[SF] Dead Suns AP - GM Ewok (Inactive)

Game Master EwokBanshee

Map

Ship!


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Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Computers, aid: 1d20 + 7 ⇒ (8) + 7 = 15 But I'm guessing this time it won't be needed.

So, we have to be wary of security cameras anywhere we go. I wonder if there's some way to blend in as zombie workers...

At least we have ideas about how to get around faster. Still, I'm guessing we don't get to go straight to the command and control decks.


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Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg
EB wrote:
lol, not any of you.

HEY! I RESEMBLE THAT STATEMENT!

Pippimi stand up and deactivates her boots, doing a front flip on the way back to the floor. "That lots of very good information! So team need to get to grav train station, pick up train, then ride to Command deck. Then chop chop whatever undead in way and take control of ship. Easy peasy!" She waves her sword around in swirling arcs.

"Pippimi curious though. What Malakar angle in all this? Can Zulu find anything more on Tombstone Project?"


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

In his normal, terse, way Zulu informs the group everything he discovers on the computer system, hardly stuttering at all from the shocks he had received.

Computers: 1d20 + 20 ⇒ (12) + 20 = 32

Grand Lodge

Slides

Zulu clicks through, but is unable to find anything about Project Tombstone in the main security logs, but he decides to check Malakar’s personal folders. A quick glance through the files reveals that the commander was working toward some kind of mutiny, and there are extensive notes on how a minor threat to the Empire of Bones could potentially be used to eliminate, or at least embarrass, “inappropriate members of the command staff.”

Zulu dives into the computer, pulling up the origin of the notes. He finds a message and displays it on the screens for all to see.

"Commander Malakar,
I'm so glad we were able to rescue you from the Acreon in one piece. You just can't find good help these days. Imagine, my favorite agent locked away in a package on a Drift Rock for the rest of all time! Remember to send monthly updates on the Corpse Fleet activities. Keep working your way up through the ranks, this new information on the Drift Rock may earn you a few leadership credits. Remember: more power is more sway. More sway is more impact for the great Eoxian Empire!

Now, I've attached two projects I've had the ghouls in IT working on. They should help you get out of any possible trouble. Be sure to let me know immediately if the Corpse Fleet begins anything especially diabolical. We need them as a looming threat to the Pact, not as an actual danger! After all, the great Eoxian Empire does not wish to rule over ashes.

Sincerely, Ambassador Gevalarsk Nor"

You take a few moments to absorb this information, then dive deeper into the files. Within the Project Tombstone files are notes on a pair of computer viruses Command Malakar has introduced to the security computers across the entire Empire of Bones. One virus is named Wraith 2.0, and prevents the security cameras and security robots on the ship from seeing or recording any creature that is entered into the virus’s memory. Malakar planned to use this to aid in her escape from the vessel in case her plans went south.

DC 30 Computers check:

You can add your own images into Wraith 2.0’s memory, causing the ship’s security to ignore them. This doesn’t allow you to access secure areas; it only causes the robots and cameras to not react.

The other virus is named TombRobber. This program is capable of creating false security alerts anywhere on the ship, and can include in these alerts false security footage of anything in Wraith 2.0’s memory.

DC 25 Computers check:

You can take control of TombRobber, allowing you to activate it from anywhere on the Empire of Bones (using any comm unit, datapad, or similar device). If you need to get a night’s sleep, using TombRobber draws enough attention away from the true location to allow them to confidently hole up in an unused room (such as a security closet or maintenance tunnel) long enough to do so, as long as they don’t make a great deal of noise or otherwise draw attention to themselves. However, each use of TombRobber requires an unused emergency security key, giving you finite uses of the program.


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"That bastard Nor has his bones all over this and I am not surprised. Can we turn their plans to our own use?" Zoran says clenching his fist and grinding his teeth when he realized Malakar was their package.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Lenny scratches his chin thoughtfully. We could. Perhaps a tactical reply to Gevalarsk Nor, as if from Malakar in ways that encourage his interference with the Corpse Fleet. To start with though, I wonder if we could get our images in this virus to avoid the security cameras, as she did.

He defers to Zulu's lead here, but stands by assisting.

Computers, aid: 1d20 + 7 ⇒ (8) + 7 = 15
Computers, aid: 1d20 + 7 ⇒ (7) + 7 = 14
Yup, very solidly "aid"

I'll try to think of something more clever later on, but it feels like we ought to be able to gain a bit of advantage by masquerading as Malakar over email.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

"Hmm. Yes. Could be advantageous."

Zulu mutters as he keeps digging in the system.

Computers: 1d20 + 20 ⇒ (4) + 20 = 24
Computers: 1d20 + 20 ⇒ (14) + 20 = 34


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

"Oh! Ambassador Nor!" Pippimi hops onto the console to read the message better "So Nor have secret agent in Corpse Fleet all this time? And maybe, team accidentally even rescue agent from Drift Rock ages ago! Wow. Pippimi very impressed! Also, definitely not like sound of keeping Corpse Fleet around for scaring nice people in Pact Worlds. That pretty scummy corporate tactic."

