| Srygzink 'Steve' Halfheart |
Intimidate: 1d20 + 1 ⇒ (10) + 1 = 11
"He's right, it was all the robots..." Steve says as he begins scooping the robotic parts into his pack, filling it to the brim to repair and upgrade Oonopidae.
| Antenor of Akiton |
Antenor gives a wry grin at the attempt to intimidate a story into him.
"Look, consider this your lucky day friend. I'm not going to threaten you, just appeal to reason. Think this through logically, and the robot option makes the most sense. Right It'd be a shame for them to ACTUALLY have to deal with this.... situation. 'Y'know what I mean?"
Intimidate: 1d20 + 8 ⇒ (17) + 8 = 25 IAid another not included.
| Lors Lorcas |
Lors snorts and rolls her eyes, not feeling a particular need to find a solution past knocking the engineer out, but fine with accommodating her comrades.
Haro Phane
|
"Hands up, friend," Haro says to the engineer. "You've got about three seconds to cooperate, because we don't have time to deal with you otherwise."
intimidate: 1d20 + 9 ⇒ (18) + 9 = 27
| GM Blake |
"What? You w-want me to blame my robots!?" the engineer begins to protest. "But they're superior in every way and would--Oh, um, I surrender."
She lifts her hands and drops the welding torch to the ground as her eyes cross to focus on the tip of Haro's pike. She taps on her communicator, "Apologies. Omenisca here. Some of my robots went haywire due to damage after sending them to deal with the cyberzombies outside. The situation is now handled."
A few moments later, the flashing red lighting turns off.
It is a simple matter to bind the engineer--either with your own zip tape, manacles, or ties fashioned from the wiring in the roboticist bay--and secure her to a table.
2 x ceremonial officer plate with infrared sensors
2 x pulsecasters with battery
2 x taclash
Rril Suolwind
|
Rril looks sternly at the engineer, lowering his rifle at her."[/b]
"Back on the communicator. Tell them to 'shelter in place'. To wait for the 'all clear'. Understood?" he threatens in Azlanti.
He then turns to his allies, asking in hushed common. "Do we have a bead on our target?" he asks, referring to the android they were sent to find. "Or do you think we need to start systematically clearing each room until we get lucky?"
Once satisfied that there is a workable plan in place, he heads to the door.
| GM Blake |
"The Azlanti aren't idiots," the engineer huffs defiantly despite the precarious situation. "I'm surprised they stepped down the alert level, but they're not going to 'shelter in place' on an engineer's say so."
Everywhere that's been revealed on the mini map is visible via the camera feeds in the surveillance room. Based on the layout that Steve hacked out of the computer, you know the feeds are cut to the northeast cells, and you know that Cedona was not on any of the camera feeds.
| Antenor of Akiton |
"Well then. I hate to suggest a door to door exploration.... but I suggest we go door to door."
| GM Blake |
| 1 person marked this as a favorite. |
I hear 1 "Open Every Door" and 1 "Go straight to the black out." I'm counting Rril's as neither as he is asking the question of which to do. In case I wasn't clear, you can make an educated guess--like Lors--that Cedona is in the room with the camera feeds cut.
| GM Blake |
You resume your ruse of escorting prisoners to the detention cells and proceed down the hall. The door requires a little work by Steve--tweaking the genetic scanner--before it will open in response to the stolen key card.
On the other side of the door, two guards sit behind a circular desk while a third is stretching his legs.
"We were expecting you sooner. The goblin give you trouble?" one of the guards asks Antenor as he leads the procession through the door. "You can head to prisoner cells. I'll buzz you through." He points to the door to the northwest (white arrow).
You know this to be the cells holding Talmrin's friends and other prisoners and not the blacked out room, which is the one to the northeast.
| GM Blake |
You pass through the doors and into the hall, allowing the doors to shut behind you.
Six transparent cylinders line the northern and southwestern arcs of this dome, their exteriors humming with some mystical force. A raised, windowed room to the east looks out over the rest of the chamber, and a lone door exits to the southeast.
"What is your business here?" demands the guard in the northern hall of the cell block.
Rril Suolwind
|
"Sent to make sure prisoners secure." Rril replies in his best Azlanti. "Tech problems in the lab causing trouble with locks, energy fields, and communications."
