Jimbles' Dead Suns

Game Master Jimbles the Mediocre

Location: Ukulam, Castrovel
Handouts: Moriko's Legacy | Temple of the Twelve


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Game Abandoned

1,000th Post Achievement Unlocked! Woo-Hoo!


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Was Miraj able to pull up a ship map? That presumably would show the galley and what the other unexplored areas were used for.

"Zee galley sounds like a reasonable place to check next. Ve might even get some new clues about recent events."

Miraj looks out the window of the bridge at the exterior of the ship. When he looks at a section shrouded in shadows, he gives a grunt of surprise, blinks his eyes and shines his spotlight out the window. "When I received my treatement zat shifted my body to the summerborn form typical of my race born when zee climate is hot, zey told me there might be some other changes zat would kick in over time. It appears von of those is zee ability to see in zee dark. I can dispense with zee spotlight unless someone needs it to see something in zee distance."

Next chance I get I may look at the new avatars. Miraj has a much higher disguise skill since leveling up, so consider any changes to be the result of tinkering with his holoskin to improve the disguise aspect.


Game Abandoned

I already picture Diedre pulling up images on her comm unit and showing them to Miraj - 'Can you do him? How about him? Ooo... he's hot, how about him?' ;)


Dead Suns: Moriko's Legacy | Temple of the Twelve

Unexplored sections of the Acreon are labeled with your best knowledge of their purpose.

Unsealing the bridge, the Starfinders turn right into a harshly-lit galley, complete with basic (if not terribly appetizing) food stuffs. Utilizing a mixture of plastic wrap, water, salt, and twist ties, they find that creating makeshift "salt water grenades" is a fairly simple procedure.

You may create as many makeshift salt water grenades as you wish. They act as frag grenades I in all ways except that they have a radius of 5 ft. and deal 1d6 untyped damage to creatures with vulnerability to salt water.

If you would like to utilize the supplies to create another type of makeshift weapon, describe your attempt and I will stat it out as best I can.


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

Diedre:

”I, uh—thought I heard your— Aureum looks down at the girl intently, a blush rising in her cheeks.

”I guess I imagined it. Sometimes it’s weird, not being around other telepaths; I forget I’m all alone in my head,” she says with a sheepish smile, tapping her temple.


Game Abandoned

Aureum:
"Oh," Diedre says with a dismissive wave of her hand. "You wouldn't be interested in what goes on in my head." Her ears begin to flush and she looks away. "My thoughts are all just boring stuff."

