Star Wars The Conquest of the Underworld (Inactive)

Game Master Shanosuke

A group of mercs are joining the infamous Zedora the Hut in his attempt to take total control of the galactic underworld.


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Both Martian Level 20 invader

Yes Kloh, Masterwork kit used

Just as Jaira is going over the schematics but as she does, there is a loud metalic sliding noise. The latch mechanism on the door had made the noise and Kloh who was standing there pushes it open.

Immediately as the door opens the foes in the room beyond begin to fire. Kloh manages to take cover behind the opening door but still takes 11 vitality from the shooting.

There are four foes in the room beyond and about four non combatants. They have the cover of the consoles stations they are hiding behind. You have a shielded droideka and either side of the entrance.


M Nautolan Scoundrel 2 / Scout 2

Kloh took the hit with a wince and ducked back beside the door and out of the way. He put his security kit away and got his blaster back out.


Jaira slid behind the opposite side of the door as soon as she heard Kloh start to move it, then she pulls one blaster and starts shooting at the soldier with the best angle on her.

Attack: 20 + 5 = 253d6 ⇒ (4, 1, 5) = 10
critical!: 20 + 5 = 25
DOUBLE Crit?, does this game use those?: 1d20 + 5 ⇒ (16) + 5 = 21


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

Jarl heads down the hall using the Droideka for cover and fires at the combatants within the Control Room.

Rapid Shot

Blaster Rifle 1d20 + 5 ⇒ (14) + 5 = 19 Assuming within 30
Blaster Damage 3d8 + 1 ⇒ (8, 5, 2) + 1 = 16

Blaster Rifle 1d20 + 5 ⇒ (17) + 5 = 22
Blaster Damage 3d8 + 1 ⇒ (7, 1, 3) + 1 = 12


Male Mandelorian Soldier / 4

Storming the control room...

Heavy Blaster Attack 1d20 + 5 ⇒ (10) + 5 = 15
Damage 3d8 ⇒ (7, 2, 8) = 17


M Nautolan Scoundrel 2 / Scout 2

The droideka scrambles along in front of Jarl into the control room blaster firing at the first target on its right.

Blaster Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 3d6 ⇒ (6, 3, 2) = 11


Both Martian Level 20 invader

Okay I will wait until tomorrow afternoon for Torin to take his actions. Also, is the Droideka going to attack? It's master is responsible for the rolls.


M Nautolan Scoundrel 2 / Scout 2

@ Shanosuke - Kloh took control of the droideka for this encounter. His action is posted right above your last post.


Both Martian Level 20 invader

Sorry Kloh, I didn't see that. My bad.

You push into the command center. Three enemies fall to your precision attacks. There is only one foe left, he surrenders throwing down his weapon and putting his hands up.

You move into the room. Here is where the bases main controls are. What do you do?


M Nautolan Scoundrel 2 / Scout 2

No worries Shanosuke. Happens to the best of us ^_^

::second target acquired::firing solution processed::

The droideka had received no further commands and still saw an enemy standing so it fired.

droideka's attack: 1d20 + 8 ⇒ (18) + 8 = 26
droideka's damage: 3d6 ⇒ (3, 3, 4) = 10

Kloh shrugged at the deadly action of their droid.

Hey we already got one prisoner.

The Nautolan made sure the door was secure behind them before moving towards the consoles.


Jaira starts looking primarily at the target, which is the central computer and base defenses. She does take a look at potential escape routes and what ships are in the hanger, and how big they are. The she looks up the power systems.

Her plan, if able will set droids to our side or at least against our enemies, cut the automated defenses, then set timer for the power to go out everywhere with enough time to make it to the ship or escape point before the power shuts off, however if anything needs done to allow the ships to leave, if one is available for us to hijack, those things will be remotely done just before power cutoff, for all the ships.

So we should be able to take the ship before the other's are signalled to head for the hanger, that way we have control of the ship first and can be in better position to keep it. Or we can be out of the place before signalling the others if there is no ship to take.


Male Mandelorian Soldier / 4

"Efficient programming Kloh!"

Goes to ensure the enemy is actually dead then checks for powerpacks, cred chicps, etc.