"Looking for secure place for these two." he continues, pointing towards the shobhad and goblin. "Want to check the others' cells. Make sure all good. Can you show us control panels and lock monitors so we can confirm?"
Bluff: 1d20 + 12 ⇒ (13) + 12 = 25
| GM Blake |
"Alenia, can you check on a requisition for two new prisoners?" the guard in front of Rril asks over his comms.
A tense moment later, a voice replies, "It checks out. Ludilus entered the forms himself."
"Tsk. Didn't the idiot pay attention to the census?" the guard grumbles. He steps over to the empty cell and opens it with a touch of his hand upon a smooth panel. "Control is here. Works fine. I assume the big one goes in here and... we're going to have to kill the goblin, I guess. We've only got the one cell."
The vesk's ribs are visible, she is so emaciated.
The shirren is missing a foot and two vestigial arms.
The slivara's shell is dried out and cracked. He just lays there on the floor of his cell staring upwards.
The grub-like creature simple sits there and occasionally jiggles.
The ikeshti rivener stares from living creature to living creature, breathing slow, deep breathes. Hate seems to burn in her eyes at each Azlanti (or Azlanti-disguised person) she gazes upon.
Cells are magi-tech. Mysticism DC 28 check to pick the lock. Break DC 28. 45 HP each, hardness 15.
| Lors Lorcas |
Lors's patience for deception had been thinning, but she simply had none left for the jailer who allowed such horrors. The glamer dropped from her trident as she lunged to attack!
Rril Suolwind
|
"Do you see now why I was asking for a secure place?" Rril shrugs as his ally brings her weapons to bear. Rril hopes he take this guard out quickly.
| Srygzink 'Steve' Halfheart |
Steve looks around from cell to cell. "Yea, let's kill the goblin....where is he?" Steve pulls out his pistol. "Show me where he is. I'll help you out. This is my ship after all."
| GM Blake |
Steve Init: 1d20 + 3 ⇒ (9) + 3 = 12
Lors Init: 1d20 + 3 ⇒ (18) + 3 = 21
Rril Init: 1d20 + 7 ⇒ (1) + 7 = 8
Haro Init: 1d20 + 0 ⇒ (18) + 0 = 18
Antenor Init: 1d20 + 5 ⇒ (19) + 5 = 24
Red: 1d20 + 4 ⇒ (8) + 4 = 12
Blue: 1d20 + 4 ⇒ (18) + 4 = 22
Yellow: 1d20 + 4 ⇒ (4) + 4 = 8
Red Dash: 1d20 + 4 ⇒ (9) + 4 = 13
Blue Dash: 1d20 + 4 ⇒ (13) + 4 = 17
Yellow Dash: 1d20 + 4 ⇒ (2) + 4 = 6
"What!?" shouts the guard as Lors reveals her blazing white trident. There is a general moment of confusion, which allows Antenor to take advantage.
Blue has cover in the raised room from everyone except the giant, Lors.
Combat! Round 1. Bold may act.
Antenor
Blue
Lors
Haro
Blue Dash
Red Dash
Red
Steve
Rril
Yellow
Yellow Dash
| Antenor of Akiton |
"Holy crap it's on!" Antenor urges the party on, while turning his static arc pistol at the closest:
Get'em on, then attack, red
ATK: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 for Elec: 1d6 + 1 ⇒ (5) + 1 = 6
| GM Blake |
Antenor zaps the surprised guard in the chest and draws your focus on him.
The familiar red lights activate as the guard in the upper deck triggers the prison alarm. She draws her pistol as a voice speaks overhead in Azlanti, "Shelter in place. We have received reports of marauding drones in Cell Block J. Reinforcements are on their way. Repeat. Shelter in place."
Blue has cover in the raised room from everyone except the giant, Lors.
Combat! Round 1. Bold may act.
Antenor
Blue
Lors
Haro
Blue Dash
Red Dash
Red (-6 hp)
Steve
Rril
Yellow
Yellow Dash
| Lors Lorcas |
Couple room questions that slightly tweak the turn.
