Just One Run (Inactive)

Game Master Jimbles the Mediocre


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Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Upon hearing the explosion, Alflin fires his rifle, subconsciously wishing the vesk looked just a bit more like the one who had held him prisoner.
Stealth trick attack (ghost specialization): 1d20 + 20 ⇒ (20) + 20 = 401d8 ⇒ 8
Shirren-eye rifle: 1d20 + 8 ⇒ (11) + 8 = 191d10 + 3 ⇒ (4) + 3 = 7


Ziyad rushes out on the catwalk, and with her 4 hands pulls at the hidden forces that link the physical world with its primordial energies. A small dimensional rift forms in palms, venting out superheated plasma like an intercepter's hyperspace afterburner...

Overheat spell. Reflex for half. I think I can catch Red and Green in the burst.

Fire Dmg: 2d8 ⇒ (4, 6) = 10

She then retreats back along the catwalk and quickly disassembles her needler pistol, dropping in a custom part she had tinkered up the night before and enchanting it...

Cast supercharge weapon for next round

1: Move, cast overheat. 2: Move, cast supercharge


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Surprise round:

Ranif moves into the room, initially flying to get past the difficult terrain before landing and continuing on foot. He is not letting the pain caused by the falling rubble slow him down.

Move Action: moves 30 feet straight into the room. Yellow arrow show this movement.

Round 1:

As he ran into the room, Ranif was taking in a deep breath. At the same time, he gestures for his face-plate to open momentarily. Reaching his destination, he will let a gout of flame pour across the room out of his mouth. Quickly closing his helmet, he will then fly over the first opponent, landing in the middle of their enemies.

Breath Weapon (Reflex DC: 12 for Half): 1d6 + 4 ⇒ (4) + 4 = 8

I believe that I can hit Green, Yellow, and Red bad guys with the breath weapon, using this 30 ft. cone chart.

Standard Action: Activate Breath Weapon, Move Action: moves to current location on the map.


Game Concluded

Cranston shakes his head trying to clear the ringing from his ears.

"Sonofa ..."

Realizing how badly it could have gone, he recovers quickly.

"Lucille; Go!" he calls out with a gesture towards the gaping doorway as he struggles through the debris. move action

The drone moves quickly through the door and targeting a thug, beeps joyously. The beeping is followed by a loud retort as she gets to live fire her weapon for the first time.

targeting purple thug

Pistol: 1d20 + 6 ⇒ (1) + 6 = 7
Damage (P): 1d6 ⇒ 4

This is followed quickly by a disappointed buzz as the shot goes wide.

moved Cranston and Lucille's tokens


Appearance

As the door bursts open, Kragga leans through the doorway and fires her crossbolter at one of the thugs.

Crossbolter vs. Green Thug: 1d20 + 4 ⇒ (19) + 4 = 231d10 + 3 ⇒ (8) + 3 = 11

After her initial volley, the half-orc steps onto the catwalk and raises her hands, calling upon her mystic connection. Writhing vines erupt from the ground, entangling Cattergorn, the vesk, and the thug near him.

Spend 1 RP to use grasping vines. Trying to target it so it only hits those on the west end of the room and none of my allies.

Grasping Vines:
Creatures in the area must make a DC 14 Reflex save or be entangled. Creatures that successfully save can move as normal, but those that remain in the area must attempt a new save at the end of your turn each round. Creatures moving into the area must attempt a save immediately; failure ends their movement and they become entangled. An entangled creature can break free as a move action with a successful Acrobatics check or DC 15 Strength check. The vines last for 3 rounds, and the entire area is difficult terrain while the effect lasts.


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

Oh, balls. I neglected to mention that, in a surprise round, you can take either a standard action or a move action, not both (and you can't take a full-round action, either). My bad, I should have been more explicit. I'm gonna adjust any excess actions in this post as best I can, go ahead and post corrections if you would like to do something different.

Ziyad: Move into position to cast overheat.

Alfin: Standard attack against vesk bandit (note: trick attack is a full action, but even if it wasn't, sniper weapons aren't eligible for trick attacks without the 6th-level exploit "Debilitating Sniper", but even if you had it, you couldn't roll trick attack damage. I'm sorry I didn't catch this sooner - if it mucks up your character build, let me know and we'll see what we can retcon).

Cranston: Lucille takes a move action, Mills grants his standard action to Lucille so she can fire her weapon (note:I have no idea how drone action economy works in surprise rounds, and I can't find any clarification, so I'm gonna give the most lenient interpretation here).


Sorry, I should have known that. Placed.