Both Martian Level 20 invader

The shot from the droideka graze the surrendering man. Realizing he might die he dives for cover and throws a grenade in your direction.

It goes off damaging several near by consoles and catching Jarl, Kloh, and the droid in the blast. They suffer 19 vitality unless they make a Reflex save DC 15 for half rounded down.

Going to have to deal with this one guard. Since he sees surrender is pointless he's going to fight to the death.


M Nautolan Scoundrel 2 / Scout 2

Kloh grunted and squeezed his eyes shut when the grenade went off.

Blasters and Ozone! Damn droideka! Definitely gonna have to reconfig your combat parameters but for now finish what you started.

the lights on the droideka blinked sporadically then settled into a standard sequence.

::seek and destroy protocal initiated::

The droideka click clacked on its three appendages around the desk and opened fire on the remaining man.

droideka attack: 1d20 + 8 ⇒ (9) + 8 = 17
droideka damage: 3d6 ⇒ (5, 2, 1) = 8

Kloh circled the other way trying to pin the man down and sent a blaster shot at him as well.

Kloh's attack: 1d20 + 6 ⇒ (5) + 6 = 11
Kloh's damage: 3d8 ⇒ (1, 8, 8) = 17


Both Martian Level 20 invader

Anyone else want to try anything? Kloh doesn't quite get the job done.


Jaira rolls her eyes at the droid and Kloh. Gonna need to fix that problem!

Fine I'll attack, just was hoping I could avoid it: 1d20 + 5 ⇒ (3) + 5 = 83d6 ⇒ (6, 6, 6) = 18


Male Mandelorian Soldier / 4

Since Venkru was on his way over to confirm the kill anyway...

Heavy Blaster Attack 1d20 + 5 ⇒ (9) + 5 = 14
Damage 3d8 ⇒ (1, 8, 8) = 17


Both Martian Level 20 invader

Jarl's out for a bit, I don't know where Torin is, and I'm tired. I'll post tomorrow, goodnight.


Both Martian Level 20 invader

Sorry for the massive delay, A lot going on right now.

Everyone misses lol

The guard picks up one of the dropped guns closest to him and shoots at Kloh and deals 9 vitality

He is in the open for Kloh but is covered against everyone else.


M Nautolan Scoundrel 2 / Scout 2

the droideka continued to stalk the man.

::target reacquired::firing solution processed::

Droideka's attack: 1d20 + 8 ⇒ (10) + 8 = 18
drodeka's damage: 3d6 ⇒ (1, 4, 3) = 8

Sith spawn!

Kloh cursed at the blaster burn he took to the thigh and took his shot when the opportunity presented itself.

Kloh's attack: 1d20 + 6 ⇒ (8) + 6 = 14
Kloh's damage: 3d8 ⇒ (2, 2, 6) = 10


Both Martian Level 20 invader

The Droideka just manages to finish off the last guard. The control room is now yours. What next?


M Nautolan Scoundrel 2 / Scout 2

::threat nullified::power conservation initiated::

The droideka spun around, retracted its blasters and then went into standby mode waiting for further orders.

Kloh took a deep breath to calm his nerves after taking a couple of shots and limped over to the door and locked it up tight before making his way to one of the main consoles.

The Nautolan cracked his knuckles before diving into the systems command menu.

Computer Use: 1d20 + 12 ⇒ (15) + 12 = 27


Sorry, was out of internet for awhile.

Jaira continues with the plan of action previously described.

Repost for reference if needed:

Jaira starts looking primarily at the target, which is the central computer and base defenses. She does take a look at potential escape routes and what ships are in the hanger, and how big they are. The she looks up the power systems.

Her plan, if able will set droids to our side or at least against our enemies, cut the automated defenses, then set timer for the power to go out everywhere with enough time to make it to the ship or escape point before the power shuts off, however if anything needs done to allow the ships to leave, if one is available for us to hijack, those things will be remotely done just before power cutoff, for all the ships.

So we should be able to take the ship before the other's are signalled to head for the hanger, that way we have control of the ship first and can be in better position to keep it. Or we can be out of the place before signalling the others if there is no ship to take.


