PbP Gameday VII; SFS 1-04: Cries from the Drift (Inactive)

Game Master Revvy Bitterleaf

Starting October 8th


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Scarab Sages

As you try to open up communications you only receive static.

Docking is relatively easy and you connect to the rear of the ship where there is an air lock located between it's engines.

The Struggle’s Scholar is on its last legs, but it has enough power to provide both basic life support and normal gravity. However, only low-power emergency lighting illuminates the ship, so each area should be treated as having dim illumination.
This grants all creatures concealment (including a 20% miss chance) from creatures that don’t have low-light vision or darkvision

After you enter the air lock:
This entire chamber is one large airlock, with access doors to the north and south. Loose netting floats in the gravity-free chamber. A warning light above the interior door flashes every few seconds, periodically bathing the room in a dim orange glow. A small panel next to the door flashes orange in time with the warning light.

Exo-Guardians

Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)

Vchk takes spends the short journey swapping his armor and firearm for the gift given by the Honorbound.

{"Ugh, how do vesk wear plate like this? It's like wearing a starship."}

Vchk will lead the way into the airlock, new machine gun in hand and infrared sensors scanning the gloom. He checks the flashing panel next to the door.

Scarab Sages

If you examine the crates in the airlock, you find the boxes full of mundane equipment used to adapt nonstandard airlocks, make minor external repairs, and so forth. The items are of no value and cannot be easily transported.

The panel seems to operate the air lock, there are 2 buttons inner door and outer door

I'll assume that someone will use the panel to at least close the outer door

The use of the panel causes the outer door to close and the room to automatically pressurize; artificial gravity then kicks in gradually. As air fills the room, a blaring alarm can be heard, timed with the light. After 30 seconds, the alarm and light stop flashing

The inner door is still closed right now, slides are updated with the map of the ship

Dataphiles

NG Human (Outlaw) Operative (Spy) 3 SP 11/24 | HP 22/22 | RP 3/3 | EAC 15 | KAC 16 |Fort +5, Ref +5, Will +3 | Init +4 | Perception +8 (darkvision via armor)

Chetna checks the computer panel to see if she can access any ship information.

Exo-Guardians

Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)

Vchk keeps watch as Chetna inspects the panel. When the group moves forward into the kasathan ship, Vchk will take point (machine gun at the ready) unless someone objects.


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

"Since we're no longer aboard the Sunrise Maiden, I'm relinquishing command until such time we return to our vessel," Navasi announces over the comms as they enter the air lock of the kasathan ship.

"V, you have the command of the boarding mission," she nods to the shirren warrior and draws her pistol, following after the others.

Exo-Guardians

Male CG Yoski Outlaw Operative 3 | SP 21/21 HP 20/20 | RP 4/4 | KAC 17 EAC 16 | Fort +2; Ref +6; Will +4 (+2 vs. spells/spell-like) | Init: +5 | Perc: +9, SM: +10 | Speed 40ft | Active conditions: None.

Itch draws his pistol and moves through the airlock, closing it after everyone is inside. "Alright, let's crack this gem open and see what we got." He moves up to the door.

Exo-Guardians

Dwarf Mechanic (7)

Angrid steps beside the Shirren.

"Purty gun. Love tha sound of shells bouncin' off a steel floor."

She unclips a polished steel greataxe from her backside and appraises its weight before swinging it a couple times for practice.

"If there's anything dangerous left in this coffin, you aim for its head; I'll take out its knees."

Scarab Sages

Chetna finds out that these panels control nothing besides the airlock.

As she's busy studying the panel the nearby etheric storm occasionally pulses with great intensity, sending a shock wave of etheric energy through the unshielded Scholar’s Struggle that causes lights to flicker ominously.

I'll assume that someone will open the air lock to get to the rest of the ship

Just as Chetna is about to hit the panel to open the inner doors a horrifying screech echoes past the sealed door.

The doors hiss open as the last screeching echoes die off and you see;
A gruesome trail of blood runs across the floor of the ten-foot wide hallway that runs horizontally across the ship; at each end of this hall are metal access doors leading to the north and south. A shorter hall leads to a door to the north, with two doors halfway up that hall exiting to the east and west.
Finally, a large airlock seal covers the center of the southern wall here. A double-barreled weapon turret limply hangs from the ceiling, just west of the southern airlock door.

