
![]() |

Sen doesn't say anything, but keeps low on her zoomboard as they enter. It wasn't really meant for tight spaces like ship corridors. Her antennae are raised and waggling for any sign of danger.
Perception: 1d20 + 4 ⇒ (10) + 4 = 14

GM Quirk |

The airlock doors may be able to be forced using brute strength.
This would require a DC 22 strength check. Only one other person could assist.
The control panel is burnt out, but theoretically there should be wiring behind the panel.
An engineering check to open the doors is also a possibility, should someone attend to the mentioned wiring.

Locket Alyara |

"Here, let me get a grip in there," Locket says, attempting to help Gath with prying open the door.
Strength (Aid): 1d20 + 2 ⇒ (17) + 2 = 19

Zetara |

Zetara starts prying off the panel to see if she can see what is underneath.
Engineering: 1d20 + 11 ⇒ (15) + 11 = 26

GM Quirk |
1 person marked this as a favorite. |

Zetara pulls the panel off and touches some of the burnt out wires together. There is a bit of smoke, and there is also some visible electricity arcing.
Suddenly the airlock door depressurizes, and Locket is able to push the door open. Beyond, you see the following:
A wide archway occupies one stretch of hallway near this
intersection. A podium stands on one side of the arch with a
small overturned stool behind it.
I went ahead and moved everyone into the airlock. Nobody is on the other side of this door...yet!

Locket Alyara |

"What is it? Some sort of scanner?" Locket asks, eyeing the arch and podium from within the airlock.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Can he tell what it is and if it is currently powered up? Does it look dangerous?

Zetara |

Zetara decides to just move forward so she can see more of the ship.
She steps through the doorway, and if nothing immediately kills her, she walks to the corner so she can look around.

GM Quirk |

Locket puts out a paw just as Zetara is about to step into the corridor. He has noticed some sort of scanner that appears to be active, the feint sound of a whirring motor, and at least one suspicious opening in the ceiling.
Locket's excellent perception roll has (barely) located what appears to some sort of automated defense mechanism. The computer that is on the podium probably has a way to shut it down, but stepping into the area may activate the trap.

Locket Alyara |

"Hold up. Something's not right about that thing," Locket warns.
He begins scuffing about on the floor, picking up a shard of debris.
"Step back," he says, tossing it through the archway.

Zetara |

Zetara waits, but says
Okay, but we can't stay here forever. What should we do? Shoot it?

Zetara |

Looks like there is a defense system he is trying to test.
Hope that isn't going to far, since Locket didn't actually tell us what was going on, and not knowing what happens when the shard is thrown. Just trying to push things along, but feel free to retcon me if I am out of line.

GM Quirk |

Locket's debris doesn't seem to stir anything to life. You do all see the small lights he is talking about, and believe that it's perfectly reasonable that there is some sort of defensive system in play here.
This is a tough one. Whatever this is can likely be stopped with a computers check from the terminal at the podium, but that would require walking into the are of concern.

Zetara |

Okay, then I am just going to go back to my original action before being stopped. I don't have a way to get over there besides walking, unless Gath wants to throw me, but maybe my nanites will save me, and I feel like we're stalled.
Zetara asks if anyone has a better idea than her walking to the podium and seeing if she can survive long enough to disable to system.
If not, she goes.

Gath of Akiton |
1 person marked this as a favorite. |

"I could get a big sheet of metal and block the gun while you go in," Gath maybe draws a poor conclusion about the nature of the threat.
I'm thinking something big enough to provide cover instead of use as a non-proficient improvised shield. Gath goes in first to hold it up and provide cover for Zetara while she does her thing. And if some suggests environmental armor seals, I think we'll have done all we can to mitigate the threat.

![]() |

"We don't know how powerful the gun IS, though, Big Guy!" Sen says. "It could turn your shield into tunneled-cheese and then do the same to you!"

