due to Dash's spell?
Messalina freezes the prone marooned dwarf as it slowly claws at Abe, missing the fleeing man.
(Boingo) bleeding ultrathin longsword: 1d20 + 16 - 4 ⇒ (10) + 16 - 4 = 22
Damage: 4d8 + 16 ⇒ (2, 1, 8, 2) + 16 = 29
(Boingo) bleeding ultrathin longsword: 1d20 + 16 - 4 ⇒ (16) + 16 - 4 = 28
Damage: 4d8 + 16 ⇒ (6, 2, 4, 8) + 16 = 36
The Zane ends up skewering one of the dwarf's hiding in the floor panel as he repeatedly stabs down into the panel with Boingo. Dash fires a pulsating sonic effect at the dwarf behind the desk. It thrashes and claws pulling the keyboard down onto itself in a bout of pain.
Vetch fires around the corner, his acid stream slipping into the floor panel, melting part of the dwarf's beard. Reaching up the pair fire bullets across the room.
Red Semi-Auto Pistol vs Messalina KAC 24: 1d20 + 15 - 4 ⇒ (8) + 15 - 4 = 19
Red Semi-Auto Pistol vs Messalina KAC 24: 1d20 + 15 - 4 ⇒ (5) + 15 - 4 = 16
Blue Semi-Auto Pistol vs Dash KAC 28: 1d20 + 15 ⇒ (1) + 15 = 16
Not one of the bullets hit. The friendly undead dwarf leaps over the desk, draws his tactical knife and begins hacking into the paneled hole.
Pink tactical Knife: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 2d4 + 10 ⇒ (1, 1) + 10 = 12
Round 3
Zane (SP 83/110; HP 74/74; RP 10/10; DR/5-Cold/Fire; DR/10 Kinetic)
Dash (SP 77/77; HP 51/51; RP 11/11)
Vetch (SP 80/80; HP 62/62; RP 10/10; Elec/Fire/Cold Res 5; DR/10 Kinetic)
-------------------------------------------------
Marooned Ones (Pink- Command Undead) (Red -84)
-------------------------------------------------
Abe (SP 70/70; HP 64/64; RP 9/9; DR/6 Kinetic)(Messalina 100/100)

Vetch No-Toes |

Yes please, duh. Hard to tell dwarves apart, alive or dead, amirite?
Round 3
”Dammit, sorry Spacepants!” Vetch says as he almost fires at pink. He fires at red, trying to take that foe down.
Disinitigrator Ranged:1d20 + 15 - 4 ⇒ (16) + 15 - 4 = 27 to hit;
(A): 1d20 + 5 ⇒ (8) + 5 = 13 damage
Disinitigrator Ranged:1d20 + 15 - 4 ⇒ (1) + 15 - 4 = 12 to hit;
(A): 1d20 + 5 ⇒ (3) + 5 = 8 damage
Charge 12/20
S: 80/80 HP: 62/62 R: 10/10
EAC: 22 KAC: 22 CMD: 27
Fort: +5 Ref: +9 Will: +12
Resist cold 5, electricity 5, fire 5
Right Hand: Empty
Left Hand: Pistol
Mouth: Serum of Healing II, Grenade, Serum Healing I, Shock Grenade I
Spells: 1: 0/7 used (MM*4,Identify*0,RLCond*0,MT1*0)
2: 0/5 used (fogcloud*0,forceblast*0,lsrRest*0,seeinvis*0)
3: 0/4 used (haste*0,slow*0,irradiate*0,tongues*0,mindthrust*0) DC18
4: 1/3 used (dismissal;mindthrust*0,remove irradiate,resistantarmor*1)
Melee: [ dice=Club]1d20+7[/dice] to hit;
[ dice=(B)]1d6+5[/dice] damage
Corona Laser Ranged:[ dice]1d20+15[/dice] to hit;
(F): 2d4 + 5 ⇒ (3, 4) + 5 = 12 damage
Charge 20/20
Disinitigrator Ranged:[ dice]1d20+15[/dice] to hit;
(A): 1d20 + 5 ⇒ (19) + 5 = 24 damage
Charge 16/20
Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.