She creates a copy of the message to bring back, should the group survive this current escapade. Blastwerks Corporate Friendship division would probably have a field day with it.

As for the two programs "Nice! Team make great use of these! Team might need to take nap later too, if more enemies keep standing in way."

Gives us even more incentive to check out the last couple of rooms here and pick up the last security finger.

Grand Lodge

Slides

Zulu takes control of the second program, TombRobber, allowing you to activate it from anywhere on the Empire of Bones (using any comm unit, datapad, or similar device). He does point out that the program requires a unique and unused security key to be ran. You have one remaining. After another minute of tapping at the keys, Zulu takes control of the first program, Wraith 2.0. He adds your own images into Wraith 2.0’s memory, causing the ship’s security to ignore them. This doesn’t allow you to access secure areas; it only causes the robots and cameras to not react to the footage.

Yepp, you can definitely send a message to Nor via this terminal! Zoran can use a Bluff check to write it. Others can assist via Bluff or Culture.

Status
Pippimi SP: 88/88, HP: 79/79
Davrin SP: 0/77 HP: 67/68
Zoran SP: 86/100, HP: 73/73
z45719 SP: 29/76, HP: 72/72
Lenny SP: 54/110, HP: 78/81

After the programming and shock therapy is complete, Davrin and others decide it is a good idea to follow Pippimi's lead and take a short rest. However, Zoran's eyes are on the cams and he alerts the group after only a few minutes. The robotic security patrol is back! They roll up to the door and, after the door doesn't open to their digital request, the lead bot bangs a metal manipulator arm against it. "OFFICER MALAKAR. WE SENSED EXPLOSIONS ON THIS LEVEL. YOUR REPORT IS REQUIRED. THE DOOR LOCK IS NOT RESPONDING TO ACCESS CODES."


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi mimes zipping her mouth shut with one paw and waves Zoran over with three others. Standing in front of the door, she readies her weapons in case the robots decide to attack instead of believing whatever story Zoran or the others provide.


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"Hmm, turning this around on Nor? We already have enough to make him suffer but perhaps a message may benefit us further." Zoran thinks with a smile before beginning to work on the message.

Bluff: 1d20 + 17 ⇒ (19) + 17 = 36

-Nor, Operation Tombstone has hit some roadbumps. Further assistance is required in keeping the Corpse Fleet busy and off my case. Keep them on their toes.- he sends as a first message.

---

"Is the Virus finished uploading with our images?" he asks the others in case this doesn't work.

Bluff: 1d20 + 17 ⇒ (20) + 17 = 37

He gets closer to the door and speaks in as close of a voice as he can.

"Officer Malakar had to deal with some of the dwarven captives and got a little excited. The threat has been eliminated and she is cleaning up. The grenade must have damaged the door...we will repair it and then report in immediately for our demerits."


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi whispers "Nice one Zoran!" as she gives the borais a double thumbs up. She waits to see if it's had the intended effect.

Grand Lodge

Slides

As Zoran sends the message, a small and very slow moving progress bar appears in the upper right corner. Apparently the Corpse Fleet does not have magically fast inter-Drift communication - this will take a while.

-----

At Zoran's request, Zulu pulls up the video of the room you're in. Despite the chaos of blown ceiling panels and laser scoring, your humanoid figures are conspicuously missing.

After Zoran's whispered response, there is a weighty pause. Finally, the lead robot announces "NO NEED TO REPORT, SOLDIER. OFFICER MALAKAR WILL ISSUE YOUR DEMERITS DIRECTLY. SHE SHOULD REPORT TO COMMAND DIRECTLY FOR HER REPRIMAND." The five robots turn and head back out of Hanger Country. Who says Social Skills can't be useful in a dungeon? Nice Nat 20.

Davrin and Zulu? Lenny? rest in the room for another ten minutes before brushing themselves off. You take another look at the map, deciding where to go next. Alrighty! You have two unsecured rooms you could go to, a secure site, or you could head out of Hanger Country towards the Command Deck!

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Aww! I accidentally sat on this in preview for like 3-4 hours.

Lenny smiles and gives Zoran another thumbs-up. Nice! Don't forget to thank them for the demerits. Everybody around here seems to relish in oppressive bleakness.

Yeah, now Lenny will take a rest and spend an RP.

Should we scour those last rooms for more security keys? Given our experience so far it can't hurt to have more.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

"Yup yup! If pattern hold, then team can find one more security key. Now that team have fancy Tomb-program, extra key equal extra snooze time." Pippimi slides open the door and sticks her head out into the corridor, looking left and right for any guards or patrol-bots. Assuming she doesn't spot any, she rolls out and over to the final secure site.

Once the others have had a chance to check the door for any hazards, she leads the way in.