It looks like Lors is currently squeezing, but I'm not quite sure what's a wall and what's a platform. If she's not squeezing, then she'll just full attack from there. If she is squeezing, she'll move to where I put a Potential Lors on the map, and swing from there. If that location doesn't work, then she'll just take a single stab from where she's squeezing.
Still incensed, Lors trusts to her companions to deal with the lower guards while she pins the one on high to the far wall!
Trident: 1d20 + 8 ⇒ (10) + 8 = 18 Possibly -2 or -4
Magic Piercing: 1d8 + 8 ⇒ (6) + 8 = 14
Magic Piercing: 1d8 + 8 ⇒ (2) + 8 = 10
| GM Blake |
Blue Will: 1d20 + 3 ⇒ (16) + 3 = 19
It is not the best explained room in the text. As far as I can tell to make the raised platform work, the walls are "5 feet" high, leaving you half-squeezed (and half-squeezed is all squeezed, so I moved you to your desired squares).
Lors' thrust is powerful and cracks through the guard's armor, leaving her bleeding and breathing heavily but alive. The pain gives her the force of will to throw off Haro's mental command.
Out in the hall, the two guards at the center console look at each other. "They said shelter in place, right?" on asks the other.
"Yeah. I guess we stay put," he says as he draws out his arc pistol and takes a defensive position behind the counter.
Back in the prisoner room, the guard next to the open cell activates his comm unit and says, "What are you idiots doing out there? We need help!"
"They said shelter in place," comes a reply.
"Help us! Now!" the guard shouts at his comm. He then draws his taclash from his belt.
Blue has cover in the raised room from everyone except the giant, Lors.
Combat! Round 1. Bold may act.
Antenor
Blue (-14 hp)
Lors
Haro
Blue Dash
Red Dash
Red (-6 hp)
Steve
Rril
Yellow
Yellow Dash
Rril Suolwind
|
"Now, you've really done it!" Rril shouts at the guard as he moves behind the counter, raises the rifle, and fires in punctuation.
Move[/ooc[
Ranged (hunting rifle) v red: 1d20 + 7 ⇒ (13) + 7 = 20
Damage (P): 1d8 + 4 ⇒ (3) + 4 = 7
"No sense in keeping up the charade." he says to his allies with a shrug as he tosses the rifle and draws his semi-automatic pistol.
[ooc]Quickdraw
| GM Blake |
It's a challenging Mysticism (or Strength) check adjacent to a cell, but a single action if you can pull it off. More difficult and slower (if you ignore repeated failures shooting for a challenging DC) would be getting up to the control room, hacking in, and opening the cells that way.
Rril scores a solid hit on the guard in front of him with the pacification rifle before tossing it aside.
Blue has cover in the raised room from everyone except the giant, Lors.
Combat! Round 1. Bold may act.
Antenor
Blue (-14 hp)
Lors
Haro
Blue Dash
Red Dash
Red (-13 hp)
Steve
Rril
Yellow
Yellow Dash
| Srygzink 'Steve' Halfheart |
Sounds good, not trained in Mysticism so was hoping for engineering.
With his pistol drawn Steve fires into the Azlanti guard. "Get them freed and arm them!" Steve calls out to his crew. He fires at red.
azimuth laser pistol: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
EAC: 15 KAC: 17 CM: 25
Stamina: 28/28; HP: 26/26; Resolve: 5/5
Repair Drone = 1/1 (25% / 5 hp)
Used: Smoke Grenade
Azimuth Laser Pistol 20/20
Oonopidae
EAC: 15 KAC: 17 CM: 22
HP: 40/40
Weapon Equipped (Flame Pistol)
Petrol 16/20
| GM Blake |
Steve adds to the chipping away at the lower guard's stamina with a solid laser shot.
A guard wielding a taclash comes through the door separating the two sides of the prison. You hear the tell-tale whoosh of the automatic door opening down the entrance hall.
Combat! Round 2. Bold may act.
Antenor
Blue (-14 hp)
Lors
Haro
Blue Dash
Red Dash
Red (-16 hp)
Steve
Rril
Yellow
Yellow Dash
| Antenor of Akiton |
"Hell yeah, keep it up. Don't worry about that guy until we're done here!"
