Quigonius |
Wait a second Navasi my good man. It's quite dark and we don't want to give away our location too soon.
Let me go on ahead as I can see just fine in the dark. You and the others follow me at a distance with a light source, yes?
I start moving down the central hallway in the direction of the noises, using stealth and trying to hear more.
RNGod |
You advance slowly and begin to see a strange glow emanating from somewhere ahead.
Coming a little bit closer you see that the glow comes from one of the walls. It appears to be emanating from some kong of broken reactor.
Oposite of that wall another reactor exists but it appears offline.
Wandering around dragging their feet, apparently drawn to the light like a moth to the flame, are three ghastly figures.
Their clothes torn and ragged show a skeletal body underneath and you see the light reflecting on skinned skulls .
The shock of this sight startles you and you unintentionally break the section of the wall you were leaning into.
As one, six eyes of utter blackness turn to you!
Roll init everybody
stealth: 1d20 + 5 ⇒ (5) + 5 = 10
perception: 1d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (14) + 3 = 171d20 + 3 ⇒ (8) + 3 = 11
Navasi Neviza |
Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
I'll probably be one of the 1st, so assuming the wall breaking made a significant amount of noise, I move in and if the light is not enough, I turn on the flashlight.
If the noise was "small" I wait for some communication.
My idea is to draw some fire from Quigonius until Oderon arrives ...
If nothing special happens I'll fire on the 1st undead I see.
RNGod |
Only Quig sees the undead for now.
You have comms to communicate if you like.
Map updated
Quigonius |
Speaking to the intercom...
There's some undead over here guys. Three of them. Come on over.
I want to understand what is that device still emitting some light, and maybe why the undead are drawn to it.
Engineering: 1d20 + 10 ⇒ (4) + 10 = 14
My next action depends on what I know and whether or not they start moving towards me.
RNGod |
The creatures advance towards the mechanic opening their mouths as if wailing, but no sound exists in the dead of vacuum
They attack him with their sharp claws like THIS!
Laking muscles appears to be a liability though, and they both miss
Everyone's turn, GO!
init: 1d20 + 7 ⇒ (4) + 7 = 11
attack: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 1 ⇒ (4) + 1 = 5
attack: 1d20 + 4 ⇒ (6) + 4 = 101d6 + 1 ⇒ (5) + 1 = 6
Oderon |
Odo wades in, his breathing heavy inside the vacuum sealed ceremonial plate - "So these are dead but not dead or what?" - he grunts - "Hey! Get away from the boy! We still need him!" - then swings his doshko hard in an overhead chop.
Want to move to stand next to Quig, and attack the one in front of me (the green one).
Tactical Doshko: 1d20 + 4 ⇒ (15) + 4 = 19
Damage if it hits: 1d12 + 3 ⇒ (6) + 3 = 9
RNGod |
As Oderon begins to move, Navasi fires her laser pistol on one of the undead grasing him. Then the vesk finishes him off with a blow of her doshko
Quigonius feeling himself preassured barely connects with his club trusting on his faithful companion to fare a bit better. It does and it scores a minor hit.
Keskodai advances a bit and fires his pistol too scoring a minor hit
Keskodai shot: 1d20 + 1 ⇒ (15) + 1 = 161d4 ⇒ 2
If the creatures felt the loss of one of them, they don't show it; they advance and keep atacking
Their fury seems to be increasing and they both score vicious hits on Quigonius!
Quig takes 7 points of damage
Altough focused on the fight, the two heroes on the back stay alert and see new foes appearing to flank them!
attack: 1d20 + 4 ⇒ (17) + 4 = 211d20 + 4 ⇒ (17) + 4 = 211d6 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (4) + 1 = 5
stealth: 1d20 + 3 ⇒ (4) + 3 = 71d20 + 3 ⇒ (8) + 3 = 11
perception: 1d20 + 8 ⇒ (7) + 8 = 151d20 + 4 ⇒ (15) + 4 = 19
RNGod |
The vesk swings and fails miserably
The rear guard focuses their fire on one of the skeletons and both hit but the creatures keeps advancing!
Quigonis exchanges places with his robot and heals himself a bit
You can only move 5' to avoid AoO so I assumed you exchanged places
As you are retreating, you notice that, as the generator pulses, the skeleton near it seems to repair itself a bit
The creatures advance and attack without hesitating
The two in the front focuses on Oderon and one of them manages to score a hit
Oderon takes 2 points of damage
Keskodai and Navasi are also hit by the sharp claws of their opponents
Keskodai takes 7 points of damage
Navasi takes 3 points of damage
Everyone's turn, GO!
perception: 1d20 + 5 ⇒ (14) + 5 = 191d20 ⇒ 3
attacks: 1d20 + 4 ⇒ (6) + 4 = 101d20 + 4 ⇒ (14) + 4 = 181d20 + 4 ⇒ (11) + 4 = 151d20 + 4 ⇒ (11) + 4 = 15
damage: 1d6 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (6) + 1 = 71d6 + 1 ⇒ (2) + 1 = 3
Oderon |
"Finally!" - Oderon hisses as he is hit - "Could you be a worthy opponent?!" - then swings his doshko in an overhead chop.
Attacking Red.