Grand Lodge

Slides

Zulu Engineering: 1d20 + 20 ⇒ (12) + 20 = 32

The group gathers around the secure site door, Zulu dismantling the lock fairly easily. Pippimi opens the handle carefully. As she turns the handle the door bursts open with a loud WHOOSH. Enormous gusts of air push past you as the room's atmosphere is pulled into the vacuum of the hallway. Everyone must pass a DC 20 Reflex Save or be knocked Prone!

Through your surprise, you look into the room. A metal podium with numerous controls on it stands in the center of this room. Padded, vertical beds with numerous straps and restraints fill the room, most with numerous stains and small tears in their padding. Each bed sits beneath a bright spotlight from the ceiling, which illuminates the room brightly. Four large vents are visible in the ceiling. Behind the podium stands a tall gaunt man with bright white hair and dark purple skin. He looks up in surprise as the air evacuates and you hear his stern words in the rush of wind. "Este nepoliticos să-mi întrerup munca." Whether it's the look in his blank white eyes or the hammer and pistol on his waist, you are certain he has bad plans for you. Picture on Slide 2! DC 25 Mysticism check to identify him!

Eoxian:

"It is rude to interrupt my work."

Initiative:

Foe: 1d20 + 5 ⇒ (12) + 5 = 17
Zoran Init: 1d20 + 13 ⇒ (18) + 13 = 31
Davrin Init: 1d20 + 10 ⇒ (17) + 10 = 27
z45719 Init: 1d20 + 7 ⇒ (14) + 7 = 21
Pippimi Init: 1d20 + 9 ⇒ (7) + 9 = 16
Lenny Init: 1d20 + 6 ⇒ (11) + 6 = 17

Everyone but Pippimi is able to react faster than the undead man! Zulu, let me know if you had wanted a ten minute rest when Davrin did.

Everyone in Bold is up! Round 1.
Pippimi SP: 88/88, HP: 79/79
Davrin SP: 77/77 HP: 67/68
Zoran SP: 86/100, HP: 73/73
z45719 SP: 29/76, HP: 72/72
Lenny SP: 110/110, HP: 78/81


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Reflex: 1d20 + 9 ⇒ (5) + 9 = 14

Pippimi goes rolling as the blast of air knocks her off her feet.


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

wow, lots of posts this evening. Yes I'll take the rest. I've got some family finally coming in (yay vaccines) and my kids are finally getting to spend the rest of this week/weekend with their grandparents so I'm probably gonna only be good for one post a day. Bot me as needed.

I will also get my combat post up first thing tomorrow morning

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Stellar mode: photon 1

Reflex, DC20: 1d20 + 6 ⇒ (19) + 6 = 25

Lenny braces himself against the rush of wind and somehow remains standing.

Mysticism: 1d20 + 7 ⇒ (16) + 7 = 23

Did anybody catch what he said?

He runs in and rounds the podium, thrusting his blade at the man.

[move] 25', forming solar sword.
[standard]

solar sword attack, S damage (minor w-boson crystal, photon mode): 1d20 + 15 ⇒ (6) + 15 = 214d6 + 14 + 2 ⇒ (2, 2, 5, 6) + 14 + 2 = 31


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Zulu calibrates his rifle to this new man, and as a precaution starts chanting some prime numbers in a seemingly random order.

calibrate and cast supercharge weapon

Grand Lodge

Slides

I'm gonna give Davrin and Zoran another 24 hours to post. For... reasons. :)


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"I will do no such thing. This is already painful enough." Zoran whispers to Lenny as the bots appear to leave.

---

Reflex: 1d20 + 12 ⇒ (8) + 12 = 20

"You can drop to the ground and explain yourself or you can face Pharasma, I prefer sending you to the Boneyards rather than hear your sickening voice...so decide quickly." Zoran seethes seeing the room.

Improved Dispiriting Taunt: 1d20 + 20 + 1d6 + 2 ⇒ (17) + 20 + (6) + 2 = 45

"Get up and on him, Pip." Zoran says giving her motivation to get up .

Hurry on Pip.


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Sorry for my absence. Work has been bad this week. But TGIF!

reflex DC20: 1d20 + 15 ⇒ (12) + 15 = 27

The agile halfling stumbles a bit but stays on his feet. He dashes in straight after Lenny, although wisely keeping to the other side of the room. He then turns his pistol on the gaunt humanoid.

"Could you look anymore creepy?"

trick attack, vs DC20+target CR, take 10: 10 + 28 + 1 = 39 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (7, 6, 1, 8, 1, 1) = 24
major disruption pistol vs EAC: 1d20 + 17 ⇒ (8) + 17 = 25 sonic dmg: 3d6 + 5 ⇒ (6, 2, 5) + 5 = 18
If crit, fort save DC22 of staggered 1 round
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

Grand Lodge

Slides

Lenny nearly remembers what this undead man is, but it slips his mind (just as Pippimi slips to the floor from the strong gust of wind!).  Lenny runs wildly into the room, his solar sword sliding off the man's thin armor.