Aerav Brack Elijea |

Round: 2
Resolve: 9/9 Stamina: 77/77 HP: 70/70 (DR 6, resistance 5 cold and fire)
Weapon Equipped = Laser Rifle
Conditions = None
Spells (caster level 10)
At Will = Mending, Holographic Image (2), Token Spell
Psychokinetic Hand = 3/3
Comprehend Languages = 3/3
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 1/1 (25%/25hp)
Miracle Worker = 2/2
Haste Circuit = 10/10 (swift to haste, swift to shut off)
Ranged: Attack: BAB +8, Dex +6 (weapon focus longarm +1) Damage: +10
Melee/Thrown: Attack: BAB +8, Str +1 Damage: +5
Messalina (5’ up)
EAC: 24 KAC: 24 CM: 32 HP: 110/110 (DR 2) Resolve 5/5 (-4 full attack)
Weapon Equipped = Geld Ice Carbine
Conditions = None
Invisibility Field = 0/1 (10m)
Ranged: Attack: BAB +9, Dex +4 (weapon focus: longarms +1) Damage: +10 (crit 19-20)
Messalina takes a 5’ fly to make way for Abe’s attacks as the pair bear down on their dwarven target.
Abe aphelion laser rifle (magic): 1d20 + 15 ⇒ (9) + 15 = 24 damage(F): 3d6 + 11 ⇒ (3, 3, 5) + 11 = 22
Messalina frostbite zero rifle: 1d20 + 14 ⇒ (2) + 14 = 16 damage(C): 3d8 + 11 ⇒ (5, 8, 6) + 11 = 30
Well, maybe 'bear down' was a little enthusiastic...

The Zane |

Take THIS you Exion bastards!
Zane pulls out Bubba and starts blasting away at the Blue undead.
attack: 1d20 + 17 ⇒ (9) + 17 = 26
damage: 4d8 + 10 + 1d6 ⇒ (1, 4, 6, 8) + 10 + (1) = 30
viscious damage= 1d4 ⇒ 1 damage to Zane.
He then moves northward to intercept the ones attacking Abe and his friend Messelina.

Dash Arcbright |

”Who animated these sorry little b@stards? Must’ve found them at the bottom of a beer barrel.”
Dash double-taps one of the three-quarter-pints.
Disrupter 1: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 3d6 + 5 ⇒ (2, 1, 2) + 5 = 10
Disrupter 2: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 3d6 + 5 ⇒ (4, 4, 5) + 5 = 18

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The northern dwarf is quickly executed as Vetch and Zane begin sending crossing streams of acid and fire past Dash, striking the prone undead marooned one. The dwarf under the control of Dash continues to protect you all, running across the room, pushing past Zane the pair of dwarves draw tactical knifes and viciously begin stabbing each other in the chests.
Round 4
Zane (SP 82/110; HP 74/74; RP 10/10; DR/5-Cold/Fire; DR/10 Kinetic)
Dash (SP 77/77; HP 51/51; RP 11/11)
Vetch (SP 80/80; HP 62/62; RP 10/10; Elec/Fire/Cold Res 5; DR/10 Kinetic)
-------------------------------------------------
Marooned Ones (Pink- Command Undead) (Blue -43)
-------------------------------------------------
Abe (SP 70/70; HP 64/64; RP 9/9; DR/6 Kinetic)(Messalina 100/100)

Dash Arcbright |

After firing two shots into the far wall, Dash tries to take better aim. "Take a little step to your left, will ya?" He calls to the commanded dwarf.
Trick attack - Bluff: 1d20 + 24 ⇒ (20) + 24 = 44
Disrupter: 1d20 + 13 - 4 ⇒ (15) + 13 - 4 = 24
Damage: 3d6 + 5 ⇒ (5, 2, 2) + 5 = 14
Trick Damage: 1d8 ⇒ 2

Vetch No-Toes |

Round 4
Vetch scurries down to fire once at the remaining bad dwarf.
Disinitigrator Ranged:1d20 + 15 ⇒ (4) + 15 = 19 to hit;
(A): 1d20 + 5 ⇒ (14) + 5 = 19 damage
Charge 10/20
S: 80/80 HP: 62/62 R: 10/10
EAC: 22 KAC: 22 CMD: 27
Fort: +5 Ref: +9 Will: +12
Resist cold 5, electricity 5, fire 5
Right Hand: Empty
Left Hand: Pistol
Mouth: Serum of Healing II, Grenade, Serum Healing I, Shock Grenade I
Spells: 1: 0/7 used (MM*4,Identify*0,RLCond*0,MT1*0)
2: 0/5 used (fogcloud*0,forceblast*0,lsrRest*0,seeinvis*0)
3: 0/4 used (haste*0,slow*0,irradiate*0,tongues*0,mindthrust*0) DC18
4: 1/3 used (dismissal;mindthrust*0,remove irradiate,resistantarmor*1)
Melee: [ dice=Club]1d20+7[/dice] to hit;
[ dice=(B)]1d6+5[/dice] damage
Corona Laser Ranged:[ dice]1d20+15[/dice] to hit;
(F): 2d4 + 5 ⇒ (4, 2) + 5 = 11 damage
Charge 20/20
Disinitigrator Ranged:[ dice]1d20+15[/dice] to hit;
(A): 1d20 + 5 ⇒ (14) + 5 = 19 damage
Charge 16/20
Casting Magic SpaceMissile as full round action.
[ dice]3d4+3[/dice] damage.