Male Kel Dor Soldier/ 3

Torin checks over his gear as the others go about checking out the control room, waiting to see if he is needed.

Sorry Midterms got me good.


Both Martian Level 20 invader

Kloh now has access to most of the main systems. Most importantly the defense grid.

You are able to shut those down and sever the up link to them so the only way they can be reactivated is with a lot of on site work. More than the enemy will have time for in the impending attack.

You lack the skill Level eight style skill To turn droids to your side but you can at least disable them.

Lastly, all the ships that remain in the hanger bay are fighters save for Captain Dwenna's light gunboat freighter Roughly the size of the Millennium Falcon but a bit smaller with less square footage. Enough room to fit all of you aboard. This vessel is locked down and requires Dwenna's print verification to access. If you don't have that then you have to take the fighters. Only two of the fighters can take two pilots.

Whats the call.


M Nautolan Scoundrel 2 / Scout 2

Kloh's fingers were a blur as he shut down the uplink to the defense grid and made sure any attempt at rerouting would only run into redundant recycling programs that would cause the monitors to only project videos of his favorite band the Sand Temple Pilots...theyll have to rewire this thing when Im through here!...

Wizard! There's nothing like cracking down a security system huh? Well maybe blazing through an Imperial blockade in a tub with no Hyperdrive... Kloh couldnt help but grin and gurgle his typical laugh at his joke and their mission accomplishment...so far at least...we still gotta get out of here... He hit the keys to shut down the droids...dont need that problem...

All done here. Lets make for Dwenna's gunship. We'll need her or her hand at least.

The ship jacker plugged in the last command and changed the system password to ∞Nym∞suX∞Hutt∞Slug∞


Male Mandelorian Soldier / 4

"If I know that resourceful captain she will manage to make it to her ship in the end, so we load up on the fighters, and wait for her to get there. We at least should know we got to the hanger in time."

"Kloh where is our distractionary force? And who are they engaged with? Maybe a message to bring the captain?"


M Nautolan Scoundrel 2 / Scout 2

Man Venkru, did you take a blaster bolt to that bucket? Jarl has Captain Dwenna right there. Knocked out cold and just waiting for us to use her prints before leaving her behind to whatever fate she deserves.


"Actually, she will be our prisoner, so she comes with us. Kloh ready to head out? We need to hurry, some of our 'friends' will catch on to the droids deactivating and we want to reach the hanger first."


M Nautolan Scoundrel 2 / Scout 2

Im ready Jaira. We got a straight shot to the hangar?


Male Mandelorian Soldier / 4

"Sorry, yes took a shot, though looks like i'm not the only one."


M Nautolan Scoundrel 2 / Scout 2

Youre right about that but we can mend when in deep space with stars blinding by but double time for now. We gotta get to that gunship first!


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

BACK!

Jarl hefts the body of the Captain over his shoulder after checking her vitals again and making sure the manacles are set.

"Let's get out of here!"


Male Mandelorian Soldier / 4

Venkru helps Jarl take up the load and secures her further via liquid cable dispenser, wrists, elbows, ankles, knees....

Heads for the hanger bay.


M Nautolan Scoundrel 2 / Scout 2

With two of their number burdened with the Captain's limp body; Kloh takes up the lead with a blaster in one hand and frag grenade in the other.


Both Martian Level 20 invader

Okay, you completely dismantle the bases systems. It will take them too long to repair. By the time they would, the attack will be over.

You also see a break. The prison team is still going strong and they have cleared a path for you to the hanger. They seem to be pinned down though.

You have two choices. You can either rush to their rescue. This is a dangerous chance to take and you may not make it out alive. There are still a lot of enemies despite the loss of the droids.

Your second choice is to make a beline for the hanger. It's clear all the way and it would be an easy process to take off without being harassed. You would be leaving the prisoners to their deaths though.

A moral choice if not a practical one would be to rescue the prisoners but why risk it? Your call


M Nautolan Scoundrel 2 / Scout 2

This is our chance! Straight shot to the hangar all the way. The diversion is working perfectly.


Male Mandelorian Soldier / 4

"Let's take the ship, likely we can unpin the prisoner group with some heavy fire into the base."