{"And imagining kissing you."}

"Nothing you'd want to hear. We should get going."
~~~~~

"Since we're already on this side of the ship," Diedre says as they leave the galley. "We can just continue on around anti-clockwise."


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

Entiren will have attempted to aid a Treat Deadly Wounds check on Miraj before we left the bridge, if an additional aid would be useful. He doesn't quite trust himself to do so himself in his current state.

Medicine: 1d20 + 6 - 1 ⇒ (6) + 6 - 1 = 11

Once back out of the bridge, Entiren will walk smugly behind everyone else as they had towards the galley. Noticing his rifle on the ground where he has dropped it, he will quickly retrieve it. Damn, I forgot that I'd dropped this earlier. I'll need to be more careful in the future. After he does so, he continues on to the galley. He will accept two water grenades.


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

I don't have the medicine skill or I'd try to aid. I think Aureum may be the only one left that can make the check on Miraj.

Lauren heads into the galley and gathers supplies to make as many salt water 'grenades' as she can. If there's enough salt and water, she makes 2 for each person and hands them out. As she makes the brine mixture, she'll dab a bit on her bell front with each one in an act of reverence, praying to Triune that each finds its mark under her breath.

"These shoulds help." She says, to no one in particular.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

It's no big deal about the medicine check. Miraj has just 1 hit point of damage. I was more interested in seeing how it would come out and learn by doing how healing hit points works without using spells in Starfinder.

Miraj checks that his semi-auto pistol clip is full and heads out with the group to check out the galley. "Maybe we can brew a pot of coffee while we're working on the saltwater grenades," Miraj quips.


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

"What is 'pot of cofee'?" Lauren asks as she works.


Game Abandoned

"Oh, Lauren. You've never had coffee?" Diedre says with mock horror. She turns to Miraj. "Don't you dare fix her a cup from ... this." She gestures to the supplies in the galley.

She steps to stand next to the Scyphozoan protectively.

"The first thing you and I are going to do when we get back to the station is to get you a good cup of coffee."


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Once the salt water bombs are made and distributed, Miraj holds Alice in one hand and a salt grenade in the other and suggests other arm up the same way. Then he studies the door to the crew quarters adjacent to the galley for signs of forced entry or other sabotage. He also checks the door controls to see if they are locked or not.

Perception: 1d20 + 9 ⇒ (8) + 9 = 17

When everyone is in position, Miraj knocks on the door and calls out, "Station security. Ve are here to rescue you. Do not resist. Open zee door."


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Lauren beams at the suggested outing when they return to the station, her bell blushes a little and she stands a little taller. As directed, Lauren grabs a salt-water grenade with one tentacle and her pulsecaster pistol with the other, preparing for the worst.


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none
GM Jimbles wrote:
Jehir wrote:
If that's the case, I'm not sure if I should spend my last resolve point to recover the 9 SP or wait for more damage so I can recover 18. Thoughts?
My (generic) advice? Hold onto that last Resolve for as long as you can.

Okay... will do.

Jehir takes two of the "salt water grenades," keeping one in hand and stowing the other in his pack.

When Miraj shouts his challenge, he presses his ear to the door to see if he can hear anything in the chamber beyond.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

"If survivors are still in environment suits, they might not be able to hear us."


Dead Suns: Moriko's Legacy | Temple of the Twelve

GM:
SG Stealth check: 1d20 + 7 ⇒ (3) + 7 = 10

Miraj wrote:
Then he studies the door to the crew quarters adjacent to the galley for signs of forced entry or other sabotage. He also checks the door controls to see if they are locked or not.

Of the two portside cabins, the outer door opens easily, revealing a well-used two-bunk chamber with a compact included washroom. The inner door, however, doesn't budge - not even a rattle. The door handle moves easily, suggesting that the entryway has been forcibly jammed, not locked.

This door can be broken down by either dealing weapon damage to it or by succeeding at a Strength check to remove it from its moorings (up to one person may aid at this check).

Jehir wrote:
When Miraj shouts his challenge, [Jehir] presses his ear to the door to see if he can hear anything in the chamber beyond.