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Oops, not sure how I missed that.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Kragga wrote:
Kragga leans through the doorway and fires her crossbolter at one of the thugs.

Reeling from the sudden decompression, the bandit is struck in the chest by an arrow, seemingly out of nowhere. He staggers slightly, but stays on his feet. Turning to the door, he sees an armored dragonkin billow though on powerful wings, glaive in hand. Perhaps he should have called in sick today...

Round 0 (surprise round):
Block 1: Kragga, Ranif, Ziyad
Block 2: Captain Ross, Alfin, Mills

Round 1:
Block 1: Kragga, Ranif, Ziyad
Block 2: Vesk bandit, human bandits (green (-11), purple, red, yellow)
Block 3: Captain Ross, Alfin, Mills

I'm gonna make a post resolving each block, so if I haven't yet resolved an action you've already posted, fear not, I (probably) haven't forgotten about you.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ziyad wrote:
Sorry, I should have known that. Placed.

NBD, as the kids say. FYI, from your current position, overheat can only hit one enemy (the red one). Let me know if you wish to take another action instead.


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

Captain Ross picks her way through the rubble, struggling to reach the warehouse floor.

Alfin wrote:
Alfin fires his rifle, subconsciously wishing the vesk looked just a bit more like the one who had held him prisoner.

Alfin's shot strikes true, and the vesk stumbles under the sudden impact.

Cranston Mills wrote:
The beeping is followed by a loud retort as she gets to live fire her weapon for the first time.

The shot goes wide, impacting a box of screws on a nearby shelf, causing them to scatter wildly.

Round 0 (surprise round):
Block 1: Kragga, Ranif, Ziyad
Block 2: Captain Ross, Alfin, Mills

Round 1:
Block 1: Kragga, Ranif, Ziyad
Block 2: Vesk bandit (-7), human bandits (green (-11), purple, red, yellow)
Block 3: Captain Ross, Alfin, Mills


I drew the shape I was thinking on the map. If that doesnt work and walking past them on the catwalk provokes, Ill just cast supercharge weapon and attack next round from my original location.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Kragga wrote:
...the half-orc steps onto the catwalk and raises her hands, calling upon her mystic connection. Writhing vines erupt from the ground, entangling Cattergorn, the vesk, and the thug near him.

The vines cover a good third of the warehouse floor (green circle on map), encapsulating Cattergorn and two of the bandits, as well as a pair of shelving units.

Ranif Tharystrix wrote:
...he will let a gout of flame pour across the room out of his mouth.

GM:
B1 Reflex save: 1d20 + 4 ⇒ (16) + 4 = 20

B2 Reflex save: 1d20 + 4 ⇒ (19) + 4 = 23
B3 Reflex save: 1d20 + 4 ⇒ (2) + 4 = 6

Two of the bandits are able to throw up their hands in time, but the third, still pondering the arrow in his chest, takes a faceful of flame. Without a word, he topples to the ground.

Ziyad wrote:
A small dimensional rift forms in palms, venting out superheated plasma like an intercepter's hyperspace afterburner...

GM:
B2 Reflex save: 1d20 + 4 ⇒ (19) + 4 = 23

Although not as flashy as the dragonkin's breath, Ziyad's spell still pours heat into the bandits on the warehouse floor. Their clothing crackles and smokes. The one left standing already his hands in front of his face, however, and bears the brunt of the spell.

Round 1:
Block 1: Kragga, Ranif, Ziyad
Block 2: Vesk bandit (-7), human bandits (purple, red (-9), yellow (-4))
Block 3: Captain Ross, Alfin, Mills

Round 2:
Block 1: Kragga (vines 2), Ranif (-19), Ziyad
Block 2: Bandits
Block 3: Captain Ross, Alfin, Mills (-10; Lucille -10)

One bandit down! I've left him on the map but recolored his portrait as to not confuse anyone.


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

GM:
B0 Reflex save: 1d20 + 1 ⇒ (6) + 1 = 7
B4 Reflex save: 1d20 + 4 ⇒ (3) + 4 = 7

B0 Strength check: 1d20 + 4 ⇒ (6) + 4 = 10
B0 Strength check: 1d20 + 4 ⇒ (12) + 4 = 16

B1 attack w/ tactical semi-auto pistol: 1d20 + 6 ⇒ (2) + 6 = 8
B1 damage w/ tactical semi-auto pistol: 1d6 + 1 ⇒ (6) + 1 = 7

B2 attack w/ thunderstrike sonic rifle: 1d20 + 6 ⇒ (17) + 6 = 23
B2 damage w/ thunderstrike sonic rifle: 1d10 + 1 ⇒ (1) + 1 = 2

B4 Strength check: 1d20 + 2 ⇒ (19) + 2 = 21
B4 Strength check: 1d20 + 2 ⇒ (16) + 2 = 18

The Vesk bandit snarls as vines creep up around him, ensnaring his limbs. He initially struggles, but after a moment he succeeds in ripping the magical foliage from his body.

