
![]() |

Tech follows Vixi, so she isn't alone, but waits a few feet behind for her to give the 'okay' if the coast is clear.
Perception: 1d20 + 7 ⇒ (7) + 7 = 14
"Let's not separate too much." His voice comes over the comms. "Talbot might be expecting the Society to come looking."

DM Kludde |

Vixi moves forward, and finds a larger room in the mine. A passageway from the west leads into this rectangular chamber with rough-hewn walls. A metal mine-cart track runs parallel to the passage and enters the room before ending abruptly. A mine cart in an obvious state of disrepair lies adjacent to the tracks. Tools cover a table against the east wall, while a pair of metal lockers stands in the southwest corner.

DM Kludde |

The lockers contain mining uniforms and binders of material-safety data sheets for explosives. The referenced explosives don't seem to be there.

![]() |

Markar moves ahead a little seeking to be near the middle of the group so he can respond to any challenge that comes. Whether it is from the north or the south of his position.

![]() |

Compucast joins Vixi in the room. He quickly checks for the presence of magic.
"Explosives and magic... a potent combination." he acknowledges.

![]() |

"Great, let's hope there aren't any traps. Anyone see anything suspicious?" Tech stands nears the western most track and keeps an eye and ear out for anything that might be approaching.

DM Kludde |

Feel free to back up those words with perception checks

![]() |

"Let us see if there is something out of the ordinary."
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Checking the walls and pillars for possible traps.

![]() |

Belated Perception Check: 1d20 + 7 ⇒ (2) + 7 = 9

DM Kludde |

It's a good thing Mobius' senses are so keen. Just west of the large square pillar, he notices several motion sensors that seem to be wired to something.
DC 15 Engineering to disable

![]() |

Good catch, Mobius!
Engineering: 1d20 + 8 + 4 ⇒ (6) + 8 + 4 = 18
That should take care of it. At least we know we're in the right mine!

DM Kludde |

Vixi disables the trap, and the tracks split off again. One end leads north, but seems unused, while another branches to the west.

![]() |

Compucast eyes up the trap and in a low voice says "It would appear someone has something to fear if they are setting up traps. And thus probably something of value."
He checks up the right hand passage
perception: 1d20 + 1 ⇒ (19) + 1 = 20

DM Kludde |

The right hand passage seems to have seen little use in recent times, and just goes on for a long time.

![]() |

Mobius checks the opening of the western passage and tries to look for tracks or signs of recent use.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23

![]() |

"I'll check further down this left tunnel then. Watch my back Mobius, eh? Mechanics need to look out for one another." Tech says, you can hear the smile in his voice despite the mask, as he creeps forward, mindful to stay off the track in case anything comes barreling down.
Perception: 1d20 + 7 ⇒ (12) + 7 = 19

![]() |

Compucast rejoins the others, moving quietly as he can along the ground.
stealth: 1d20 + 0 ⇒ (20) + 0 = 20
perception: 1d20 + 1 ⇒ (11) + 1 = 12

![]() |

Vixi creeps along with Tech, hoping to spot any additional tricks or traps along the way.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Stealth: 1d20 + 14 ⇒ (18) + 14 = 32

DM Kludde |

The passage heads west and then turns north into a T-shaped room. The ceiling is higher than other chambers, cut to fifteen feet in height. Permanent light xtures set in the ceiling provide brighter light. The mine- cart tracks that have run throughout this mine hug the south wall, turn north, and run along the west wall before coming to a dead end at the north end of the room. A single mine car stands on the tracks. Across from the cart is a small office fashioned from two out-of-place plastic walls set into the stonework. An open door provides access to the room within a room.
The office has the door wide open, and no other than Reynold Talbot is inside it. There's three miners in the room as well, they are the kind that jump to conclusions, it seems.
init, Tech: 1d20 + 7 ⇒ (1) + 7 = 8
init, Vixi: 1d20 + 6 ⇒ (3) + 6 = 9
init, Gary: 1d20 + 1 ⇒ (20) + 1 = 21
init, Markar: 1d20 + 2 ⇒ (12) + 2 = 14
init, Mobius: 1d20 + 7 ⇒ (19) + 7 = 26
init, Compu: 1d20 + 0 ⇒ (12) + 0 = 12
Miner: 1d20 + 5 ⇒ (12) + 5 = 17
---(Surprise round)---
Tech
Vixi
Gary
Markar
Mobius
Compucast
---
--(Regular )---
Mobius
Gary
---
Reynald Talbot
Miner
Miner
Miner
---
Markar
Compucast
Vixi
Tech
---