Both Miraj and Jehir hear a sudden scrabbling sound within the cabin at Miraj's words, followed by the unmistakable sound of something heavy and metallic falling over and rolling across the floor.


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

"My guess... that sounds like more akatas. Take aim at the door."

Jehir steps back and then raises his doshko, prepared to strike whatever comes out of the room.

Suggest everyone readies attacks against whatever comes out (assuming it is hostile). If Miraj is going to open the door, he should probably open it and then step back to give the others a line of fire to the door. Or someone else could be the one to open it so Miraj can shoot.

Readied Attack (doshko): 1d20 + 5 ⇒ (14) + 5 = 19
Damage +1 photon: 1d12 + 3 + 1 ⇒ (9) + 3 + 1 = 13


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Lauren shudders to think of another akata fight. She really doesn't want anyone else injured. She raises the salt water grenade and prepares to throw. "I is ready."

Not sure if this dice macro will work...
Readied Grenade Attack: 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 114 = 4
Untyped Salt Water Damage: 1d6 ⇒ 5

It sort of did, the 4 is the DC I have to beat to hit where I was aiming.


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

Since Jehir is a much better combatant than Entiren is, he will open the door (assuming that everyone else if fine with that, of course). He will wait until everyone else is ready to do so.


Dead Suns: Moriko's Legacy | Temple of the Twelve
GM Jimbles wrote:
This door can be broken down by either dealing weapon damage to it or by succeeding at a Strength check to remove it from its moorings (up to one person may aid at this check).

Don't forget that the door is blocked in some fashion and may take more than one action to bypass. In the interest of expediency, let's do this - whoever wishes to fight the door, go for it. I'll assume that everyone else has an action prepared to shoot, stab, or otherwise maim anything hostile that exits the cabin unless you post otherwise. To keep things orderly, let's get in an ad hoc initiative order:

Round 1
Block 1: Aureum, Diedre, Entiren, Jehir, Lauren, Miraj
Block 2: ???


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

I don't think I can do anything to the door since Acid doesn't ignore hardness anymore. I'm sticking with my readied action, above.


Game Abandoned

"Go ahead, Entiren, open it," Diedre says, her hands clasped around her pistol.

Entiren:
{"Step back quick so I don't shoot you. I don't want to shoot you. I don't want to shoot you."}


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

Stowing the gear he had been holding, Entiren begins moving towards the door before attempting to open it. As he waits for everyone to state that they are ready, he hears Aureums voice a second time.

Aureum:
Intelligence: 1d20 + 1 ⇒ (9) + 1 = 10
Entiren has had some minor experience with telepathic communication, but doesn't recognize it in this instance. Since Aureum had never shown to have those capabilities, he simply mistakes it for normal speech. Glancing in her direction, he raises an eyebrow at her. However, he decides to discuss this at further length later.

Once everyone is ready:
Strength Check: 1d20 + 1 - 1 ⇒ (18) + 1 - 1 = 18


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Miraj stands ready to attack, but he only will throw the salt water if something attacks. He doesn't want to kill a goblin or a crew member.

If Entiren's attempt to open the door is not enough, Miraj will aid after stowing Alice back in his quick release armor sheath.

Strength, aid: 1d20 ⇒ 20


Game Abandoned
Entiren Vraken wrote:
Glancing in her direction, he raises an eyebrow at her. However, he decides to discuss this at further length later.

Diedre was the one talking to (and thought leaking at) Entiren, so I'll respond appropriately. If this really was intended for Aureum (as labeled) then my bad and feel free to ignore me entirely.

Diedre frowns in confusion as Entiren raises his eyebrow at her.

Entiren:
{"Why is everyone acting so weird all of a sudden? Do I smell?"}

She very subtly lowers her head down and does a sniff check.


Dead Suns: Moriko's Legacy | Temple of the Twelve

GM:
G1's Full Attack vs. Entiren (EAC) w/ Junklaser: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11
G1's Full Attack vs. Entiren (EAC) w/ Junklaser: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
Two misses vs. EAC 15 (EAC 12 - 1 (sickened) + 4 (cover)).

G2's Full Attack vs. Miraj (EAC) w/ Junklaser: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
G2's Full Attack vs. Miraj (EAC) w/ Junklaser: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Two misses vs. EAC 17 (EAC 13 + 4 (cover)).

Working together, Entiren and Miraj push on the door until a SNAP is heard as the door careens loosely out of its moorings. As it pops open, a small barrage of laser fire streaks in all directions, but no one is struck.