The two un-entangled bandits hunker down as best they can, focusing fire on the fearsome dragonkin in their midst. One (yellow) fires his pistol, the shot going wide and high. The other (red) runs to a safer position before raising his stolen drone weapon and firing. A blast of sound streaks across the room, clipping Ranif's wingtip.

Ranif takes 2 sonic damage

The final bandit struggles against the vines, a panicked look in his eyes. He does eventually break free, but not soon enough to run.

Round 1:
Block 1: Kragga, Ranif, Ziyad
Block 2: Vesk bandit, human bandits
Block 3: Captain Ross, Alfin, Mills

Round 2:
Block 1: Kragga (vines 2), Ranif (-21), Ziyad
Block 2: Vesk bandit (-7), human bandits (purple, red (-9; partial cover), yellow (-4; partial cover))
Block 3: Captain Ross, Alfin, Mills (-10; Lucille -10)

Whew! I got there. Alfin and Mills are up, the rest of you are on deck (you may post conditional actions if you wish).


How high is the catwalk off the ground? Apologies if said before, I could not find it on previous page


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ziyad wrote:
How high is the catwalk off the ground? Apologies if said before, I could not find it on previous page

About 15 feet. Also (I don't know if I've mentioned this yet), there are ladders mounted on the walls near each end of the catwalks. It would take a move action to go up or down a ladder.


Appearance

"Take down the one with the big gun!" Kragga shouts. As the vines continue to writhe, she reloads her crossbolter and fires on the thug beneath her.

Crossbolter vs. Red Thug: 1d20 + 4 ⇒ (10) + 4 = 141d10 + 3 ⇒ (5) + 3 = 8

Hopefully he doesn't have cover from me since I'm above him. If he goes down before my turn, I'll shoot the yellow thug instead.

The vesk and purple thug have to save against the vines again (DC 14).


Game Concluded

Cranston continues to struggle forward through the mechanical debris move action. At the same time, Lucille circles around to a better position to take a shot at the vesk. Mills' standard action to move - AI action to fire

Pistol Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Pistol Damage (P): 1d6 ⇒ 3

moved both tokens


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin nods and turns around, taking his rifle away from the vesk and instead aiming at the bandit with the "robot gun".
Shirren-eye rifle: 1d20 + 8 ⇒ (8) + 8 = 161d10 + 3 ⇒ (10) + 3 = 13


Assuming there is no major changes before my turn I'll...

Ziyad rapidly slips out the firing pin on her needler, dumping out a heavily greased spring loaded tube. In its place she drops in some kind of enchanted and etched pink/orange stone that causes the nozzle to absorb light from its surroundings...

Casting supercharge weapon


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

Captain Ross finally extracts herself from the wreckage and slides into cover behind a low crate.

Cranston Mills wrote:
Lucille circles around to a better position to take a shot at the vesk.

Lucille's shot ricochets off the vesk's armor plating and buries itself in the wall.

Alfin wrote:
Alflin nods and turns around, taking his rifle away from the vesk and instead aiming at the bandit with the "robot gun".

Alfin's shot goes off with a crack, and the bandit slumps to the ground, the stolen rifle falling from his hands.

Round 1:
Block 1: Kragga, Ranif, Ziyad
Block 2: Vesk bandit, human bandits
Block 3: Captain Ross, Alfin, Mills

Round 2:
Block 1: Kragga (vines 2), Ranif (-21), Ziyad
Block 2: Vesk bandit (-7), human bandits (purple, yellow (-4; partial cover))
Block 3: Captain Ross, Alfin, Mills (-10; Lucille -10)


Dead Suns: Moriko's Legacy | Temple of the Twelve
Kragga wrote:
As the vines continue to writhe, she reloads her crossbolter and fires.

GM:
B0 Reflex save: 1d20 + 1 ⇒ (6) + 1 = 7

B4 Reflex save: 1d20 + 4 ⇒ (7) + 4 = 11

The vines rise up and ensnare the bandits before they have a chance to escape. Meanwhile, Kragga places a deadly shot into the final free bandit, dropping him to the ground.