Exo-Guardians

Male CG Yoski Outlaw Operative 3 | SP 21/21 HP 20/20 | RP 4/4 | KAC 17 EAC 16 | Fort +2; Ref +6; Will +4 (+2 vs. spells/spell-like) | Init: +5 | Perc: +9, SM: +10 | Speed 40ft | Active conditions: None.

Itch steps in and whistles through his teeth. "Whoa. Looks like something violent happened here." He points to the turret. "I would like for that to stay disabled. Can someone check if it will turn on if we go inside?"


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

Navasi carefully steps through the inner doors and stops just inside to have a quick look around, searching for a panel or terminal that might access the turret to the south.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Scarab Sages

As far as Navasi can tell there is no panel or terminal that might access the turret - at least not in sight.

The turret does look damaged beyond repair.

Exo-Guardians

Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)

"North" is the forward direction, yes?

{"Oh. Lovely. Yes, nothing wrong with a long streak of blood across a ship. That's just the newest trend."}

Vchk steps forward until he's at the nexus of the dorsal and transverse corridors.

{"We should probably take control of the bridge first, grab the hard drive, and then clear the rest of the ship with the time remaining. Any objections?"}

With the group's consent (and Angrid at his side) Vchk will proceed through the forward door towards the bridge.

Scarab Sages

Vchk wrote:

"North" is the forward direction, yes?

Uhm..yes. I turned the map so it would fit better on the slide. but when they mention north they mean to the right/front of the ship. I only just now noticed that there doesn't appear to be a compass direction on the map

Scarab Sages

As you make your way forward the light continue to flicker as the edge of the storm causes a glitch in their power supply.

When you get to the most northern door you find it locked and utterly unresponsive to your attempts to open it, brute force isn't budging it and more technical way to pry it open fail as it seems to be completely without power. To get it to open you would need some way to restore power to it.

Exo-Guardians

Dwarf Mechanic (7)

Angrid looks to her spare batteries.

"I dun't think these'll be enough, and my seismic pick breaks apart rock; not doors. Probly need to check the Engine core."

Dataphiles

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NG Human (Outlaw) Operative (Spy) 3 SP 11/24 | HP 22/22 | RP 3/3 | EAC 15 | KAC 16 |Fort +5, Ref +5, Will +3 | Init +4 | Perception +8 (darkvision via armor)

Is there a knowledge check for this basic model of ship to figure out where things "should" be?

Exo-Guardians

Dwarf Mechanic (7)

"Mighty curious what left that blood trail. Didn't think there'd be anything left alive here."

Exo-Guardians

1 person marked this as a favorite.
Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)

Is there any way to tell if there's a direction to the blood smear? Does it run from port to starboard or vice versa? If not... Fate: 1d2 ⇒ 2 Starboard (northeast room)

{"I'm with Andgrid on this one. Let's find out what left this mess - dead or alive."}

Vchk walks through the bloodied doorway, machine gun at the ready, telepathing softly. {"Yoo whoo... Housekeeping..."}

Scarab Sages

Chetna Wavari wrote:
Is there a knowledge check for this basic model of ship to figure out where things "should" be?

Improvising..a piloting or engineering check should give you some idea

DC 10:
The engine room is mostly in the center of the ship very near to the mess hall and for some reason opposing the lavatories. Past the mess hall would be the cockpit and near the engines where there's more space there will be crewquarters and some extra space for an entertainment or workout area. The captain would have his own quarters and most likely there will an extra space to store cargo

Scarab Sages

1 person marked this as a favorite.

As Vchk studies the blood trail it seems to be thicker from the west side and getting a bit less going to the east side

It seems to have started at the top of the map and then moved down

Scarab Sages

As Vchk follows the trail of blood to it's end The NE door he quickly discovers that the door is locked and needs some sort of keycard to be able to access it

Exo-Guardians

Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)

And Vchk is 0 for 2! We might find an open door someday.

His antennas twitching in mild irritation, Vchk turns around and tries the door behind him (southeast), hoping to make some headway before the ship is consumed by the storm.