"Tough enough to hold out for a bit longer I bet!"

Just to clarify Jarl is carrying the captain alone, she is just better secured..


[Ooc]I gave them a window to be at the ship once the lights are out (which may just give them a chance who knows), if they don't make it, then they don't make it. Though I do make point of keeping what info we have on them, for reference after the big battle.


M Nautolan Scoundrel 2 / Scout 2

Kloh continues to to take the straightest and shortest route to the hangar...I can already feel the cold of space...and freedom... The Nautolan was looking forward to getting his slightly webbed fingers on the yoke of a starship again...those other guys got there second chance...I aint risking my neck for them if I dont have to...especially not when our ride out of here is so close at hand...


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

"Should we go back for the prisoners Jaira?"


Male Mandelorian Soldier / 4

"We can help them once we get the ship secured!"

If Jarl and Torin want to go back after everyone else is on the ship I am game for it! As long as they know we are going to fall back and lure the people into range of the ships weapon systems...


M Nautolan Scoundrel 2 / Scout 2

Kloh was reassured that at least Venkru was on the same game plan as him.

Agreed. First we take control of our only escape off of this rock and then we make a decision on wether or not we can help the ex prisoners.


Both Martian Level 20 invader

Okay to the ship it is then.

You pack up, shut down the remaining systems and sabotage the controls. It will take Nym's men too long to repair the damages.

Hefting the captain, you all make for the hanger. Thanks to the freed prisoners, the path is clear for you. No one seems to be guarding the way.

You arrive at the hanger and use the captain's hand print to activate the ramp. You all board the vessel. Kloh hops into the pilots seat. There is room for a co-pilot as well.

Once you are set, what is your next course of action?


Male Mandelorian Soldier / 4

"Kloh check this bucket of bolts for any self destruct protocols, internal defenses, remote access, and give Jaira a full schematics and systems evaluation....and scan for life forms, we got here but maybe not first!"

"I am going to see if the gunnery stations are locked or just have free access."

Not sure what it has in the way of manually operated guns, but assumed yes from description of the ship.....


M Nautolan Scoundrel 2 / Scout 2

Kloh settled into the pilots seat with all the ease of having been there before and raised a hand with his thumb up at Venkru's suggestion even as his other hand was already starting up the freighter and running a diagnostic. With the affirmation given he put his put his pther hand to work sending all the info he found to the co-pilot's monitor.

Computer Use: 1d20 + 12 ⇒ (11) + 12 = 23


Jaira does a quick sweep for any people on board then takes the captain and secures her somewhere where she won't be a problem for awhile, considering what someone can do while restrained. "Venkru, Jarl, if you feel like going back for those guys do it now, we'll have weapons up by the time you get back."

Jaira settles into the copilot seat, sealing the cockpit behind her and starts checking the feed from Kloh while warming the weapons, then starts working to speed up launch prep.

comp use or pilot, same bonus: 1d20 + 9 ⇒ (8) + 9 = 17


Male Human, Soldier 3, HP 45/45 , Defenses F 16 - R 18 - W 14, Force Points 6/6, Initiative +9, and Perception +8 (No Special Senses)

Jarl sits his charge in a seat binding her hands and feet to the chair.

He then turns to Jaira, "Part of me feels a sense of duty to them. That sense of duty is misplaced in this line of work, they are not soldiers who I trained with and likely they would leave me for the rancors if it were up to them".

That being said Jarl looks for a place to set down his blaster pistol and new blaster rifle away from the prisoner where they can recharge.


Both Martian Level 20 invader

Dwenna's ship actually has a brig. It was closed up tight and no one was on board. You settle in. The ships engines roar to life. I cannot remember if you stated that you opened the hanger doors but I am simply going to assume you did.

We are now waiting on the final decision to go and recover the prisoners. This ship on it's own can do nothing for them. This is the last chance. Should you stay or should you go?


Male Mandelorian Soldier / 4

Venkru feeling refreshed has his power cells checked and hits the button by the door ready to run back and fire on the base defenders....

"Let's move out, one quick hit on the enemy's flank!"

Venkru hits the floor running in to hit them at least once.......

I don't want these guys or their associates ire

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