Round 2:
Block 1: Kragga, Ranif (-21), Ziyad
Block 2: Vesk bandit (-7; entangled), human bandits (purple (entangled))
Block 3: Captain Ross, Alfin, Mills (-10; Lucille -10)

Round 3:
Block 1: Kragga (vines 1), Ranif, Ziyad
Block 2: Bandits
Block 3: Captain Ross, Alfin, Mills


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Ranif will turn towards the two remaining Bandits, leveling his Dragonglaive at them, small arcs of lighting moving down its blade. Moving suddenly, he flaps up to be on top of the nearby storage crate. While moving, he spins the long pole-arm around in a wide curve, bringing it smashing into the side of the final non-vesk thug.

Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 7 ⇒ (5) + 7 = 12

Looking at the Vesk, And purple, if he is still up he will ask (loud enough that everyone can hear)
"Do you wish to surrender at this point? Or do you wish to continue fighting this battle?"

I also think that I need to save versus Kragga's spell.
Reflex: 1d20 + 3 ⇒ (9) + 3 = 12


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ranif Tharystrix wrote:
"Do you wish to surrender at this point? Or do you wish to continue fighting this battle?"

Nearly killed by Tharystrix's blow, the thug frantically nods his head up and down, gasping for breath as vines writhe around him.

The vesk, with a scowl on his face and arms pinned to his sides, begrudgingly nods.

I'm gonna rule in the here and now that you do not need to save against the vines.

Congratulations on obliterating your first combat! You guys cut through what was, on paper, a CR 5 encounter without much difficulty. Nice rolls.

Kragga's vines dissipate in a few moments, leaving both thugs gasping on the ground and Cattergorn sitting in his chair, head slumped forward.

What do you do?


Game Concluded

Not being skilled in the art of a healer, Cranston focuses on the things he can do.

"Lucille, get a mug shot of each the survivors for our records and then head out and close the outer door on the service bay. We need to get this place atmospheric as soon as we can."

While the drone makes a visual recording of each of the remaining thugs, the engineer checks them over for any additional weapons and removes them.

He then sets about the task of restoring pressure to as much of the area that he can.


Ziyad, with the help of others perhaps, relieves the men of their personal electronic devices and looks for a terminal in the area. If there is one, she'll jack in and start looking through records.


Appearance

Kragga keeps her crossbolter trained on the vesk as the others relieve him and his crony of their weapons. Then she makes her way down the ladder and over to Cattergorn to inspect the man's injuries.

Kragga will use her healing touch ability if Cattergorn is badly wounded to restore 15 HP to him over the next 10 minutes.


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

"Smart decision."

Ranif will go around and collect the weapons of those bandits that fell during the battle. He will then stockpile them all, along with those that Cranston removes from the possession of those that are still standing. Unless he is needed to do something else, he will proceed to check each of them over, recording what each weapon is as well as the ammo that they contain.

However, his attention never leaves the prisoners.


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin climbs down and helps Ranif sort through the bandits' gear.
Doing some math, I can see my arc pistol with a trick attack is better than my sniper rifle, so if switching weapon focus to small arms is a thing I could do that would be great.


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

Mills, with Lucille's assistance, is able to quickly restore atmospheric pressure in the warehouse/garage area (although the door between them is blown clean off its hinges).

Kragga tends to Cattergorn's wounds, and the Akitonian hermit gradually comes to.

Ziyad, Ranif, and Alfin disarm the two living bandits and collect all the gear from the deceased:

  • assault hammer (vesk bandit)
  • azimuth artillery laser (vesk bandit)
  • azimuth laser pistol (4)
  • frag grenade I (vesk bandit)
  • shock grenade I (vesk bandit)
  • thunderstrike sonic rifle (robot-smashing bandit)
  • various credsticks, totalling 800


Dead Suns: Moriko's Legacy | Temple of the Twelve
Alflin wrote:
Doing some math, I can see my arc pistol with a trick attack is better than my sniper rifle, so if switching weapon focus to small arms is a thing I could do that would be great.

That is absolutely a thing you can do.


The Captain holsters her pistol and sheaths her sword. She nods to the trio watching the bandits.

"This isn't all of them - there are too many junkcycles outside. Figure out where the rest went. They probably have my cargo, since I don't see it here."

Anyone interacting with the bandits can make a Diplomacy, Intimidate, or Computers check, or you can try something more creative if it suits you.

The Captain watches as Kragga revives an unconscious Cattergorn. As soon as the old man's eyes flutter open, she kneels down and says, "Thank you, first officer. I'll take it from here." Despite her clipped tone, Captain Ross is surprisingly gentle with the injured Akitonian. She makes a series of small, precise finger motions close to her chest. Cattergorn responds by shaking his head slightly.