Zulu Reflex, DC 20: 1d20 + 13 ⇒ (10) + 13 = 23

Zulu keeps on his feet, prepping to fire. Zoran's words do wonders as his threat causes the man to shake in his boots and encouragement is the wind behind Pippimi's wings! I can't find what the Improved portion of Improved Dispiriting Taunt does. Do you have a link? Davrin moves swiftly into the room, his sonic blast clipping the back of the undead man's leg.

The man ignores the threat of Lenny's sword and Davrin's pistol for the moment, turning to the podium to tap in a quick command. He hits the console firmly, face turning up with a self satisfied smile. In Common this time, he says, "Let's talk." Along with his words, the environment changes. A loud WHIRRing noise comes from the four loud vents in the ceiling as air is pumped into the room and the thick door slams shut! Davrin and Lenny are stuck standing in the room with the man, separated from the rest of the group! Zulu, with a DC 30 Engineering check, can open the door again using a standard action. To make matters worse, Lenny and Davrin's HUDs flash a warning message, "TOXIC ATMOSPHERE DETECTED, 10% EFFICACY. MAINTAIN SUIT INTEGRITY."

Life Science, DC 28:

This toxic atmosphere is actually an aerosolized poison, Ungol Dust. Inhaling the substance leads to worse social skills, quickly degrading the subject to a zombie-like and pliable state permanently. I just thought this was such a nice detail, given this room's purpose. Props to the author on this one.

The man takes a small bow before staring into Lenny and Davrin's eyes. "The name is Kreth. Welcome to my playground." That stare effects your body in terrible ways. You begin to hear screams in your ears and your lungs begin to violently collapse, as if you aren't able to breathe! You must each pass a DC 21 Fortitude save or take 3d8+11 bludgeoning damage. Kreth takes a step backwards, drawing the large hammer as he does so.

Everyone in Bold is up! Round 2.
Pippimi SP: 88/88, HP: 79/79
Davrin SP: 77/77 HP: 67/68
Zoran SP: 86/100, HP: 73/73
z45719 SP: 76/76, HP: 72/72
Lenny SP: 110/110, HP: 78/81

Kreth 42 Damage, SHAKEN, FLATFOOTED


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi takes advantage of her hurry from Zoran to leap back to her feet, but she finds that the door is already closed before she can get in. She grumbles for a moment about impolite hosts, but otherwise readies herself to go in if Zulu can get the door open.

(Essentially, delaying until after Zulu. If he can get the door open she'll roll on in and attempt the following grapple)

Grapple attempt; vs KAC+8: 1d20 + 27 ⇒ (8) + 27 = 35 Exceeding KAC+13 causes enemy to become pinned. Grapple rules can be found here
Throttle damage (So): 1d3 + 7 + 5 ⇒ (3) + 7 + 5 = 15


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Engineering: 1d20 + 20 ⇒ (7) + 20 = 27

Zulu attempts to reopen the door, unsuccessfully (unless I get an aid).

sigh, you did it again. Needing an entire turn to cast supercharge weapon and having to use it next turn is such an annoying limitation. Luckily I haven't been feat starved or I'd be aggravated how useless it has turned out to be

Grand Lodge

Slides

Yikes, well, rolling a 7 gives you hope. If both Pip and Zoran spend a Standard Action to Aid you then you'll be able to open the door. (Not that three Move actions will give you a lot to work with but there you go.) If they don't then you're stuck outside for a round.

And yeah, Supercharge Weapon is pretty overrated. It's a gamble and can lead to some cool moments and big rolls though.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

I didn't think we could retroactively aid. Also, since we can't ready the move action to go in after the door opens, Pip and Zoran's turns would be over by the time Zulu gets the door open. Since our pal can close the door without an action, I think we're better off waiting until you can get the door open alone.

And yes, supercharge weapon is not good except for low levels when you use it on your allies.

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Back! Stellar mode: photon 2

Lenny has the Step Up feat, so...

Just as Kreth steps backwards, Lenny matches and follows.

DC 21 Fortitude: 1d20 + 9 ⇒ (12) + 9 = 21 !!!

Whatever Kreth intended to do in via the wily stare, Lenny is able to shake it off, literally shaking his head as if he was trying to get water out of his ear. He ignores the man's taunting and conducts acts of savagery.

[full action] full attack
solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 15 - 3 ⇒ (6) + 15 - 3 = 184d6 + 14 + 2 ⇒ (5, 5, 4, 3) + 14 + 2 = 33
solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 15 - 3 ⇒ (6) + 15 - 3 = 184d6 + 14 + 2 ⇒ (4, 2, 3, 4) + 14 + 2 = 29
Missed you too RNG...


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Fortitude DC21: 1d20 + 8 ⇒ (2) + 8 = 10 Improved Great Fortitude: spend 1 RP for reroll
Fortitude DC21: 1d20 + 8 ⇒ (19) + 8 = 27 Whew... This is my worst save.