GM Quirk |

Zetara steps through the airlock door and toward the intersection.
Predictably, klaxons blare and some sort of turreted weapon descends from ceiling and begins to acquire targets.
Round 1. Bold may go. The turret has emerged from the ceiling, and is approximately 12' high. You may attempt a computers check to shut down the turret for ONE ROUND. You may also attempt an engineering check to shut down the scanners that allow the turret to target anyone in this vicinity. Shutting down the scanners at this point won't do much good, but it will prevent it from coming back online should it have to retract back into the ceiling to reload, recharge, etc. Of course you can attack the turret, but it has hardness 10. Bottomline: keep doing computers and engineering checks. You could also run past it and get out of its line of sight.
1. Janebok
2. Locket
3. Sen
4. Turret
5. Gath
6. Uchurtai
7. Zetara
Janebok: 1d20 + 3 ⇒ (16) + 3 = 19
Locket: 1d20 + 7 ⇒ (10) + 7 = 17
Uchurtai: 1d20 + 3 ⇒ (3) + 3 = 6
Zetara: 1d20 + 3 ⇒ (1) + 3 = 4
Gath: 1d20 + 0 ⇒ (10) + 0 = 10
Senk: 1d20 + 2 ⇒ (15) + 2 = 17
enemy black: 1d20 + 8 ⇒ (3) + 8 = 11

Locket Alyara |

Watching as Zetara moves into the corridor, Locket curses as the security turret drops deploys.
"Anyone take care of that?" he asks.
Delay.
Are the checks cumulative? ie. Will multiple successful checks in the one round stack? Or is it a flat 1 round?

![]() |

"GANGWAY!" Sen cries telepathically as she jumps off her zoomboard and over to the computer system.
"Comeoncomeoncomeon..."
Computers: 1d20 + 7 ⇒ (5) + 7 = 12

GM Quirk |

Sorry. Lost track of time with this group. I though I had posted in the middle of the week and was waiting for someone to post. Moved Sen over to the terminal
Sen can't quite find the right control module on the terminal. Maybe another try.
The turret comes to life targeting one of you.
to hit Zetara, Gath, and Sen: 1d20 + 13 ⇒ (3) + 13 = 161d20 + 13 ⇒ (15) + 13 = 281d20 + 13 ⇒ (19) + 13 = 32
damage to Z, G, and S: 3d6 ⇒ (1, 6, 1) = 83d6 ⇒ (4, 4, 2) = 103d6 ⇒ (6, 3, 1) = 10
Round 1. Bold may go. The turret has emerged from the ceiling, and is approximately 12' high. You may attempt a computers check to shut down the turret for ONE ROUND. You may also attempt an engineering check to shut down the scanners that allow the turret to target anyone in this vicinity. Shutting down the scanners at this point won't do much good, but it will prevent it from coming back online should it have to retract back into the ceiling to reload, recharge, etc. Of course you can attack the turret, but it has hardness 10. Bottomline: keep doing computers and engineering checks. You could also run past it and get out of its line of sight.
1. Janebok
2. Locket (holding)
3. Sen (-10)
4. Turret
5. Gath (-10)
6. Uchurtai
7. Zetara (-8)

Gath of Akiton |
1 person marked this as a favorite. |

Gath shakes his spiked clug free of its sling while he lumbers forward. He stands under the turret, leaps up and swings the heavy club at the turret.
doshko, tactical (large), non-prof: 1d20 + 5 ⇒ (15) + 5 = 20 ... damage: 1d12 + 3 ⇒ (11) + 3 = 14 (critical -; Analog, unwieldy)
Just doing my part the way I can.

