| GM Jimbles |
Cutting down at an awkward angle, Ranif trys to hit the bandit below with his Dragonglaive. Having nothing else to do at the moment, he will go on a full offensive, cutting multiple times at their opponent.
The Dragonkin's first strike gets jammed in the roof, but tearing it free creates a large gap through which he can strike true. His second stab swiftly ends the bandit.
The remaining bandit frantically attempts to claw his way through the heavy, shatter-proof window, openly whimpering and sobbing.
Round 1:
Block 1: Kragga, Ziyad, Alfin, Ranif
Block 2: Bandit
Block 3: Cranston
Round 2:
Block 1: Kragga (prone), Ziyad, Alfin, Ranif
Block 2: Human bandit (frightened, squeezing)
Block 3: Cranston
| Cranston Mills |
"I can't shoot him, it just feels wrong," Cranston says eyeing the terrified bandit.
Instead, he drops down into the moving carriage and attempts to stop and then reverse the direction of travel. Lucille follows along, hovering near the mechanic's shoulder.
Engineering: 1d20 + 13 ⇒ (7) + 13 = 20
| Kragga |
"I can," Kragga says, firing her crossbolter.
Crossbolter: 1d20 + 4 ⇒ (1) + 4 = 5
Or not, apparently.
| GM Jimbles |
...he drops down into the moving carriage and attempts to stop and then reverse the direction of travel.
The elevator comes to a gradual halt before reversing direction and heading upwards.
Kragga fires her crossbolter, but missing the sobbing bandit. An expensive CHNKK rings out as the arrow buries itself into the side of a metal and polymer shipping crate.
Ziyad successfully hits the bandit with a small crackle of electric power despite the interference of what remains of the elevator's roof.
Round 2:
Block 1: Kragga, Ziyad, Alfin, Ranif
Block 2: Human bandit (-1, frightened, squeezing)
Block 3: Cranston
Round 3:
Block 1: Kragga (prone), Ziyad, Alfin, Ranif
Block 2: Human bandit
Block 3: Cranston
| Alflin |
Alflin follows Cranston down to the floor and points his pistol at the frightened bandit.
"Get rid of your weapon."
Intimidate: 1d20 + 2 ⇒ (2) + 2 = 4
:/ Can someone who actually has ranks in intimidate try that?
| GM Jimbles |
"Get rid of your weapon."
The stature and tenor of Alfin do not lend to his threat, and the bandit recovers his composure enough to grab for his weapon and level it at the halfing and the human.
Round 2:
Block 1: Kragga, Ziyad, Alfin, Ranif
Block 2: Human bandit (-1, squeezing)
Block 3: Cranston
Round 3:
Block 1: Kragga (prone), Ziyad, Alfin, Ranif
Block 2: Human bandit
Block 3: Cranston
| Ranif Tharystrix |
"Well, I didn't want to hurt you while you were unarmed, but you have given up that privilige."
Doing the same as before just with a new target, Ranif will proceed to attack at him.
Assuming, if course, that he can still attack this bandit.
Attack 1: 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
Damage 1: 1d8 + 7 ⇒ (8) + 7 = 15
Attack 2: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
Damage 2: 1d8 + 7 ⇒ (2) + 7 = 9
As you requested, you can roll concealment for him.
| GM Jimbles |
"Well, I didn't want to hurt you while you were unarmed, but you have given up that privilige."
Like a formian agriworker churning yaruk butter, Ranif plunges his dragonglaive through the elevator's roof repeatedly.
Bandit's concealment (2nd attack): 1d100 ⇒ 4
Ranif has plenty of power behind his attacks, but unfortunately he cannot see exactly where he's stabbing. The bandit, huddled between crates, is unscathed.
On the bright side, there are now big gaping holes to look through, so his concealment is now reduced from your vantage point.
Looking down at his weapon, the bandit frantically discards the empty magazine and inserts another in its place. "You shobs! This was supposed to be my big break! I was gonna get off this dusty rock!"
With that, he pulls a grenade from his belt and chucks it between Alfin and Cranston.