Davrin starts coughing violently, eventually forcing air back into his lungs. With tear-filled eyes, he looks around in alarm, realising that it is just Lenny and him.

"You guys better get in here quick!" he yells into his intercomm as he continues to blast at the undead man.

trick attack, vs DC20+target CR, take 10: 10 + 28 + 1 = 39 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (8, 6, 1, 5, 8, 3) = 31
major disruption pistol vs EAC: 1d20 + 17 ⇒ (9) + 17 = 26 sonic dmg: 3d6 + 5 ⇒ (2, 5, 6) + 5 = 18
If crit, fort save DC22 of staggered 1 round
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

Grand Lodge

Slides

Yeah, that's true, you really can't retroactively aid. Also, Davrin, that feat was so worth it for you. This has got to be the second or third time it's worked out. Also, Zoran, you can still encourage Lenny and Davrin during the last round over the mic's.

Pippimi and Zulu struggle with the door lock outside, biting at the chance to get through. Still a DC 30 Eng. check to open as a Standard Action. Inside the room, Lenny is an implacable force of nature, ignoring the toxic air, invisible hand clutching his lungs, and the man's attempts to get away. Unfortunately the man is faster than Lenny, dodging and weaving to escape the wide swathes the solar sword cuts through the air. Thankfully this distraction gives Davrin the opportunity to send a sonic blast into Kreth's spine.

The man turns, white eyes piercing into Davrin's. He smirks, shaking his head and turning back to Lenny. "If that's how you want to play it, Breather."

comet hammer @ Lenny: 1d20 + 24 - 4 ⇒ (9) + 24 - 4 = 29
Damage @ KAC: 4d6 + 24 ⇒ (3, 2, 1, 1) + 24 = 31

comet hammer @ Lenny: 1d20 + 24 - 4 ⇒ (11) + 24 - 4 = 31
Damage @ KAC: 4d6 + 24 ⇒ (5, 2, 1, 5) + 24 = 37

He swings his hammer into Lenny with crashing blows, the wide head smashing against Lenny's armor. As the second blow lands the undead man leans in, his face inches away from Lenny's. "Feel my PAIN." Again the screaming in your mind starts, your lungs protesting against the pressure. Lenny and Davrin must each pass a DC 21 Fortitude save or take 3d8+11 bludgeoning damage.

Everyone in Bold is up! Round 3.
Pippimi SP: 88/88, HP: 79/79
Davrin SP: 77/77 HP: 67/68
Zoran x2 SP: 86/100, HP: 73/73
z45719 SP: 76/76, HP: 72/72
Lenny SP: 64/110, HP: 78/81

Kreth 91 Damage, FLATFOOTED


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Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

Zoran gets impatient and turns on his x-ray visor hoping to get a bead on the fight taking place within.

"Turn on your comm units loud speakers." Zoran pings the two in the room.

Quick Dispiriting Taunt: 1d20 + 20 + 1d6 + 2 ⇒ (8) + 20 + (2) + 2 = 32

"Kreth, what a pity I won't get to watch you cross over for judgement but if I get in before then...you will face her wrath." Zoran growls through their comm devices.

---

Standard: Inspiring Boost on Lenny +26 SP. Move: Get'em on Kreth.

"We will get the door open momentarily, Lenny. See if you can crush that monster before we do. That means you too Davrin...show him your own methods of...torture."


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi gets ready to jump in if Zulu gets the door open, and if not, she starts thinking of ways to help from outside.

I assume this isn't a job for the old laser drill?

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

stellar mode: photon 3
DC21 Fortitude: 1d20 + 9 ⇒ (11) + 9 = 20

This time the odd stare gets to Lenny. However, he doesn't relent.

Solar acceleration: HASTE FOR THE PEOPLE
full attack
solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 15 - 3 ⇒ (19) + 15 - 3 = 314d6 + 14 + 2 ⇒ (3, 4, 1, 3) + 14 + 2 = 27
solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 15 - 3 ⇒ (2) + 15 - 3 = 144d6 + 14 + 2 ⇒ (3, 5, 4, 3) + 14 + 2 = 31

stellar mode: unattuned


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Yeah, considering Fort is Davrin's worst saving throw, learnt my lesson after all the countless poisons and diseases in this game. (Hope I'm not speaking too soon...) Oh yes, and quite ironic that Davrin's ability to walk through walls would have come in useful if he had been on the other side!

Fortitude DC21: 1d20 + 8 ⇒ (6) + 8 = 14 Improved Great Fortitude: spend 1 RP for reroll
Fortitude DC21: 1d20 + 8 ⇒ (1) + 8 = 9 No luck this time...