Zetara |

Zetara finishes sprinting to the podium, and looks around for a way to shut down the turret.
From what you said, I am guessing there isn't a way to turn it off once it has started, but that was her goal, so she'll try to shut it down anyway.
Computers: 1d20 + 10 ⇒ (5) + 10 = 15
Engineering: 1d20 + 11 ⇒ (4) + 11 = 15
Wow, dicebot wants me to die. :)

Janebok the Cold |
1 person marked this as a favorite. |

Janebok rushes to join Zetara at the podium, moving much faster than she is normally willing to in full gravity, her joints creaking and protesting. She tries to input a series of quick commands into the terminal.
Computers: 1d20 + 10 ⇒ (14) + 10 = 24

Uchurtai |

Attack: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d10 + 4 ⇒ (5) + 4 = 9
Uchurtai tries, emphasis on tries, to fire at the turret, but his gun goes back to jamming like it has no many times.
”Mountain curse this damn gun!”

GM Quirk |

Gath reaches up with his doshko, denting the turret.
As Janebok interacts with the terminal, the turret buzzes and stutters (it is out of commission for ONE round).
Round 2. Bold may go. Locket: I moved you to the bottom of the order, and you may take your round one action in addition to your round two action. The turret has emerged from the ceiling, and is approximately 12' high. You may attempt a computers check to shut down the turret for ONE ROUND. You may also attempt an engineering check to shut down the scanners that allow the turret to target anyone in this vicinity. Shutting down the scanners at this point won't do much good, but it will prevent it from coming back online should it have to retract back into the ceiling to reload, recharge, etc. Of course you can attack the turret, but it has hardness 10. Bottomline: keep doing computers and engineering checks. You could also run past it and get out of its line of sight.
1. Janebok
2. Sen (-10)
3. Turret (-4, disabled for round 2)
4. Gath (-10)
5. Uchurtai
6. Zetara (-8)
7. Locket (may also take round one action)

Gath of Akiton |

Encouraged by his success, Gath takes a few steps back, runs forward to build momentum, and swings the club at the turret again.
doshko, tactical (large): 1d20 + 5 ⇒ (14) + 5 = 19 ... damage: 1d12 + 3 ⇒ (5) + 3 = 8 (critical -; Analog, unwieldy)

Zetara |

Zetara continues to work on a way to turn off the security system.
Computers: 1d20 + 10 ⇒ (17) + 10 = 27
Engineering: 1d20 + 11 ⇒ (15) + 11 = 26

Janebok the Cold |

My action is assuming that Zetara has disabled the turret for another round.
Seeing that Zetara has the turret under control for a moment, Janebok draws her rifle and tries to help destroy the turret.
Sniper rifle shot, need a crit to do damage: 1d20 + 5 ⇒ (14) + 5 = 19
Dam: 1d6 + 1 ⇒ (6) + 1 = 7
[ooc]If her check was not disabling it for a round but rather trying to permanently disable it, I'll just attempt a computers check to disable it for another round.
Computers: 1d20 + 10 ⇒ (8) + 10 = 18

Locket Alyara |

Seeing the turret open fire on his companions as they advance to disable the weapon, Locket dashes forward, close on Gath's heels.
Unfurling his kusari-fundo as he moves, the pahtra unleashes sets it to spinning and, upon entering the corridor, sends it zipping toward the turret.
Kusari-fundo: 1d20 + 4 ⇒ (16) + 4 = 20
Fire damage: 1d8 + 2 ⇒ (1) + 2 = 3
Muttering as he fails to damage the turret, it unleashes a rapid double combo on the turret.
Kusari-fundo 1: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
Fire damage: 1d8 + 2 ⇒ (3) + 2 = 5
Kusari-fundo 2: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
Fire damage: 1d8 + 2 ⇒ (8) + 2 = 10
Edit: I thought something seemed off - I'd not uodated my botting rolls! Not that it'll likely make and difference here, but it should be +5 with 1d8+5 damage.