Aerav Brack Elijea |

Round: 3
Resolve: 9/9 Stamina: 77/77 HP: 70/70 (DR 6, resistance 5 cold and fire)
Weapon Equipped = Laser Rifle
Conditions = None
Spells (caster level 10)
At Will = Mending, Holographic Image (2), Token Spell
Psychokinetic Hand = 3/3
Comprehend Languages = 3/3
Tip of the Tongue = 1/1 (re-roll skill to recall knowledge)
Repair Drone = 1/1 (25%/25hp)
Miracle Worker = 2/2
Haste Circuit = 10/10 (swift to haste, swift to shut off)
Ranged: Attack: BAB +8, Dex +6 (weapon focus longarm +1) Damage: +10
Melee/Thrown: Attack: BAB +8, Str +1 Damage: +5
Messalina (5’ up)
EAC: 24 KAC: 24 CM: 32 HP: 110/110 (DR 2) Resolve 5/5 (-4 full attack)
Weapon Equipped = Geld Ice Carbine
Conditions = None
Invisibility Field = 0/1 (10m)
Ranged: Attack: BAB +9, Dex +4 (weapon focus: longarms +1) Damage: +10 (crit 19-20)
Abe and Messalina both take shots through cover to try and hit the remaining enemy.
Abe aphelion laser rifle (magic): 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29 (cover) damage(F): 3d6 + 11 ⇒ (1, 1, 4) + 11 = 17
Messalina frostbite zero rifle: 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24 (cover) damage(C): 3d8 + 11 ⇒ (2, 1, 5) + 11 = 19

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The remaining dwarf is rapidly brought down by a hail of fire against the floor's grate. This leaves Dash's new friend who stands up with a knife in his chest. He claps his hands together. "That should take care of 'em."
Searching the Marooned ones, it seems they cleared out the cabinet and set the distress beacon as a trap. The gear the marooned ones had on them when the Empire of Bones found them was taken and stored in the cabinet behind the desk, but other than retrieving their pistols and knives and grabbing the security key when they planted the phony distress beacon, the marooned ones have ignored it. The cabinet contains a serum of enhancement (commando), a grappler, 100 feet of adamantine cable, an advanced medkit, and a pouch of nine plasma sapphires (magic jewels worth 1,500 credits each, which all shine with the light equal to a beacon without using any power source). A tenth jewel appears to be a slightly brighter plasma sapphire, but it is actually a naturally occurring standard photon crystal.
Zane (SP 82/110; HP 74/74; RP 10/10; DR/5-Cold/Fire; DR/10 Kinetic)
Dash (SP 77/77; HP 51/51; RP 11/11)
Vetch (SP 80/80; HP 62/62; RP 10/10; Elec/Fire/Cold Res 5; DR/10 Kinetic)
Abe (SP 70/70; HP 64/64; RP 9/9; DR/6 Kinetic)(Messalina 100/100)

Vetch No-Toes |

Maybe this is it?
Vetch walks over to kick one of the dwarven deadies, shaking his damn head.
"They almost got the drop on us. Good trap, clever too, for the dead," Vetch says, chittering angrily. He'll take a quick scurry through the hiding spots of the dwarves, mostly looking for loot, but also for a good place to hide should things go really wrong.
If nothing is found, Vetch will soon be ready to move on.

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Correct, It is for Solarions to increase their damage as they are basically monks with their own energy weapon.
Looking around, Vetch finds that these floor panels to indeed make suitable hiding spots. Heading across the hallway Abe fiddles around with the electronic lock on the door. After a couple attempts he tricks it into opening, the same as the last door.
The floor of this chamber is covered in gravel, which stretches from wall to wall and is heaped in small hills and shallow hollows. The walls are scored and covered in small dents, and large sections are slightly discolored in what appear to be spray patterns, but they seem structurally sound. The area is thick with dust. To the left of the entrance is a metal cabinet with a large handle.