Appearance

Kragga nods to Captain Ross, then stalks over to the captured bandits. "Alright, you louts! Start talking! Who are you, who do you work for, and where is the rest of your band?" She growls and brandishes her fangs.

Intimidate: 1d20 + 8 ⇒ (9) + 8 = 17


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin begins to search through their computers data, searching for any answers to Kragga's questions.
Ziyad probably can do better than me, so I'll aid her.
Computers: 1d20 + 10 ⇒ (6) + 10 = 16


Computers: 1d20 + 11 ⇒ (3) + 11 = 14

The interface this side of the Drift is a bit odd at first, seemingly maintained by a local who only halfway knew what he was doing.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Kragga wrote:
"Alright, you louts! Start talking! Who are you, who do you work for, and where is the rest of your band?"

The sole remaining human bandit pales under Kragga's threat. "Rustclaw jus' hired me fer this one job! He said I'd make 200 credits! I'm jus' doin' what 'e told me t' do! I -" He cuts off abruptly as the vesk turns his head and frowns.

Meanwhile, both Alfin and Ziyad start on the vesk's personal comm unit, easily cracking the passcode with the help of Select. There's a single message sent on an open channel: "Package heading down".


Appearance

"Rustclaw? Captain, does that name mean anything to you?"


Game Concluded

"I'd wager he's Rustclaw," Mills says, pointing at the frowning vesk.

"If'n you're wanting to do more interrogating, I'd recommend separating him from the rest."


As she clacks away at the controls with her four hands "Thanks Alfin, I needed that runtime update...you see it too, I suppose. What do you make of it? Kragga, something about a package from suborbit..."


Appearance

Kragga gestures for the others to drag the vesk to the far side of the room. Once he's away from the other thugs, she turns her glare on him. "What's this package you're expecting? Speak freely, or I'll cut the information I need out of you." She points her tactical spear at him for emphasis.

Intimidate: 1d20 + 8 ⇒ (2) + 8 = 10

Bleh, that probably won't work. :(


Game Concluded

what the heck, let's see if Cranston can be intimidating

"Don't stress yourself, Kragga," Mills says. "These guys are used to people pointing weapons at 'em. They take it in stride."

He looks through his gear.

"Now on the other hand ... a drilling micro-drone sent in through the ear - It'd be interestin' to see how long it takes to get to the other side."

Intimidate: 1d20 + 6 ⇒ (19) + 6 = 25


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

Kragga's words don't seem to have much of an effect on Rustclaw, but Mills' suggestion of a drilling micro-drone seems to touch a phobia of sorts.

The vesk growls. "It doesn't matter what you do. You'll never catch up with the package - it's home free. Kill me and you'll never learn where it went."


On the other side of the room, Captain Ross and Cattergorn are having an animated (albeit silent) conversation.

Exasperated, Captain Ross snaps "You need to work with me here, Cat - I don't know that sign. Yes, I - what do you mean, 'long down box'?"

In frustration, the injured Akitonian points at the east side of the room, where two large chambers sit, each with large, industrial doors. One bears an amber light above the access panel, the other a green light.


Ziyad approaches the chambers warily, trying to assess if its safe to open them and explore.


Game Concluded

"That sounds like you'll trade us where the package went for your life." Cranston responds to the vesk.

"Go ahead, spill."


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ziyad wrote:
Ziyad approaches the chambers warily, trying to assess if its safe to open them and explore.

Ziyad's Engineering check: 1d20 + 8 ⇒ (14) + 8 = 22

Ziyad recognizes the chambers as two large, environmentally sealed freight elevators. Judging from their position within the building, they must run down along the cliff face. According to the system status, one carriage is parked here at the warehouse and the other is descending (elevation -756).

Cranston Mills wrote:
"Go ahead, spill."

"The good will be down to the crawler before you can get there - then they're off to the hideout, and that's basically a fortress. No way in unless the Grit Runners let you in!"


Game Concluded
GM Jimbles wrote:
"The good will be down to the crawler before you can get there - then they're off to the hideout, and that's basically a fortress. No way in unless the Grit Runners let you in!"

"Well, we'll see about that," Mills says as he walks over to where Ziyad is examining the elevators.

any chance of stopping/disabling the moving carriage?

Engineering: 1d20 + 13 ⇒ (4) + 13 = 17

uh, um ... I think they're some kind of elevator :(


"Select, tag this freight line with an emergency halt code, we've got to stop that carriage..."

Computers: 1d20 + 11 ⇒ (5) + 11 = 16


Appearance

Kragga grunts and keep an eye on the prisoners while the specialists try to disable the lift. "If you can't figure it out, we should ride the other elevator down! With luck, we can catch up to them before they're gone."

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