Lauren chucks a brine balloon through the doorway while Jehir, Diedre, and Aureum wait for an akata to emerge... but nothing comes. Peaking into the cabin reveals a pair of space goblins cowering behind an upturned bed, firing blindly at the door while screaming into their space helmets with their eyes squeezed shut.

Round 2
Block 1: Aureum, Diedre, Entiren, Jehir, Lauren, Miraj
Block 2: Space goblins


Game Abandoned

"Are you quite through?!?!" Diedre yells out.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Miraj reaches into his pack and draws out his fire extinguisher. He directs a burst of fire retardant into the room, hoping to cool the goblins off and maybe make their lasers less effective. "Cool your jets, runts!" he yells.

I don't know if the rules say anything about it, but from a physics perspective, the particulate matter in a fire extinguisher would likely block laser light.


Dead Suns: Moriko's Legacy | Temple of the Twelve

GM:
G1's Full Attack vs. Entiren (EAC) w/ Junklaser: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
G1's Full Attack vs. Entiren (EAC) w/ Junklaser: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6
Concealment: 1d5 - 1 ⇒ (2) - 1 = 11d5 - 1 ⇒ (2) - 1 = 1
Junklaser Damage (F): 1d4 ⇒ 2
One hit vs. EAC 15 (EAC 12 - 1 (sickened) + 4 (cover)).

G2's Full Attack vs. Miraj (EAC) w/ Junklaser: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
G2's Full Attack vs. Miraj (EAC) w/ Junklaser: 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7
Concealment: 1d5 - 1 ⇒ (1) - 1 = 01d5 - 1 ⇒ (1) - 1 = 0
Two misses vs. EAC 17 (EAC 13 + 4 (cover)).

Miraj wrote:
I don't know if the rules say anything about it, but from a physics perspective, the particulate matter in a fire extinguisher would likely block laser light.

The rules do actually say something about it! "Fog, smoke, and other clouds provide both cover and concealment from laser attacks."

Miraj fills the room with extinguisher fog, but an improbable laser bolt manages to graze Entiren's shoulder, singing the clothing and charring the nuar's arm.

Entiren takes 2 fire damage.

As the fog settles, it reveals the two space goblins standing awestruck, their patchwork spacesuits coated in flame retardant. After a brief glance at each other, they throw their weapons on the floor and prostrate themselves before the Starfinders, aggressively pleading and begging as they crawl across the floor, their gibbering partially obfuscated by the crude, bowl-like helmets of their spacesuits.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

"Gottendrakens! Put your hands behind your backs," Miraj mutters as he sets his extinguisher down and fishes out a couple of binders from his pack. This turn, if we are still taking actions in rounds.

Next round: If the goblins don't try any tricks, Miraj will step into the room and apply the binders to their hands, behind their backs, just to keep them from too much mischief. Pointing to Diedre, he says sotto voce, "I'd do vhat she says. She has a temper and is in no mood for nonsense."

Intimidation, Aid to Deidre, if needed: 1d20 + 6 ⇒ (3) + 6 = 9

After that, he'll confiscate their weapons, handing them to anyone who wants or needs a laser pistol and then looks around the room.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18


Game Abandoned

It takes Diedre a beat or two to realize that Miraj is painting her as the 'bad cop'. Once it clicks, she gives him a single raised eyebrow before her face grows cold.

The half-elf saunters forward, kicking the weapons out of reach before looking upon the goblins with disdain.

"Quit your sniveling, worms," she says in a voice about an octave lower than normal. "You are our prisoners now and will behave as such."

Intimidate: 1d20 + 7 ⇒ (10) + 7 = 17

She glances again at Miraj with an odd expression.

Miraj:
Miraj feels her thoughts trickle through. {"Those were niche videos. Where did you find them?"}


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

"SHE has a temper?" Jehir says, as the dark clouds of his solar armor roil around him. "I am ready to chop these trespassers into little bits!"

Intimidate: 1d20 + 5 ⇒ (14) + 5 = 19

He turns to face the goblins.

"How did you get here? And why were you hiding in here?" Jehir shouts.

Call that an Aid if you want. We probably don't need it though. :)


Lashunta (Damaya) Xenoarchaeologist, Operative (Thief) 3 | SP 18/18 HP 22/22 RP 4/4 | EAC 14 KAC 15 | Fort +1 Ref +6 Will +3 | Init +5 Perc +9

Aureum does her best to look cold and intimidating as she steps in behind Diedre, towering a whole head higher than the half-elf.

She frowns down at the goblins, but leaves the threats to her companions. "Are there others on the ship?"


Dead Suns: Moriko's Legacy | Temple of the Twelve