Aerav Brack Elijea |

Abe handles the crystal carefully, recognizing its vast wealth - even used.
He will have Messalina fly in and open the metal cabinet if she can (she does have manipulator arms). If there seems to be no other way, she'll pull the handle while Abe watches safely outside on the camera.
"Easy there 'Lina. Take it slow and let's see what happens."

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Messalina pries the cabinet open, not disturbing the gravel in any way. The cabinet contains:
The gravel shifts as something big slowly moves underneath.

The Zane |

Zane gets ready to rock and roll. Literally, he looks through the music list that Dash has on his open data pad collection (not the secret stuff that's under password protection).
Zane is ready to dance-fight, and the music prep is important.
He's got a Top three ready for most circumstances.
Iron Man by Black Stimulus? Really CoacH?

Vetch No-Toes |

Vetch looks on, but this is ready to move on. He would prefer to avoid further ambushes from the dead and would like just one chance to spring one on them.
”Nice find, Abe. Let’s go.”
Vetch scurries down the hallway, trying to be stealthy.
1d20 + 21 ⇒ (18) + 21 = 39 Stealth
Moved to far side of the map.

Vetch No-Toes |

Having missed some words or alerts, Vetch circles back to join Abe. ”I thought we were done setting off obvious traps and ambushes. What we seek is not here. Let’s move on.”

Dash Arcbright |

”Hey, Black Stimulus sounds better than a f@#%ing wheatgrass aurumvorax-nard smoothie.”
Watching from the doorway, Dash perks up upon Messalina finding a new pistol.
”Ooo.. Messalina, grab that gun and let’s go before the sand monster eats Zane.”

The Zane |

f@#%ing wheatgrass aurumvorax-nard smoothie.
Don't knock it 'til you tried it. While it takes The Zane 15 minutes just to clean the blender, that WANG Smoothie gives like an hour of hyper propelled energy.
he looks like he'll say more, but is distracted by one musical entry.
Hmmm. More Cowbell!
interesting title from Indigo Mussel Religious Church
He clicks a comm button to hi-jack Coach's song and it starts jamming. within 3 seconds, he smiles and likes it. Hits the rewind and pause button so it's ready for playing when they attack something.

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All does indeed go well as Messalina stays high in the air, not disturbing the gravel in any way. Abe shuts the door and Vetch scurries across the hallway to investigate the opposing side.
Listening to the door Vetch hears the sound of something slopping and plopping against the floor, like slime dripping.

Vetch No-Toes |

Vetch looks at Dash, his whiskers shimming with a good thought.
”Too bad the goblin is not here. We might finally have a good use for him,” Vetch thinks of needing a victim to open doors and though obviously trapped rooms. ”But no matter, it would have required more forethought than we have from our leadership, as it were...”
Vetch opens the door and skitter back after making sure others are ready.

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Vetch slides the door open as Zane and Abe ready to open fire within the room. The ceiling, walls, and floor of this room are covered in heavy armored plates that show scratches and signs of scoring. Many of the plates seem newer and appear to have been bolted directly over damaged plates without removing the old coverings. Twisted, wrecked pieces of junk are piled up in the corners and where the walls meet the floor. Several pipes run through the room near the ceiling, with numerous valves along their lengths.
A single scavenger slime slops across the pipes and floor, quickly absorbing any sort of technology that has been dispensed it's way. Unfortunately for it the Sunrise Maiden Crew is much faster and it is quickly burst apart in a spray of goo.
Scattered throughout the caustic goo is a LFD screamer, hailstorm-class zero rifle, and snub scattergun.

Vetch No-Toes |

Vetch waits for the gear to be scooped up before moving to the next door, again hoping to find what they are looking for. Something. Anything that wasn't slime or a trap or an ambush.
"You first, Zane." Vetch nose points to the door, and waits.

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The Zane opens the center door. A metal podium with numerous controls on it stands in the center of this room. Padded, vertical beds with numerous straps and restraints fill the room, most with numerous stains and small tears in their padding. Each bed sits beneath a bright spotlight from the ceiling, which illuminates the room brightly. Four large vents are visible in the ceiling.
Unlike most of the rest of the Empire of Bones, this chamber is specifically designed to sustain an atmosphere when the door is closed. The podium in the center of the room controls the vents and tanks in the room’s ceiling, which can create, maintain, and summarily remove nearly any atmosphere. The podium also allows for minute adjustments to the composition and density of an atmosphere once it’s established. As a standard action, a character at the podium can begin the process of creating nearly any form of atmosphere.
Lieutenant Kreth, a powerful nihili who was once a drow, is this rooms only occupant. He steeples his fingers. "Ah, more subjects. Take a seat and this will only take a moment, I assure you."