Bandit's grenade damage: 1d6 ⇒ 6
Alfin's Reflex save: 1d20 + 9 ⇒ (5) + 9 = 14
Cranston's Reflex save: 1d20 + 8 ⇒ (20) + 8 = 28
Lucille's Reflex save: 1d20 + 8 ⇒ (6) + 8 = 14
The grenade explodes in a small hemisphere of superheated plasma, but Alfin and Cranston both get an arm in front of their face in time, and Lucille is quick enough to duck behind Cranston's shoulder, reducing the exposure.
Alfin, Cranston, and Lucille all take 3 fire damage.
Round 2:
Block 1: Kragga, Ziyad, Alfin, Ranif
Block 2: Human bandit
Block 3: Cranston (-3, Lucille -3)
Round 3:
Block 1: Kragga (prone), Ziyad, Alfin (-3), Ranif
Block 2: Human bandit (-1, squeezing)
Block 3: Cranston
| Kragga |
Kragga reloads and takes better aim before firing again.
Crossbolter: 1d20 + 4 ⇒ (15) + 4 = 191d10 + 3 ⇒ (4) + 3 = 7
| GM Jimbles |
"Tear him up, Girl!"
The mechanic's arcing bolt goes wide and strikes the side of the elevator, but Lucille's aim is steadier, and her bullet grazes the bandit before embedding itself in the back wall.
Kragga reloads and takes better aim before firing again.
This time, Kragga's bolt finds its way home with a SHUNKKK, piercing clean through the bandit's shoulder. Under fire from multiple directions, he's looking beleaguered, angry, and desperate to kill something.
Round 3:
Block 1: Kragga, Ziyad, Alfin (-3), Ranif
Block 2: Human bandit (-11, squeezing)
Block 3: Cranston (-3, Lucille -3)
Round 4:
Block 1: Kragga (prone), Ziyad, Alfin, Ranif
Block 2: Human bandit
Block 3: Cranston
| Alflin |
Alflin readily takes advantage of the blinding flash, using it to conceal his attack.
Stealth to Trick Attack: 1d20 + 20 ⇒ (12) + 20 = 32
Arc Pistol: 1d20 + 8 ⇒ (13) + 8 = 211d6 + 1 + 1d8 ⇒ (1) + 1 + (7) = 9
| Ranif Tharystrix |
Seeing the effect that he is having upon the roof of the carriage, Ranif will cease his assault with his Dragonglaive for the time being, motivated by two reasons; first of all not wanting to overly damage the elevator, which is their ride back up. Second, since he does not know the roof's strength, not wanting to somehow fall through the roof.
Laying the large weapon down on the center of the roof, where it will not fall off, he will draw out his pulsecaster rifle. Aiming through one of the holes in the roof he has made, he will fire at the Bandit.
Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d6 + 3 ⇒ (2) + 3 = 5 Targets EAC, does Nonlethal
Actions:
No Action(Free Action): Drop Weapon
Move Action: Draw Weapon
Standard Action: Fire Weapon
| GM Jimbles |
Alflin readily takes advantage of the blinding flash, using it to conceal his attack.
The halfling's shot catches the bandit by surprise, striking him between two armor plates with a jolt of electricity. With a choking rattle, he slumps forward, dropping his weapon on the floor of the carriage.
Two encounters down, and nobody's died. That means I need to jack up the CR from here on out, right?
The elevator gains speed and then levels off on its journey upwards, back towards the lighthouse. At its current speed, you should return in a few minutes.
| GM Jimbles |
Cranston holsters his pistol and after instructing Lucille to stand down, proceeds to gather up the bandits weapons and slide them all into a corner of the carriage. He then checks the bodies for any valuables.On the corpse of the human bandit, you find
- an assault hammer
- an autotarget rifle (w/ 20 rounds of longarm ammo)
- troop ceremonial plate armor
The second bandit (who never got off a shot) is smaller than his/her/its human companion, with lizard-like features and a reddish skin tone that matches the surrounding terrain. On this bandit, you find
- an azimuth laser pistol (with battery)
- second skin armor
- a survival knife
- a small computer (L bulk) of curious design
| GM Jimbles |
As the elevator reaches its destination, the doors refuse to open (the control panel flashes "CRITICAL PRESSURE DIFFERENTIAL" as you look around at the bullet holes and glaive-gashes in the carriage). Luckily, Captain Ross is on her comm unit, and quickly relocates Cattergorn to another, pressurized room before depressurizing the warehouse and allowing you to disembark.