Tactical Doshko: 1d20 + 4 ⇒ (1) + 4 = 5
Damage if it hits: 1d12 + 3 ⇒ (6) + 3 = 9
Then seems befuddled, as certainly there is a malfunction with his weapon.
RNGod |
The group does not appear ready for combat and miss many attacks.
Only Quig and his drone manage small hits
Keshkodai makes a chirping sound and fires his weapon at his opponent nimbly dodging the counter attack and manages a small hit as well
The creatures make no sound as they press on, scoring many hits
Scout takes 6 pts of dmg, Oderon takes 5, Nevasi 4 and Kesh 6
perception: 1d20 ⇒ 2
attack: 1d20 + 4 ⇒ (19) + 4 = 231d20 + 4 ⇒ (17) + 4 = 211d20 + 4 ⇒ (15) + 4 = 191d20 + 4 ⇒ (15) + 4 = 19
dmg: 1d6 + 1 ⇒ (5) + 1 = 61d6 + 1 ⇒ (4) + 1 = 51d6 + 1 ⇒ (3) + 1 = 41d6 + 1 ⇒ (5) + 1 = 6
attack: 1d20 + 5 ⇒ (8) + 5 = 13
dmg: 1d4 ⇒ 1
attack opp: 1d20 + 4 ⇒ (6) + 4 = 101d6 + 1 ⇒ (2) + 1 = 3
EDIT: changed Quig to Scout
Quigonius |
Still in my last round, I drink a serum of healing which means, I think, that I don't take any actions to control Scout, so he only gets a standard action (in which he shoots)
Serum of healing: 1d8 ⇒ 1
Hey team, I think that glowing generator is healing the undead. Can somebody take it out?
Navasi Neviza |
I move 5 feets to the left and focus on the purple one:
Kesh let's kill 1 at a time, let's focus on this first. Go a bit north so that they can't flank you. Let's send him to his final rest ...
I use Get'em (move action) on the purple one "Navasi and her allies gain a +1 morale bonus to attack rolls against that foe until the end of her next turn."
Then I attack the purple.
attack: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d4 ⇒ 4
RNGod |
Kesh follows your lead and fires on the purple as well
Even though it is just a graze, it's enough to destroy the creature
Quig and Scout finnaly manage to take down their opponent too as did Oberon
shoot: 1d20 + 1 ⇒ (14) + 1 = 151d4 ⇒ 1
The remaning undead don't slow down and keep attacking but they both miss
Good turn, your move, GO!
attacks: 1d20 + 4 ⇒ (5) + 4 = 91d20 + 4 ⇒ (2) + 4 = 61d6 + 1 ⇒ (2) + 1 = 31d6 + 1 ⇒ (1) + 1 = 2
RNGod |
Goig to resolve this now because the fight is over
The vesk moves confidant and finishes the last skeleton with an overhead chop
The undead crumbles to the ground, the fight is over!
Just a quick reminder:
You replenish your Stamina Points by spending 1 Resolve Point and taking 10 uninterrupted minutes to rest and catch your breath. Up to once per day, you can regain some Hit Points and all of your Stamina Points after 8 full hours of uninterrupted rest (see Regaining Daily-Use Abilities and Spells; an 8-hour rest counts as a 10-minute rest to regain SP), but you can also regain them through the use of magic or technology. Sources of magical and technological healing state in their descriptions whether they restore Hit Points or Stamina Points.
RNGod |
Nobody said they would rest so... no resting
Oderon casually opens the door and is greeted with the ship's bridge, located behind the enormous crimson eye at the front of the ship, bathed in a blood-red glow.
The crew stations are fabricated from bone and steel, apparently grown from the floor and walls of this room. Battle damage is evident throughout the bridge, but it is now empty and utterly silent—truly a ghost ship.
Quigonius |
I walk inside and do a survey of the room. I'm looking at first for dangerous stuff, like anything I would suspect it's a booby trap.
Once I'm confident there's no danger (or as confident as I can be with this alien tech) I start looking for something like the main computer or the captain's console.
Engineering: 1d20 + 10 ⇒ (14) + 10 = 24
RNGod |
You identify what you think it's the main computer.
It resembles the one you saw on the docking bay in that it doesn't appear to work on electricity or anything that you know
Computers or Mysticism to access the computers
RNGod |
Altough Keshkodai's knowledge of computers isn't that good, he understands that there's more than science operating here.
Using his mystical knowledge he accesses the computer almost "asking" for the information, rather than program it.
He manages to bypass the systems security and deciphers the ship's movements in the last weeks.
Analysing the data he detects an event with the descriptor "Unbounded Wayfarer" and pinpoints the location of the encounter
Apparently there's more information relating that event, probably explaining the damage taken by this ship but it is not readly available as it is in the captain's log
Unbounded Wayfarer is the name of the Society ship you were searching.
To get more information I will need another roll. Remember the "aid another" rule
RNGod |
You manage to access the ships log and discover that this ship did find the Unbounded Wayfarer and managed to plunder some of it.
On their way out they were attacked by a pirate ship called Lawblight, thats what caused the damaged displayed by the undead ship.
This ship managed to scan its enemies and you find some information about the pirates
You now have the clue "Lawblight Data", it can be useful later on
Apparently there's nothing more of value on this ship