![]() |

Surprise round
At the first sign of conflict Gary draws his laser pistol.
Round 1
Gary moves up so he can see the first of the miners. Light'em up boys! ...and girl! Point to the first miner he sees.
Move to move; Standard - Get 'em on first miner close to party.
+1 morale bonus to attack rolls made against that enemy.

![]() |

Surprise
Mobius moves in closer to get a better view of the miners and Talbot.
Round
"Alright, Talbot. We know you're in there. The tricks end here, right now! Better to surrender than to make this scene ugly." He draws his laser rifle and takes a shot at the nearest miner. "You got it, your highness." Southernmost miner
Laser Rifle, Get'em: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Damage: 1d8 ⇒ 1

![]() |

Compucast draws his own laser and supercharges it.
Draw, cast overcharge weapon
"Surrender the stone to us. " he calls out.
"You are just hurting people with it now Talbot."

DM Kludde |

The King is not amused, and shows his displeasure by drawing his gun and calling out a miner to go down first. Mobius follows the decree and clips a miner with his shot.
Vixi moves in, while compucast starts charging up his gun
---(Surprise round)---
Tech
Vixi
Gary
Markar
Mobius
Compucast
---
--(Regular )---
Mobius
Gary
---
Reynald Talbot
Miner
Miner
Miner
---
Markar
Compucast
Vixi
Tech
---

![]() |

Surprise Round
Markar fires at the miner that Gary pointed out. He wasn't exactly certain why Gary was in charge, but someone had to be.
Pulsecaster on EAC non lethal: 1d20 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Damage E: 1d6 ⇒ 5
The shot goes very very wide.

DM Kludde |

Markar hits the mine wall, and almost causes a collapse.
Can I have an action for Tech?
---(Surprise round)---
Tech
Vixi
Gary
Markar
Mobius
Compucast
---
--(Regular )---
Mobius
Gary
---
Reynald Talbot
Miner
Miner
Miner (1)
---
Markar
Compucast
Vixi
Tech
---

![]() |

I don't see a drone, so I'm guessing he will just ready an action to fire his rifle
Azimuth rifle, get -em: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
damage: 1d8 ⇒ 1

![]() |

Sorry all, was away for the weekend and forgot my cellphone at home and couldn't post.
"So we're the shoot first variety eh?"
Tech says to the others as diplomacy is all but tossed aside. He readies his exocortex to focus on the first target that enters his vision.

DM Kludde |

Tech readies to fire at the first enemy in sight, but when a miner steps into view, he releases the trigger too quickly, and only hits the ceiling.
The miners start firing at the front row, while Talbot simply moves around, to a mine cart.
Pistol, Markar: 1d20 + 4 ⇒ (16) + 4 = 201d6 ⇒ 5
Pistol, Mobius: 1d20 + 4 ⇒ (14) + 4 = 181d6 ⇒ 5
Pistol, Gary: 1d20 + 4 ⇒ (3) + 4 = 7
--(Regular )---
Markar
Compucast
Vixi
Tech
Mobius
Gary
---
Reynald Talbot
Miner
Miner
Miner (1)
---
---

![]() |

Grimacing at the marksmanship of the miners and his own lack of it Markar moves up and attacks the targeted miner with his pike
(the one with the green border is the one with get em on him right?)
Pike attack: 1d20 + 4 ⇒ (5) + 4 = 9
Pike damage: 1d8 + 3 ⇒ (4) + 3 = 7
Bleragh

![]() |

Compucast moves up and takes a shot at the second miner.
attack: 1d20 + 1 ⇒ (19) + 1 = 20
damage, overpower: 1d6 + 4d6 ⇒ (5) + (5, 2, 2, 6) = 20

![]() |

Seeing Compucast's big blast on the second miner, Yep get the first one!
He then fires his laser pistol at the first miner.
Azimuth Laser Pistol: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Fire damage: 1d4 ⇒ 3
Move - Get 'em on first miner; std - fire

![]() |

Just want to clarify, did you take Compucasts action that he posted for me instead of the one I posted after? I just need to know if my exocortex is active or not.