This time, Davrin feels his lungs collapsing. He grits it teeth but the pain quickly overwhelms him as he coughs out a sudden burst of blood!

dmg: 3d8 + 11 ⇒ (6, 2, 1) + 11 = 20

"Looks like it is just the two of us for now, Lenny." Wiping his free hand across his mouth, he stays on his spot and continues firing, hoping that the two of them can hold out long enough.

trick attack, vs DC20+target CR, take 10: 10 + 28 + 1 = 39 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (6, 6, 7, 4, 2, 7) = 32
major disruption pistol vs EAC, get'em: 1d20 + 17 + 2 ⇒ (7) + 17 + 2 = 26 sonic dmg: 3d6 + 5 ⇒ (3, 3, 6) + 5 = 17
If crit, fort save DC22 of staggered 1 round
Debilitating trick: If trick attack succeeds, flat-footed for 1 round


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Zulu keeps trying to open the door.

Engineering: 1d20 + 20 ⇒ (14) + 20 = 34


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Pippimi rushes into the gap when the doors open. She's late, but she makes up for the delay with enthusiasm. "Hold tight!"

She leaps up and tries to tackle the smirky bad guy to the ground!

Grapple attempt; vs KAC+8: 1d20 + 27 ⇒ (20) + 27 = 47 Exceeding KAC+13 causes enemy to become pinned. Grapple rules can be found here
Throttle damage (So): 1d3 + 7 + 5 ⇒ (3) + 7 + 5 = 15

I see I already got moved on the map. Looks good!

Grand Lodge

Slides

Yeah, I probably would have given you an auto-aid for use of the Drill. But actually drilling through the lock would take more than six seconds.

After some frustrating moments, a loud CLICK echoes through your suit speakers and Zulu gets the door open! The door swings wide, revealing the melee within. As it swings open, you hear Zoran's voiceover - the narration egging you on. Poisoned wind gusts out from the partially filled room, dissipating into the vacuum of the hallway. Pippimi rolls in with a blaze of blue light, grabbing the undead man's arm before he swings again! Using Pip's rolls from last round.

Decompression Gaze: 3d8 + 11 ⇒ (5, 1, 5) + 11 = 22

Lenny pushes through the pain in his lungs, swinging his solar sword into Kreth's armor. As the blade collides an aura of warm light erupts to fill the rest of the team with otherworldly energy! Davrin takes full advantage of it, sneaking in another sonic blast that causes Kreth's knee to bend at an unnatural angle. The undead snarls, composure broken as he is surrounded. With a fierce determination, he focuses his stare on Lenny even as Pippimi grabs him. He whispers in Common, "You can't breathe. Your suit is failing. Open it. Breathe my air..."

He wriggles in Pippimi's embrace, desperate to escape. When that fails, he swings the hammer in over his head to strike Pippimi on the shoulderplate.

Acrobatics, Escape, DC 42: 1d20 + 32 ⇒ (8) + 32 = 40

comet hammer @ Pippimi: 1d20 + 24 - 2 ⇒ (17) + 24 - 2 = 39
Damage @ KAC: 4d6 + 24 ⇒ (6, 5, 2, 4) + 24 = 41

He wrenches his body around, far beyond what any living humanoid can take, locking eyes with Lenny, Pippimi, and Davrin in turn. The air is getting thin now, as it exits the door into the hallway, but you can just barely make out his scream, "FEEL MY PAIN!" The trio of fighters feel that mystical hand grab their lungs, squeezing the air back out. Lenny, Pippimi and Davrin must each pass a DC 21 Fortitude save or take 25 bludgeoning damage.

Decompression Gaze: 3d8 + 11 ⇒ (5, 5, 4) + 11 = 25

Everyone in Bold is up! Round 4.
Pippimi SP: 58/88, HP: 79/79
Davrin SP: 57/77 HP: 67/68
Zoran SP: 86/100, HP: 73/73
z45719 SP: 76/76, HP: 72/72
Lenny SP: 79/110, HP: 78/81

Kreth 182 Damage, FLATFOOTED, GRAPPLED


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Looks like I was too slow to post. Goodbye sweet natural 20, I barely knew ye. :(

Also, acrobatics to Escape is a standard action, right? Not that it changes my next actions, but it might save Pippimi some damage from last round.

Fort vs. decompression: 1d20 + 9 ⇒ (1) + 9 = 10

Pippimi gets slowly and steadily crushed from inside by the decompression gaze, but not before she tries to slice the unpleasant fellow apart with Xavra's blade.

Ultrathin Longsword; vs grappled, flatfooted: 1d20 + 19 - 6 ⇒ (9) + 19 - 6 = 22
Ultrathin Longsword damage (S): 4d8 + 11 + 7 ⇒ (7, 5, 8, 4) + 11 + 7 = 42
Ultrathin Longsword; vs grappled, flatfooted: 1d20 + 19 - 6 ⇒ (17) + 19 - 6 = 30
Ultrathin Longsword damage (S): 4d8 + 11 + 7 ⇒ (4, 5, 3, 3) + 11 + 7 = 33
Ultrathin Longsword; vs grappled, flatfooted: 1d20 + 19 - 6 ⇒ (17) + 19 - 6 = 30
Ultrathin Longsword damage (S): 4d8 + 11 + 7 ⇒ (8, 1, 6, 6) + 11 + 7 = 39


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"Remember what I said Kreth! You won't escape Pips grasp!"