Scarab Sages

To Vchk's surprise this door opens without any problems

Four beds fill most of these tidy crew quarters. Each bed is neatly made with a prominent item placed atop its center. Above the beds are tightly sealed storage compartments. A single-tier metal shelf curves around the southwestern wall, its surface pristine but entirely empty.

DC 15 Culture (+4 if you are Kashata) - why are there items on top of the beds?:

The items placed atop the beds are each part of a kasathan tradition for those who are making a journey from which they don’t expect to return. The crew members left personal items on each of their beds, as gifts to those who survive them and continue to create future history. You recognizes this ad hoc version of the tradition

The items:
One of the items left atop the bed items is an electronic scale model of the Idari (the roughly cylindrical kasathan worldship that currently orbits the Pact Worlds’ sun) rotating slowly in the air above a smooth stand. The Idari model is worth 100 credits Note that the model is too low powered to serve as a battery.

Another bed holds a personal datapad, flashing with a low battery warning. Any flashlight or similar battery can be used to power the datapad, unlocking the most recent personal logs of one of the kasathas, Teliu (see slide Handout #2: Teliu’s Logs).

A ceremonial Idaran force training baton (see the Idaran Force Training Baton slide), engraved with the lengthy lineage and titles of its owner, rests atop the third bed. This uniquely crafted force baton can be sold for 650 credits.

On the fourth bed is an elegantly bound copy of the book Customs of Kasath, a gift traditionally given to a kasatha who has just completed the Tempering, a coming-of-age ritual. The nameplate inside identifies the copy as belonging to Yotto, one of the kasatha crew members. Nestled inside the cover is a least photon crystal.

The compartments above the beds are locked

DC 15 Engineering or Strength check to open them (one success is sufficient to open all of them):

The compartments contains 3 basic medkits.

Exo-Guardians

Dwarf Mechanic (7)

Engineering, layout of the ship: 1d20 + 10 ⇒ (12) + 10 = 22

"A'yup. Pretty much every Kasathan freighter be laid out the same."

Angrid describes the spoiler from earlier.

Engineering, locked containers: 1d20 + 10 ⇒ (10) + 10 = 20

"Ahh, what have we here?" Angrid asks herself as she pulls out her crowbar. With a quick clean pop she opens it with practiced motions.

"Pffft. Just medkits."

Exo-Guardians

Male CG Yoski Outlaw Operative 3 | SP 21/21 HP 20/20 | RP 4/4 | KAC 17 EAC 16 | Fort +2; Ref +6; Will +4 (+2 vs. spells/spell-like) | Init: +5 | Perc: +9, SM: +10 | Speed 40ft | Active conditions: None.

Culture: 1d20 + 8 ⇒ (4) + 8 = 12

Itch looks around the room for any other items, but then he shrugs. He picks up the copy of the Kasatha Customs book and flips through it. "Yotto owned this. Seems like it could had been his first voyage." He pulls out the photon crystal and smiles. "Pretty."

Exo-Guardians

Dwarf Mechanic (7)

Buncha uncultured hooligans, Lol!


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

Activating the infrared sensors on her armour, Navasi accompanies Vchk on his quest for an unlocked door. Reaching the crew quarters, she steps inside and looks around.

Culture: 1d20 + 9 ⇒ (19) + 9 = 28

"I've heard of this before," she gestures to the items atop the beds. "A kasathan tradition left by those who set out on a journey... they do not expect to return from."

She takes out her torch and removes the battery, using it to power the datapad. She reads the logs shown on the handout aloud. "Teliu Davead Mord of Clan Ferrous, House Elwood, truth-keeper of the Ferrous Stones," she finishes and looks around at her companions.

"A ghost?" she shrugs, unsure. "We best be careful near the Captain's quarters. And that's assuming the battery's held up..." she glances around them in concern. "We should take those items with us, too - in case we don't have time to return for them. We just might need that baton ourselves."

Exo-Guardians

Male CG Yoski Outlaw Operative 3 | SP 21/21 HP 20/20 | RP 4/4 | KAC 17 EAC 16 | Fort +2; Ref +6; Will +4 (+2 vs. spells/spell-like) | Init: +5 | Perc: +9, SM: +10 | Speed 40ft | Active conditions: None.