One of the goblins grovels face down on the ground, rapidly chattering, "We is worms-worms! We is prisoners now and will be best behavings! We will-"

"PLEEEASE DON'T EAT ME!" Somehow, the second goblin managed enough speed to reach Diedre and latch onto her ankle with all four limbs before anyone noticed. "I'M NO GOOD FOR EATINGS! ALL SKINS AND BONES AND DISEASES! PLEEEEASE!!"

Miraj wrote:
After that, he'll confiscate their weapons, handing them to anyone who wants or needs a laser pistol and then looks around the room.

Miraj immediately notices that the goblins' laser pistols are hardly weapons at all - if he hadn't seen them fired, the ryphorian wouldn't have believed that they could; the devices look like disasters waiting to happen. These junklasers are similar to an azimuth laser pistol, except that they have a range of only 60 ft. and are inherently unstable.

Behind the overturned bed, Miraj also notices a greasy sack bearing the logo of a popular fast food joint on Absalom Station. Tipping it over with the end of his cane produces a small cascade of grenades, tools, and detritus.

The goblins' stash includes an incendiary grenade I, two shock grenades I, a stickybomb grenade I, five detonators, an engineering tool kit, a laser drill, 800 UBPs, and an empty fire extinguisher.


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Awwwww.... Can we keep them?

"...Little goblin, no one is eatings you." Lauren says, with a clear blush on her bell and a flare of embarrassment vibrating through her tentacles. She thinks to herself, "ငါတို့သည်အဘယ်ကြောင့်ဤသူတို့သည်ဆင်းရဲသားသတ္တဝါများ နာကျင် နေကြသည်, သူတို့ကအန္တရာယ်ကင်းပုံပေါ်?"

Primorian:
"Why are we mistreating these poor creatures? They seem harmless."


Male Nuar Ace Pilot Mystic (Star Shaman) 4 | SP 24/24 HP 14/30 RP 4/5 | EAC 12 KAC 13 | F +2 R +2 W +7 (immune to the harmful environmental effects of outer space and vacuum) | Init +1 Perc +11 (darkvision 60 ft) | Speed 40 feet Fly 20 feet (space only) | Spells - 1st (3/4), 2nd (3/3) | Temporary Effects: none | Total Effects: none.

Wincing in pain at the new injury, Entiren will cautiously advance into the room where the Space Goblins had been holed up. Looking at the small pile of stuff that Miraj had found, he looks at the nearer of the two goblins. "So, where did you two happen to get all this stuff? Also, how did you get here, onto the Acreon?"


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Realizing the goblins were already intimidated, Miraj says, "Just tell us what happened here and we'll see that you are taken to safety. For starters, do you know what happened to the original crew?"

Miraj stuffs the goblins' loot in a bag. He offers the grenades to whomever thinks they'll use them effectively (Diedre is the only one with the Grenades proficiency, for what it's worth. Miraj already has an engineering tool kit.)


Game Abandoned

Diedre will take the grenades.

Diedre attempts to shake the sniveling creature off her leg.

"Get ... off!" she says, her voice returning to normal, her 'bad cop' persona vanishing.

"How about we just leave them in here for now, while we check out the rest of the ship?" she asks the others.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

"There might still be zee creatures prowling about. If they vant to be locked in zee intact crew quarters next door, ve should make it so zey cannot escape and cause mischief."

Can the doors be locked from the bridge controls? Does it require any computers roll?


Dead Suns: Moriko's Legacy | Temple of the Twelve
Entiren wrote:
"So, where did you two happen to get all this stuff? Also, how did you get here, onto the Acreon?"

"Found-it found-it found-it! We! Declare! Saaaaaaalvaaaaage Riiiiights!" With the flick of a switch, the groveling goblin hops up to stake its claim. "Heard-about-it! Hitched-a-ride! Boosted over with the PORT-A-BOOST!" With an enthusiastic hand, it points to the empty fire extinguisher, which reads Partabuest Industries down the side of the canister.

Miraj wrote:
"Just tell us what happened here and we'll see that you are taken to safety. For starters, do you know what happened to the original crew?"

As Diedre shakes the other goblin off her leg, it composes itself somewhat. "Crew is all gone! Just scary-blue-monsters! PLEASE PLEASE SAVE US! I DON'T WANNA BE FOOOOD!"

Miraj wrote:
Can the doors be locked from the bridge controls? Does it require any computers roll?

The doors to the crew cabins are designed to lock from the inside, not the outside, but you could attempt to jam a door with an engineering check.


Borai Solarian (Death-Touched) 2 | SP 09/18 HP 20/20 RP 1/2 | EAC 11 KAC 12 EAC 12 KAC 13 | F +5 R +1 W +2 (+1 undead resistances) | Initiative +1 Move 30' | Perception +7, Acrobatics +5, Athletics +9, Culture +4, Intimidate +5, Stealth +6 | STR +3 DEX +1 CON +2 INT +0 WIS -1 CHA +1 | Melee/Thrown: +5 Doshko 1d12+3P, Spear 1d6+3P, Ranged: +3 Laser Pistol 1d4F | Battery 6/20 | CONDITIONS: none BUFFS: none