![]() |

Vixi glides through her close packed comrades to get a clear shot on the miner that bears Gary's ire.
Trick Attack: 1d20 + 18 ⇒ (5) + 18 = 23
Laser Pistol: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Damage: 1d4 + 1d4 ⇒ (3) + (1) = 4

![]() |

Having a sense of frustration, Mobius activates his exocortex and targets the miner beside Markar. "M.I.C.H., scan that miner for me. Don't let me lose sight of him until he's down."
Laser Rifle, Combat Tracking, Get 'em: 1d20 + 3 + 1 + 1 ⇒ (11) + 3 + 1 + 1 = 16
Damage: 1d8 ⇒ 7

![]() |

Tech steps out from around the corner to get a better shot, and fires on the miner engaged with Markar while the lights on his mask flash, providing him statistical information and aim assist.
Pulsecaster: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 171d6 ⇒ 3
That's an 18 to hit if my Cortex is active. Non-lethal.

DM Kludde |

Markar tries to take out the miner that Gary pointed out, but his shot misses. Compucast efficiently shoot the second miner, and takes him out of the game.
Vixi and Mobius shoot at the frontmost miner from all sides, and a final shot from Tech does him in.
Talbot climbs into the mine cart, which slowly moves into motion, while the last miner keeps defending his position
Pistol, Markar: 1d20 + 4 ⇒ (9) + 4 = 13
--(Regular )---
Markar
Compucast
Vixi
Tech
Mobius
Gary
---
Reynald Talbot
Miner
---

![]() |

Markar rushes up to try and stop the fleeing traitor, brushing past the miner as he does so.
Halt! Thief!
Pike Attack Talbot: 1d20 + 4 ⇒ (5) + 4 = 9
Moved on map. Also dice are not cooperating!

![]() |

Trixi hustles off the tracks, snapping off a shot at Talbot as she ducks behind his miner buddy.
Trick Attack: 1d20 + 18 ⇒ (9) + 18 = 27
Laser Pistol: 1d20 + 7 ⇒ (17) + 7 = 24
Fire Damage: 1d4 + 1d4 ⇒ (3) + (2) = 5

![]() |

Compucast digs deep, accessing his spell cache as he touches Vixi's weapon.
"Aim true, and your shots power will be magnified "
last spell, overcast on Vixi, ideally it would add 4d6 damage to this round, but Vixi got her post in first so it may have to wait for next.

![]() |

Having knocked one miner unconscious, Tech directs his cortex onto the next miner, letting the others handle Talbot.
Pulsecaster: 1d20 + 6 ⇒ (14) + 6 = 201d6 ⇒ 4

![]() |

"Look out! He's getting away!" As the miner falls from the shots of his comrades, Mobius directs his exocortex to scan Talbot's biometrics. "M.I.C.H., I need you to get as much info about Talbot. Now, please! We don't have much time." He aims his rifle towards Talbot and takes a shot.
Laser Rifle, Combat Tracking: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d8 ⇒ 3
Crit Damage: 1d8 ⇒ 5
"Good job, M.I.C.H. Looks like that one hit the spot."
Talbot starts receiving 1d6 burn damage at the start of each of his turns. He can attempt a reflex saving throw at the end of his turn as described below.
You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds.

![]() |

Gary rushes down the mine shaft to see Talbot making his escape and takes a quick shot as well.
Azimuth Laser Pistol: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21
Fire damage: 1d4 ⇒ 3
Don't you run away from the King! Gary King! He shouts.
Move to move; Std to shoot
I keep forgetting to roll this and am reminded when I click the map link.
Profession (Courtesan): 1d20 + 9 ⇒ (15) + 9 = 24