Itch nearly drops the Kasatha book as he reads the logs. "Whoa, this Yotto came back to life? And they trapped it somewhere on board? Maybe it got out again and killed them? Or maybe that's what's locked in that room."

Dataphiles

NG Human (Outlaw) Operative (Spy) 3 SP 11/24 | HP 22/22 | RP 3/3 | EAC 15 | KAC 16 |Fort +5, Ref +5, Will +3 | Init +4 | Perception +8 (darkvision via armor)

Piloting: 1d20 + 8 ⇒ (17) + 8 = 25
Thanks for the intel.
Culture: 1d20 + 6 ⇒ (2) + 6 = 8
Engineering: 1d20 + 3 ⇒ (9) + 3 = 12

After Chetna reads the logs she glances at the beds, "Grab something from each of the beds that we can send back to the Idari on behalf of the crew. Closest thing we're going to get to giving them a funeral."

Exo-Guardians

Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)
Itch wrote:
Itch nearly drops the Kasatha book as he reads the logs. "Whoa, this Yotto came back to life? And they trapped it somewhere on board? Maybe it got out again and killed them? Or maybe that's what's locked in that room."

{"If one of the crew members rose from the dead, they're probably still active. Somebody grab that force baton - let's see if we can find that sparring chamber; the records mentioned more of these batons. They could be useful."}

Exo-Guardians

Dwarf Mechanic (7)

What classification is a "Force Baton"? Lol as I type that out I can't help but think "Light Saber".

If it's Basic or Advanced, Angrid can use it, but she doesn't have Special proficiency.

Scarab Sages

Angrid Axeflail wrote:

What classification is a "Force Baton"? Lol as I type that out I can't help but think "Light Saber".

If it's Basic or Advanced, Angrid can use it, but she doesn't have Special proficiency.

It's a basic melee, all info is on the slide

Scarab Sages

As you study the datapad the storm hits once more causing the screen to scramble it's image and glitch a few times before it starts to produce sparks and finally shuts down

Dataphiles

1 person marked this as a favorite.
NG Human (Outlaw) Operative (Spy) 3 SP 11/24 | HP 22/22 | RP 3/3 | EAC 15 | KAC 16 |Fort +5, Ref +5, Will +3 | Init +4 | Perception +8 (darkvision via armor)

Chetna looks around the room and says, "Space just fired a warning shot at us. Let's keep moving."

Exo-Guardians

Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)
Chetna Wavari wrote:
Chetna looks around the room and says, "Space just fired a warning shot at us. Let's keep moving."

{"Can't argue there."}

Gonna try the southwest room next.

Scarab Sages

As Vchk makes his way across the hallway to go to the next door the turret whirls to life and slowly although with a screeching sound and while spluttering starts to track his movement. An pulsing red light blinks between its twin barrels.

It's not firing or even powering up it's weapons and it's leaking sparks everywhere.


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

Navasi instinctively ducks as the turret whirrs and screeches above their heads. "Someone make sure that thing is not going to shoot us!" she says while ducking for cover.

When it becomes apparent the weapon isn't preparing to fire at them (yet?), Navasi slowly stands and takes a closer look at the turret. "Now how do we turn you off?" she muses aloud.

Not sure what is most appropriate here, Computers or Engineering
Computers: 1d20 + 9 ⇒ (10) + 9 = 19
Engineering (untrained), Aid: 1d20 + 2 ⇒ (10) + 2 = 12 Not sure if you can make an aid attempt on an untrained skill?

Once they finish with the turret, Navasi will continue to follow Vchk to the other end of the corridor, pistol ready.

Exo-Guardians

Dwarf Mechanic (7)

I get the feeling that just reaching it is the problem, but if all it takes is Computers or Engineering...

Disable: 1d20 + 10 ⇒ (10) + 10 = 20

+4 if it's considered to be a "trap".

Angrid eyes the Baton suspiciously.

"Not really my can of beer, but you said something about ghosts? Yeah best carry this with us at the least."