"I don't think you can declare salvage rights when a ship is in a parking orbit," observes Jehir.

"How many other goblins are there?"


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Lauren looks around, confused, "I thinked we were here to determine salvages rights?" She then glances around the immediate area, realizing that there isn't a safe place to stow them, she adds, "May we takes them with us?"


Game Abandoned

"We're here to determine salvage rights for the piece of rock out there - not the ship," Diedre says as she continues to watch the goblins nervously. "And I really don't want to take them with us."

Lauren:
{"Even if there aren't ... expensive camera rigs ... them to destroy this time, I just ... to let them touch me again."} Diedre's choppy mental voice gives the impression of a mental shiver.


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Only barely familiar with the feeling of someone speaking in her head, Lauren presses against her ear piece and checks her comm unit and then says to Diedre, "I thinks your talk box is breaking. I only hear some of this."


Game Abandoned

"I wasn't using the comm," Diedre says, sounding confused as she looks down at the interface.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Jehir wrote:
"How many other goblins are there?"

The less excitable of the two goblins pauses as it ponders this question. "There is many goblins! I has met... eleventy!"

Lauren wrote:
"I thinked we were here to determine salvages rights?"

"Big squishy is WRONG!" blurts the other goblin, pointing a mitted hand vaguely in Lauren's direction. "Finders keepers! Losers can SUCK IT!"

What's your plan for dealing with these lovely entrepreneurs? You have some options, but if you wish to detain or restrain them in some way, you will need to make a check or two.


Male Ryphorian Operative (Detective) Outlaw 3| SP 12/28 HP 28/28 RP 4/4 |EAC 14 KAC 15 | F +2 R +6 W +5 fatigued & Sickened

Earlier Miraj tried to put binders on them when they first surrendered. If he did not achieve that, what rolls are needed to bind their hands around something that anchors them in one of the crew quarters with a working door?


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Lauren's tentacles wave about in curiosity as she mumbles, "တွေ့သူငါမတိုင်မီထိုစကားကိုကြားဖူးဘူးစိတ်ဝင်စားစရာကောင်းကြောင်းဂိုးသမားဖြစ် ပါတယ်." She looks over the goblins. "I think you wrong." She flips through the pictures she gathered earlier when researching who Ambassador Nor was, and shows them his picture. "He is decides ownership."

Primorian:
"Finders Keepers? That's a new and interesting concept. I don't think it works that way."


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Dead Suns: Moriko's Legacy | Temple of the Twelve
Miraj Pavana wrote:
Earlier Miraj tried to put binders on them when they first surrendered. If he did not achieve that, what rolls are needed to bind their hands around something that anchors them in one of the crew quarters with a working door?

Sorry, I missed that when you first attempted it. Thanks for re-upping.

The goblins don't resist as Miraj zips the binders around their wrists and a bedpost in the neighboring crew cabin (ya know, the one with the working door), although they do whack their helmets against the bed while trying to get a better view of the restraints.

"Whats the deals?!" exclaims the first goblin, "you tryin' to marry me or somethin'?!"

"JOKES ARE ON YOU!!" bellows the second, adding "only reason for marrying is preferring tax statuses, and GOBLINS DON'T PAY NO TAXES ANYHOW!"

Lauren wrote:
"I think you wrong." She flips through the pictures she gathered earlier when researching who Ambassador Nor was, and shows them his picture. "He is decides ownership."

"Big SQUISHY!" admonishes one of the goblins, "don't let creepy dead dude tell you how to lives your lifes!"


Game Abandoned

Diedre does her best to ignore the goblins entirely. She considers explaining to Lauren the maxim of 'Never Argue with a Fool', but decides against it.

"Let's head across the hall and check out the crew storage and then the other crew quarters," she says.


Female Cyberborn Scyphozoan Technomancer 4 (SP-24/24|HP-24/24|RP-5/5) (EAC14/KAC15) (Saves-2/4/4) (Init-+2) Amphibious; Darkvision 60ft; Blindsense 30ft.
Stats and Skills:
Str 13 : Dex 16 : Con 12 : Int 16 : Wis 10 : Cha 8 | Computers +12, Culture +4, Engineering +10, Life Science +10, Medicine +4, Mysticism +8, Physical Science +10, Piloting +10, Profession-Electrician +11, SoH +7
Attacks and Spells:
Azimuth Laser Rifle +6 (1d8+4 F) : Arc Pistol +6 (1d6+2 E) : Unarmed Strike +4 (1d3+5 A) | Spell slots - 1st 3/4 , 2nd 3/3 : Cache 1/1 Energize Spell 1/1

Lauren proceeds to walk to the other corridor without another word.

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