As the crew enters the warehouse, they notice the two living bandits, still restrained, sulking in a corner while the room is repressurized.
| NPC Captain Ross |
"Looks like you succeeded," the captain quips, eying the pile of crates that was just hauled off the elevator and onto the warehouse floor, "but we're on the clock here, so there's no time to celebrate."
"Kragga! Help me carry Cattergorn to the med bay on the ship - he's fading in and out. You can debrief on the way."
"Mills!" Ross tosses the engineer a computer access card. "Cattergorn's 'guests' did a number on his drone. This should get you into the lighthouse computer system; find the drone protocol backups and send a copy to Clive."
"The rest of you - get this cargo on the ship, pronto. After that, search this place for anything worth walking away with - once the bandits realize their spoils have been intercepted, this place will get hit, and hit hard."
None of these activities require checks except for the last one - anyone searching for valuable equipment, make a Perception check.
| Ranif Tharystrix |
Knowing that he is clearly physically the strongest member of the crew, Ranif will carry the majority of the cargo to the ship. Once he is done with this, he returns to the Lighthouse in order to search for anything that is left.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
| Cranston Mills |
Using the access card, Cranston logs into the lighthouse's system and begins looking around for the drone protocol backups.
"No reason not to look around and see what else is in here," he says to himself.
If/when he finds the files, he stores a copy for himself as well as sending a copy to Clive.
"And no reason not to see if there's anything that might give Lucille a little boost."
| NPC Clive-bot |
Using the access card, Cranston logs into the lighthouse's system and begins looking around for the drone protocol backups.
Mills has little difficulty locating the drone backups. With a cursory glance, it appears that Cattergorn had spec'd his drone for ranged combat, armor, and cargo capacity.
When prompted, Clive copies the files to the ship's databanks. "Updating Thumper protocols... update complete."
| GM Jimbles |
In the rush to gather anything of value from the Lighthouse before departure, the crew grabs a variety of crates, boxes, and loose items. Perhaps you'll have time to look through your haul once the Inscrutable is off the ground...
If you have any other actions you'd like to take before leaving Akiton, now's the time!
| Kragga |
Kragga stands watch over Cattergorn in the medbay, using her magic to scan him for anything her normal senses can't detect.
Cast detect affliction and detect magic on him, just to be safe.
| Ranif Tharystrix |
Ranif will have looked over the junkracers that were outside the Lighthouse to see if they were worth bringing along. You never know when you might be in a situation where you need a vehicle.
| GM Jimbles |
As Alfin pilots the Inscrutable out of the Akitonian atmosphere and into low orbit, everyone settles in for the voyage.
Cast detect affliction and detect magic on him, just to be safe.
Kragga's magical senses don't detect anything affecting the elderly mechanic that isn't obvious to a cursory medical inspection - he's pretty banged up, but it seems he will recover with proper care.
Ranif will have looked over the junkracers that were outside the Lighthouse to see if they were worth bringing along.
The junkracers are in rough condition, but serviceable. There's enough room in the cargo bay to store two of them (these vehicles have the same stats as the goblin junkcycle on pg. 228 of the CRB).
| NPC Clive-bot |
At the Captain's order, Alfin directs Clive to initiate the jump to Drift. With a whirring spool of light, the Inscrutable drops out of the Material Plane and into the colored haze of the Drift.