Quick Dispiriting Taunt: 1d20 + 20 + 1d6 + 2 ⇒ (13) + 20 + (5) + 2 = 40

Standard: Inspiring Boost on Pip +26 SP.


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

”Yeah! The calvary is here!”

Fortitude DC21: 1d20 + 8 ⇒ (7) + 8 = 15 Improved Great Fortitude: spend 1 RP for reroll
Fortitude DC21: 1d20 + 8 ⇒ (7) + 8 = 15 Sigh, RP running low.

But his joy is short-lived as another spurt of blood erupts from Davrin’s mouth as he feels another wrench in his lungs. Buoyed by his allies joining in though, he continues firing.

trick attack, vs DC20+target CR, take 10: 10 + 28 + 1 = 39 flat-footed to following attack if successful add. dmg if hit: 6d8 ⇒ (5, 3, 6, 3, 6, 5) = 28
major disruption pistol vs EAC, get'em: 1d20 + 17 + 2 ⇒ (10) + 17 + 2 = 29 sonic dmg: 3d6 + 5 ⇒ (4, 5, 4) + 5 = 18
If crit, fort save DC22 of staggered 1 round
Debilitating trick: If trick attack succeeds, flat-footed for 1 round

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Stellar mode: photon 1

Fortitude, DC21: 1d20 + 9 ⇒ (16) + 9 = 25

Lenny is starting to get used to this. Nope, not feeling the pain this time.

solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 15 - 3 ⇒ (1) + 15 - 3 = 134d6 + 14 + 2 ⇒ (1, 4, 6, 4) + 14 + 2 = 31
solar sword attack (flashing strikes), S damage (minor w-boson crystal, photon mode): 1d20 + 15 - 3 ⇒ (14) + 15 - 3 = 264d6 + 14 + 2 ⇒ (6, 4, 3, 1) + 14 + 2 = 30


Android Mechanic [Experimental Weapon] 10| INIT + 7, Senses darkvision (60'), low-light vision; Perception +14 | EAC28 KAC29 | Fort +9, Ref +14, Will +6 [SP] 83/83 [HP] 36/78| | Resolve: 4/10 | Miracle Worker 2/2 | Ammo: Battery 1: 40/40 Battery 2: 40/40 |S-Charge Weapon 3/3 |
Skills:
Acro +9, Ath +7, Comp +21, Eng +21, Life S. +16, Med +17, Per +14(16), Phy Sci +14, Pilot +14, Prof Merc +6,
|

Since androids don't breathe do I have to save, or just the bonus for my fort save (which I assume)

Grand Lodge

Slides

Pip, you're right! I just assumed Acrobatics was always a Move action. Zulu, you weren't in range of the check, so you don't need to take it.

Pippimi struggles through the pain in her chest, which is shortly relieved by Zoran's kind words, to slash into the undead man's back! Davrin shoots the torturer in the back, sighting Kreth through his blood covered mask. Kreth stumbles forward, face slack. Lenny, not comfortable with that, stabs him through the chest! The undead man falls to his knees, the onto his face.

COMBAT OVER!

You head over to the terminal and turn off the toxic air that is being vented into the room. You examine the body, finding freebooter armor III, comet hammer with 2 batteries (20 charges each), elite semi-auto pistol with 16 small arm rounds, a Security Key, and a personal comm unit. The personal comm unit is unique, a small device that has been implanted into the bone of the undead man's chin. With a successful DC 20 Medicine check you can attach this to someone, allowing them to communicate with the employees of the ship. (Not necessarily implanted, it can be like a bluetooth headset.

DC 25 Engineering check:

While examining the podium you find that it can be used as an environmental recharging station for armor.

Status
Pippimi SP: 88/88, HP: 79/79
Davrin SP: 32/77 HP: 67/68
Zoran SP: 86/100, HP: 73/73
z45719 SP: 76/76, HP: 72/72
Lenny SP: 79/110, HP: 78/81


Kreth 368 Damage


Male Borais (Tempered Pilgrim) Envoy 11/ Blitz Soldier 1 | SP: 109/109 | HP: 79/79 | RP: 14/14 | EAC: 24 KAC: 25 | F: +8 R: +12 W: +10 | Init: +13 | Perception: +16 (Darkvision) | Speed 35ft
Resources:
Haste Circuit: 11/11 | Jetpack Battery: 28/40 | Shirren Rifle: 4/4 | Plasma Rifle: 28/40
| Active conditions:

"Another one for the Boneyard and countless future souls saved from his grasp. For you my lady." Zoran says kneeling down next to the grotesque creature. He views the comm unit with some interest that is tempered by disgust.

If I take on his appearance and use this device it could prove useful in the future. How awful but I have been through worse and this mission is too important.

"Can we transplant this onto me while I set my Holo-skin to appear as Kreth? No telling when this could become useful." he asks the group.