GM Quirk |

Zetara desperately attempts to lock down this turret. Though she is meeting some success, the turret still struggles to acquire targets.
The turret will not fire in round 2 or 3.
Locket and Gath continue to whack away at the turret (and Janebok fires his rifle), but the turret is made out of starship-grade metals and doesn't do much else than make a loud noise when you hit it.
Even the fire damage doesn't do much. This thing has a hardness score, so only damage above a 10 will affect it.
Round 2/3. Bold may go. Locket: I moved you to the bottom of the order, and you may take your round one action in addition to your round two action. The turret has emerged from the ceiling, and is approximately 12' high. You may attempt a computers check to shut down the turret for ONE ROUND. You may also attempt an engineering check to shut down the scanners that allow the turret to target anyone in this vicinity. Shutting down the scanners at this point won't do much good, but it will prevent it from coming back online should it have to retract back into the ceiling to reload, recharge, etc. Of course you can attack the turret, but it has hardness 10. Bottomline: keep doing computers and engineering checks. You could also run past it and get out of its line of sight.
1. Janebok
2. Sen (-10)--MAY ALSO TAKE ROUND 2 ACTION
3. Turret (-4, disabled for round 2/3, scanners shut down)
4. Gath (-10)
5. Uchurtai--MAY ALSO TAKE ROUND 2 ACTION
6. Zetara (-8)
7. Locket

Gath of Akiton |

Fortunately shobhads are 11-13' tall.
Gath scowls at the turret. He winds up and smashes his club into the bottom of the turret.
doshko, tactical (large): 1d20 + 5 ⇒ (15) + 5 = 20 ... damage: 1d12 + 3 ⇒ (2) + 3 = 5

Zetara |

Zetara keeps working at the controls trying to shut the turret down.
Computers: 1d20 + 10 ⇒ (15) + 10 = 25
Engineering: 1d20 + 11 ⇒ (16) + 11 = 27
She notes that physically attacking the turret is ineffectual, and also thinks that destroying it might be the wrong idea if anyone follows them in... like grumpy sore losers from the race, for instance, so she says
Okay, it is shut down for now, so get past it quickly and out of range in case it starts up again. I'll catch up soon, and don't worry... my nanites can heal me up, so better me here than you guys, okay?
She puts confident and cheerful emotional inflection into the voice to try to persuade them.
Then, when not everyone listens, she adds with some grumpy inflection,
Go past, go past. You're crowding me.
still trying to get all of them to move past the turret's range.

Gath of Akiton |

"Okay, Zetara. " Gath plunges straight ahead then turns south at the next intersection, looking for his vesk friend.
"Janebok, are you down this way?"
Double move as shown. Putting the shobhad speed to use so that everyone can clear the turret's field of fire.
-10 SP

GM Quirk |

Why don't we cut to the chase? :) Whoever is sticking around near the turret may take two more actions for rounds 5 and 6. We need two successful computer checks to keep the turret from firing. After that, with the scanner down for the moment, the turret will retreat back into the ceiling to do a reload sequence, but won't "sense" anyone to activate it. SO...really this boils down to two more computer checks. I'll allow one person to assist.

![]() |

Sen, seeing the others rushing about, she tries to hack back into the computers and shut this thing down for good!
Computers: 1d20 + 7 ⇒ (18) + 7 = 25
Computers: 1d20 + 7 ⇒ (20) + 7 = 27

GM Quirk |

The turret retracts back into the ceiling and does not return. The scanner will have to be reset before it will activate again.
The corridors are dimly illuminated by flashing red lights. You see that these corridors are generally featureless, with only occasional bits of debris laying on the floor. The floors slope slightly toward the east.
There is the sound of metal on metal echoing through the corridors.
I have revealed most of the map (see slide 2). You have only to decide which door to go through!

Janebok the Cold |

Down the corridor from where I am? I'm not seeing the humanoid figure on the map and am a little confused. Is it to the west? Is it through one of the doors?
Computers, engineering, or life sciences to ID? all at +10: 1d20 + 10 ⇒ (5) + 10 = 15

Zetara |

After the turret retracts, Zetara makes sure she knows how to reactivate it if needed, and then follows the group.

GM Quirk |