"Drift jump successful, Captain. We will arrive at our next destination in..." In-System Drift Jump: 1d6 ⇒ 3 "...72 hours. All systems are nominal."
| GM Jimbles |
In the rush to gather anything of value from the Lighthouse before departure, the crew grabs a variety of crates, boxes, and loose items. Perhaps you'll have time to look through your haul once the Inscrutable is off the ground...Looking through the items grabbed from the Lighthouse, it's apparent that much of it is junk - broken equipment, spare parts for unknown items, old magazines, etc. However, as the crew sorts it, the pile of useful items grows:
- Flashlights (4)
- Fire extinguisher
- Titanium cable line (50 ft.)
- Beacon
- Basic medkits (2)
- Detonators (5)
- Holoskin
- Grappler
- Venomous fusion seal (3rd level)
| NPC Captain Ross |
An hour before Drift exit, Captain Ross gathers the crew together in the galley.
"Alright, listen up, everyone. I've been pretty tight-lipped about the intent of our endeavour, and not without reason; however, you've all proven the capacity to take orders, act prudently, and handle yourselves in a fight, so I figure now is the time to bring you into the inner circle, as it were.
"On Akiton, we gathered some very valuable and rare mining equipment - various starmetal-based tools and solvents - used primarily for the extraction and processing of certain exotic materials. If everything goes well, in less than four hours' time we will hand them over to the Android Abolitionist Front at a covert location in the Diaspora.
"Now, if you feel less than comfortable dealing with a quasi-terrorist group, join the club. We're not in this for fun or profit, though - the AAF has found some sort of artifact hidden in the asteroids, something of a terribly unholy nature. Certain power players have a vested interest in securing such artifacts - for the protection of civilization - but can't be seen dealing with the AAF publicly.
"That's where we come in. We make this deal, secure the artifact, and transport it to Absalom Station, where we hand it over to some people in big shiny power armor for safekeeping."
Captain Ross leans back on the galley counter, sipping some coffee. "Or at least, that's the plan. Any questions?"
| NPC Captain Ross |
"Who else knows about this artifact?"
"Hopefully, no one," the captain says with a wry grin, "but news like this tends to travel like a skip on the Astral Plane. I'm concerned that we'll have all sorts of wonks, weirdos, and various ne'er-do-wells hounding us from here to Absalom. Some people can just sense these things."
"Who are these power players?"
"There's more than one interested party here, and they value my discretion."
When you first left Absalom station several days ago, Ranif discovered a box of holy fusion seals in the supplies, which some of you have applied to your weapons. The changes were gradual, but by now any affected weapons are resplendent in ivory and gold with Iomedae's holy symbol - a sword over a sunburst - displayed in a prominent position.
| Ziyad |
Mysticism: 1d20 + 8 ⇒ (6) + 8 = 14
She remembers thinking the holy seals were odd at the time, and slowly puts two and two together as she realizes the fusion has taken hold...the church must be at least one of the interested parties. "Fair enough, Captain. I'll double check the long range sensors while we have a chance."
| Kragga |
Kragga shrugs. "No questions here. Sounds pretty straightforward. We make the trade, go back to Absalom, and get paid."
| Ranif Tharystrix |
Culture: 1d20 + 4 ⇒ (12) + 4 = 16
Taking the final bite his bowl of spiced oatmeal, Ranif will wash it down with a glass of water. Putting the dishes into the proper receptacle, he will turn back to the Captain. "Personally, I have nothing in particular against this assignment. It is just something to pay the bills. Besides," saying this part with a distinct grimace, "I have shortly work for someone worse before today.
My only question about this, is do we know just what this artifact is? Or are you able to tell us?"
| GM Jimbles |
With a plane-transiting shudder, the Inscrutable drops from the Drift into the asteroid field of the Diaspora. Barren fragments of rock float silently in the thin light of the sun, filling the viewscreens in all directions. Aside for the creaking of the ship as the thrusters spool up, all is silent.
| NPC Captain Ross |
"Alright, everyone!" barks the captain as she takes her seat in the bridge, "Just because we're expected guests doesn't mean they won't shoot first and ask questions later. Keep your eyes peeled and be ready for trouble.
"Science officer, keep our transponder up and keep your eyes glued to those scanners. We don't need any surprises."
Ziyad, go ahead and make a Computers check to operate the ship's scanners and add the ship's computer bonus (+1).