Get'em with a shot on Red
ATK: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 for Elec: 1d6 + 1 ⇒ (6) + 1 = 7
| GM Blake |
Antenor puts an end to the guard by the open prison pod. "No!" shouts--in Azlanti, but likely the idea conveys easily--the guard in the control room and then she slams her hand down on a button. You suddenly feel like you are suffering the pressure of a great depth pushing in all around you, and you begin to feel dizzy.
Combat! Round 2. Bold may act.
Everyone outside the control room (where Blue is) must make a DC 13 Fortitude save every round or be sickened for that round.
Antenor
Blue (-14 hp)
Lors
Haro
Blue Dash
Red Dash
Steve
Rril
Yellow
Yellow Dash
Haro Phane
|
Unaffected by the strange pressure outside the control room, but feeling it regardless, Haro rushes toward the blue-clad Azlanti to end her life.
fort save: 1d20 + 1 ⇒ (18) + 1 = 19
Pike (tactical, reach) (P): 1d20 + 6 ⇒ (17) + 6 = 231d8 + 4 ⇒ (7) + 4 = 11
| Lors Lorcas |
Fort: 1d20 + 5 ⇒ (14) + 5 = 19 +2 more if vs. magic, +4 if Toughness applies
Lors plants her feet firmly and tries to put the Azlanti guard down blue switching to the alarming beast once he has fallen!
And uh Coordinated Assault up on both o_O
Pike: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12
Magic Piercing: 1d8 + 8 ⇒ (8) + 8 = 16
Pike: 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20
Magic Piercing: 1d8 + 8 ⇒ (5) + 8 = 13
| GM Blake |
Haro thrusts his pike into the neck of the woman in the control room, and she drops behind the wall. Lors moves forward and tries to skewer the remaining Azlanit, but the trident glances off of guard's armor when he makes a lucky twist.
The fearsome beast is completely contained within the cell, despite its fervent desire to escape and eat everyone, so I altered you to a move and strike.
Combat! Round 2. Bold may act.
Everyone outside the control room (where Blue is) must make a DC 13 Fortitude save every round or be sickened for that round.
Antenor
Lors
Haro
Blue Dash
Red Dash
Steve
Rril
Yellow
Yellow Dash
Rril Suolwind
|
Fort: 1d20 + 1 ⇒ (9) + 1 = 10
Rril pauses to get his balance as he suddenly feels dizzy. He attempts to push open the prison pod in front of him.
Strength, sickened: 1d20 + 0 - 2 ⇒ (13) + 0 - 2 = 11
| GM Blake |
Yellow Fort: 1d20 + 3 ⇒ (18) + 3 = 21
Yellow Dash: 1d20 + 3 ⇒ (18) + 3 = 21
Yellow Taclash: 1d20 + 5 ⇒ (10) + 5 = 15
Yellow Dash Pulsecaster: 1d20 + 8 ⇒ (3) + 8 = 11
Rril finds that he can exert little effort beyond that which he is using to keep himself upright and not vomiting.
The last of the original guards seems unaffected and snaps his taclash at Lors, but he cannot penetrate her armor. Another guard rounds the hall and shouts, in Azlanti, "I knew there would be trouble with a goblin around!"
An electric pulse bolt whizzes past Steve.
Combat! Round 2. Bold may act.
Everyone outside the control room (where Blue is) must make a DC 13 Fortitude save every round or be sickened for that round.
Antenor
Lors
Haro
Blue Dash
Red Dash
Steve
Rril
Yellow
Yellow Dash
Haro Phane
|
With the guard dead, Haro looks for any controls to shut off the sickening effect.
Isn't Blue the one that set it off? Can I turn it off?
perception: 1d20 + 11 ⇒ (18) + 11 = 29
| Lors Lorcas |
Fortitude: 1d20 + 5 ⇒ (10) + 5 = 15+2 more if vs. magic, +4 if Toughness applies
Lors grits her teeth and powers through the strange field to assail the nearby guard!