Disguise +17

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

If no one else wants it, Lenny could use the Freebooter Armor. Of course in the no-oxygen ship environment, I'm not sure where he'd don it.

Lenny walks over to look over Zoran's shoulder at the comm unit.

Sure, I could give it a shot!

Medicine: 1d20 + 2 ⇒ (15) + 2 = 17

Sorry Zoran, it's a little too complicated for me.

Lenny backs away to let someone else have a try. In the meantime he checks out the podium.

Engineering: 1d20 + 14 ⇒ (13) + 14 = 27

Hey, this can be used as an environmental recharging station for armor! Do you have to take it off to utilize the charger?

Grand Lodge

Slides

Somebody could take 20 on that Medicine check during the next 10 minute rest too. Lenny, you don't need to take off your armor to get it recharged, just sit by it for 10 minutes. It probably has a pipe or plug to recharge your armor.

Lenny Shiroyuki wrote:
...Of course in the no-oxygen ship environment, I'm not sure where he'd don it.

Funny you should mention that...

Looking over the terminal you notice that it has four atmosphere settings: Normal, thin, thick, toxic. It also has three gravity settings: Null, Normal, Strong. You could use these settings to create a room of breathable air for the party. So you can swap armor in this room, or your ship.

Mysticism, DC 18:

There is a type of undead called a Nihili that is created when a soul is abandoned in space and runs out of air. You expect that this room could be used in such a way to mimic that process, forcing the creation of a Nihili upon death.

With a little dab of purple foundation, Zoran is quickly looking more like the now dead Corpse Fleet officer. After everyone is done looting looking at the body, Zoran puts it to rest with traditional Pharasman rites. You are certain today is the first day those rites have been used on this ship!

Alrighty. Does anyone want a 10 minute rest? After that, where to? You have two unsecured rooms to the north or you could head to the Command Section through the south.

Looking at the map you downloaded from Malakar's terminal, you can see that the only way to cross this enormous vessel is via grav-trains, small multiple-car trams that run throughout the ship on tracks that produce their own gravity. Massive shafts with grav-trains on every wall (each with its own local gravity field) traverse the central spine of the ship, while smaller routes branch off from the major corridors. Grav-train stations are scattered periodically through the ship to allow loading and unloading of cargo and passengers. When you're ready to leave Hanger Country, you'll need to find a local Grav-Train Station.


Female Skittermander Soldier 12 | SP 39/96 HP 65/86 RP 9/13 | EAC 31 KAC 32 | DR 12/--; Resist Elec Fire Cold 5| F +10 R +10 W +10 (+2 vs. spell & SLA) | Init +9 | Perc +2 | Status: 2 CONdmg

Go for it Lenny! You are long overdue for an upgrade.
Also Ewok - I just noticed that we casually pumped out an additional 180 damage into the enemy on the final round :O

As Zoran disguises himself, Pippimi pipes up with a "Bleh! Zoran looking just as gross as original - in good way, though!" before rolling to the door into the room to pop her head into the hallway. She looks around briefly for any more wandering bots.

Coming back into the room she comments "Now that team have extra security key, Pippimi think this good time as any to go wrestle ship leadership to floor. Davrin look a bit hurt, so maybe first take short break, and then go straight for nearest Grav-Train Station!"

Being a completionist is pretty tempting. If anyone wants to go check the last two rooms, I'm not going to object :)
BTW, maybe we can hit deck 23 before we go to the Command deck, for more armor that might be useful for folks who need upgrades?

Second Seekers (Luwazi Elsebo)

Male NG human spacefarer solarian 12 | SP 120 HP 88 | RP 6/10 | EAC 24; KAC 25; DR 12/- | Fort +10; Ref +7; Will +7 | Init: +6 | Perc: +12, SM: +9; Darkvision: 60' (infrared sensors) | Speed 30ft | Stellar mode: unattuned | sidereal influence: photon | Laser pistol charges: 12/20 | Haste: 10/10 | Active conditions: Runeworm (STR+4)

Mysticism: 1d20 + 7 ⇒ (2) + 7 = 9

Finding the environmental switches, Lenny excitedly drags the armor off the corpse and dons it.

Every little bit helps! Say, maybe we hit up deck 23 on the way to command to see about more gear? yup :)


Male CG halfling ghost operative (ace pilot) 12 | SP 84/84 HP 74/74 | RP 4/13 | EAC 25; KAC 26 | Fort +9; Ref +16 evasion; Will +11 (+2 vs fear) | Init: +11 | Perc: +23, SM: +21 | Speed 50ft fly 40ft| Active conditions:

Davrin has a +20 to medicine

"Come, Lenny, let me do it. Have quite a bit of experience ... um attaching things to people..." With very deft hands, Davrin attaches the device to Zoran.

He then finds a nice cozy corner, and hunkers down for a short rest.

"Yeah, let's check the rest of this area. See what might be useful."

Anyone wants the elite semi-auto pistol? For Davrin, it would just be a backup in case something is immune to his energy pistols.

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