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S
Angrid Axeflail wrote:
I get the feeling that just reaching it is the problem

Good point - I had imagined confined corridors. How high are the ceilings/turret?

Scarab Sages

Unless otherwise noted, each room is 15 feet high with walls made of starship interior material and steel doors - so you need about 10 ft reach to reach the turret

Engineering seems to make the most sense here
@Navasi. I think you can make an assist on an untrained skill if you can use the skill untrained. If the skill is trained only you can't assist on it untrained since you can't use the skill to begin with

Taking out a crate (or 2) from the air lock and climbing on top of it you manage to reach the turret. After taking out a few loose wires it's red blinking light goes out and it stops moving. There is still the occasional spark that leaps from the machine..but it's more wrecked then it was before.

Scarab Sages

As you continue down the corridor to the door Vchk wants to open you feel slightly saver knowing that that's one turret that won't be tracking your movement any longer

As Vchk pushes the door he is somewhat surprised to find that it opens (2 out of 4) and behind it you see;

A single door opens into this open space. Just inside the doorway, the entry floor is caked with blood, and several batons and shuriken are scattered throughout the room. A simple sparring mat covers much of the center floor. An alcove along the eastern edge houses a weapon rack filled several kinds of batons and a dozen fine shuriken. On the opposite wall is a pad of self-healing foam with colorful abstract targets painted on it. A four-armed metal robot stands in the southwestern corner of the chamber.

Exo-Guardians

Dwarf Mechanic (7)

"Reminds me of this one time when a Spike Rat swam outta toilet and ran around our guild hall. It was bleedin' like crazy for some reason. I don't know what caused more of a mess, it runnin' around for dear life, or the dozen of us miners tryin' to beat it down with shovels and picks."

Angrid appraises the rest of the room.

"Let's focus on gettin' the ship workin'. We can come back here if we got time."

Scarab Sages

DC 15 perception check when looking into the room:
You notice a holoprojector in the ceiling with a carbonedge shuriken lodged in it.

Forgot to include it in my previous post


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

Navasi follows the others into the training room, careful to avoid stepping on the blood smears. Inspecting the weapons, she searches for the extra force batons mentioned in the log.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Should she find any, she takes one for herself, before passing any others to her crew mates.

Exo-Guardians

Male CG Yoski Outlaw Operative 3 | SP 21/21 HP 20/20 | RP 4/4 | KAC 17 EAC 16 | Fort +2; Ref +6; Will +4 (+2 vs. spells/spell-like) | Init: +5 | Perc: +9, SM: +10 | Speed 40ft | Active conditions: None.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Itch pokes his head in and sniffs. "Mother rat...Looks like this is where it ambushed them all. Hell of a thing, having to fight your dead comrade." The yoski checks the weapons rack to see if there's anything still usable.

Scarab Sages

As soon as Navasi enters the room the floor-mounted, four-armed parring robot whirs to life

It proclaims

Kashata language:
I am ready to spar, do you wish to proceed?

Navasi and Itch find that the weapon rack in this chamber contains an Idaran force training baton (see sidebar), 10 carbonedge shuriken, 8 tactical batons, 4 cestus battlegloves, and 2 serums of enhancement (commando).


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

<Not at this time. Stand by.> Navasi commands the robot in Kasatha.

She laughs as she almost collides with Itch when they both have the same idea. Gesturing for him to have first choice, she will collect the force baton if he leaves it, and offer the other items to her companions.

Exo-Guardians

Male CG Yoski Outlaw Operative 3 | SP 21/21 HP 20/20 | RP 4/4 | KAC 17 EAC 16 | Fort +2; Ref +6; Will +4 (+2 vs. spells/spell-like) | Init: +5 | Perc: +9, SM: +10 | Speed 40ft | Active conditions: None.

Ha, totally missed getting ninja'ed.

Itch passes the force baton to Navasi, knowing he doesn't have the brute strength to use it properly. He takes one of the tactical batons and some of the shuriken, though he knows his pistol might be a generally better option.


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

Navasi nods to Itch in appreciation. She grimaces as she hefts the baton and offers it to her companions along with the other items. "Heavier than I expected."

Forgot about the str requirement!

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