Flashing Trident: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7
Magic Piercing: 1d8 + 8 ⇒ (1) + 8 = 9
Flashing Trident: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19
Magic Piercing: 1d8 + 8 ⇒ (1) + 8 = 9
| Antenor of Akiton |
FORT: 1d20 + 2 ⇒ (6) + 2 = 8 "Gah! Ugh..." Unable to speak, Antenor waves his pistol at Lors's target and takes a pot shot. Get'em on Yellow
Static Arc: 1d20 + 4 + 1 - 2 ⇒ (3) + 4 + 1 - 2 = 6 and shoots the ceiling.
| GM Blake |
Red Dash Fort: 1d20 + 3 ⇒ (10) + 3 = 13
Blue Dash Fort: 1d20 + 3 ⇒ (13) + 3 = 16
Blue Dash: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21
E, NL: 1d4 + 1 ⇒ (4) + 1 = 5
Haro can see the controls at the console underneath the bloody corpse of the guard. (Engineering DC 21 to turn off)
Lors' trident misses the guard the first time, but the second time, she tears a line across his arm. Antenor shoots the ceiling as he is waving his pistol at the guard.
Two more guards run into the hallway. One fires a stunning bolt of electricity into Steve while the other gets into position.
Combat! Round 3. Bold may act.
Everyone outside the control room (where Blue is) must make a DC 13 Fortitude save every round or be sickened for that round.
Antenor
Lors
Haro
Blue Dash
Red Dash
Steve (23/28 | full)
Rril
Yellow (-9 hp)
Yellow Dash
It looks like I inadvertently skipped Steve last round. :(
Rril Suolwind
|
Fort: 1d20 + 1 ⇒ (12) + 1 = 13
Rril steels himself, then makes another attempt to open the prison pod.
Strength: 1d20 + 0 ⇒ (13) + 0 = 13
"These things are impossible to open. We've got to find another way." he says as he tries to get into a firing position.
Move
| Srygzink 'Steve' Halfheart |
Steve yelps as the jolt rolls through him, he whips around as the flame pistol lets loose a stream of molten flames down the length of the hallway.
Flame Pistol: 1d20 + 6 ⇒ (14) + 6 = 20
Fire Damage: 1d4 + 2 ⇒ (4) + 2 = 6
20 foot line should hit all 3 dashed guards.
Steve laughs maniacally as fire fills the hallway.
EAC: 15 KAC: 17 CM: 25
Stamina: 23/28; HP: 26/26; Resolve: 5/5
Repair Drone = 1/1 (25% / 5 hp)
Used: Smoke Grenade
Azimuth Laser Pistol 20/20
Oonopidae
EAC: 15 KAC: 17 CM: 22
HP: 40/40
Weapon Equipped (Flame Pistol)
Petrol 10/20
| GM Blake |
Steve Fort: 1d20 + 5 ⇒ (6) + 5 = 11
Yellow Fort: 1d20 + 3 ⇒ (4) + 3 = 7
YD Fort: 1d20 + 3 ⇒ (18) + 3 = 21
Yellow Taclash, Sickened: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
NL: 1d4 + 3 ⇒ (1) + 3 = 4
Yellow: 1d20 + 5 ⇒ (20) + 5 = 25
NL: 2d4 + 2 ⇒ (1, 2) + 2 = 5
Rril continues to pull at the enchanted cell with futility. Meanwhile, Steve, affected as he is by the subsonic waves permeating the area, manages to pour fire over the guards coming down the hall.
The guard inside the room seems to be affected by the pacification waves and he strikes with his taclash with an unsteady hand. It is enough to tear through the weaker points in the shobhad's armor and make her bleed.
One of the guards in the hall (yellow dash) shoots Steve in the face with his pulsecaster. It fails to make as much of an impact on Steve as expected. Probably because his brain is already scrambled by the pacification waves.
Combat! Round 3. Bold may act.
Everyone outside the control room (where Blue was) must make a DC 13 Fortitude save every round or be sickened for that round.
Antenor
Lors (32/26 | full)
Haro
Blue Dash (-4)
Red Dash (-4)
Steve (18/28 | full)
Rril
Yellow (-9 hp)
Yellow Dash (-4)
Haro Phane
|
Disabling the controls at the console seems outside of Haro's skill set. Instead, he moves outside the room to help Steve.
Fort save: 1d20 + 1 ⇒ (12) + 1 = 13
Pike (tactical, reach) (P) vs Red: 1d20 + 6 ⇒ (18) + 6 = 241d8 + 4 ⇒ (4) + 4 = 8