| Svadik |
"Есть еще угрозы; следи за ней сейчас!"
Svadik turns heel and rushes back towards the fallen bear. Double move
| Pregen with a Beard |
Ashrouk moves forward and uses his foot to scoot the tie fling's weapon behind himself and away from her. He keeps his sword ready, but does not strike, as it seems she has surrendered for now. "While my associates deal with your cowardly captain, why don't you begin explaining who you are and what you're doing here?"
Ready an attack in case she takes any actions other than replying to my question or otherwise surrendering.
| GM Jimbles |
"While my associates deal with your cowardly captain, why don't you begin explaining who you are and what you're doing here?"
Still pouting, the tiefling shrugs dismissively. "I dunno. Cap said that she heard about some sweet loot on this ship from a robot priest or somethin'. We were gonna grab it and sell it, but then our ship got wrecked. You looked pretty lame, so we was gonna take yours and get outta here."
Gonna give Driskinet a little more time before botting.
| Driskinet |
Taking a careful step forward, Driskinet attempts to hit the captain with her shield again.
Entropic Strike vs EAC: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13
Move Action: guarded step; Standard Action: attack.
| GM Jimbles |
Captain's Attack vs. Alorea (EAC) w/ Lens Pistol: 1d20 + 10 ⇒ (7) + 10 = 17
Mirror Image Chance: 1d3 ⇒ 3
Lens Pistol Damage (F): 1d8 + 4 ⇒ (5) + 4 = 9
Hit vs. EAC 16.
Driskinet steps forward to strike, but the human is too quick, and she darts out of the way, leaving an opening for a second attack as she retreats out of the bridge. Flitweather focuses on his spell, but before he can finish the lengthy incantation, his target is gone! Stumbling into the wreckage of the galley, the captain spies Alorea running in her direction and fires a quick shot, striking the halfling (and not either of her clones).
Driskinet, you may take an attack of opportunity if you wish. Alorea, you take 9 fire damage.
Round 11:
Block 2: Alorea, (-20 SP, 2 clones), Ashrouk (-12 SP), Dash, Driskinet (-47 SP), Flitweather (-13 SP), Svadik (-40 SP)
Round 12:
Block 1: Captain, Tiefling (-24 HP)
| Alorea |
"Yowch!" Alorea shouts as the laser singes her. "Hey, what's the big idea? You need another glimpse at what lies beyond the pale?"
She casts another fear spell on the captain!
The captain must make a DC 15 Will save or be frightened for 1d4 rounds. If she succeeds, she is still shaken for 1 round.
| Driskinet |
AOO Entropic Strike vs EAC: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d4 + 8 ⇒ (3) + 8 = 11
Seeing an opening, Driskinet quickly swings her sheild out to hit the fleeing human. Seeing her move into the next room, she then rushes after her before attempting to hit her again.
Entropic Strike vs EAC: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d4 + 8 ⇒ (1) + 8 = 9
Move Action: move to new location; Standard Action: attack.
| Flitweather the Dreamsmith |
"Oh, bother." Flitweather sighs as the captain leaves his line of sight. The gnome concentrates for a moment and the nature of reality begins to shift beneath his feet as the witchwarper pulls pieces of alternate realities to himself and briefly supplants them into his present world.
Paradigm Shift: Surefooted (Su) – As a standard action, Flitweather can touch a willing creature (himself) to exchange the terrain beneath its feet as it moves with that of another more stable reality, allowing the creature (himself) to ignore difficult terrain. Unless otherwise noted, the effects of a paradigm shift last 4 rounds equal.
He then heads out the door to follow the captain.
| Hadashin |
Seeing Ashrouk ready to strike the tiefling, Dash drops his needler pistol (free action) takes a guarded step forward drawing the binders from his belt (move action) and begins placing them on the tiefling (standard action, I think).
As he does so, he grinds his teeth, adding, "So, rather than ask for a ride home, it was 'let's murder them'? This will be just peachy."
| GM Jimbles |
Frightened Duration: 1d4 ⇒ 3
Driskinet catches up with the captain, pummeling her with entropic forces, while Alorea weaves an illusion of terror in the woman's mind. With a wordless moan, she bolts for a nearby room. Through the now-open door, FLitweather and Alorea see the human drive under an old bunk and crawl into the corner (total defense).
Guess what, Driskinet? Another attack of opportunity for you!
Round 12:
Block 2: Alorea, (-20 SP, 2 clones), Ashrouk (-12 SP), Dash, Driskinet (-47 SP), Flitweather (-13 SP), Svadik (-40 SP)
Round 13:
Block 1: Captain (-20 HP, frightened 'til Round 14), Tiefling (-24 HP)
| Driskinet |
AOO Entropic Strike vs EAC: 1d20 + 6 ⇒ (1) + 6 = 7
Driskinet swings her shield at the fleeing captain again, but it catches on a protruding bit of the wall. She then follows the human once again, this time using her fist to hit the woman.
Entropic Strike vs EAC: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d4 + 8 ⇒ (3) + 8 = 11
| Alorea |
Alorea follows the captain and fires her pistol. "Payback!"
Thunderstrike Pistol: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
| Flitweather the Dreamsmith |
"Heading for a nap, is she?" Flitweather inquires. "Not the worst idea."
Don't want to crowd the door way, so Flit will delay.
| Hadashin |
Assuming Dash isn't still putting binders on the Tiefling...
"I think I have this one, Ash, if you want to help the others." He then takes another guarded step back and readies to shoot the tiefling if it does anything other than calmly sit there.
Arc Pistol Attack: 1d20 + 7 ⇒ (19) + 7 = 26 vs EAC
Nonlethal Electricity Damage: 1d6 + 2 ⇒ (5) + 2 = 7 If it hits.
| GM Jimbles |
Both Alorea and Driskinet land attacks, despite the captain's improvised bed-shield. As the two vanguards crowd the small room, she screams bloody murder as, in her frightened state, she attempts to hide herself under the furniture (total defense).
Meanwhile, Dash stands guard over the sulky tiefling, who crosses her arms and sighs expressively.
Svadik! You finally made it! I'm going to move to the next round, but Ashrouk, feel free to post your Round 12 and 13 actions at once.
Round 13:
Block 2: Alorea, (-20 SP, 2 clones), Ashrouk (-12 SP), Dash, Driskinet (-47 SP), Flitweather (-13 SP), Svadik (-40 SP)
Round 14:
Block 1: Captain (-35 HP, frightened 'til Round 14), Tiefling (-24 HP)
| Driskinet |
{Do you want to surrender now? I still have no wish to see you dead.}
| Alorea |
"Alright, come peacefully and we won't hurt you any more," Alorea says. She uses magic to lace her words with an enchantment.
Cast charm person on the captain (Will DC 15 negates).
| Svadik |
Nonlethal Bludgeoning Damage: 1d4 + 8 ⇒ (3) + 8 = 11
| GM Jimbles |
It initially seems that the crew's diplomacy has little effect, but as the magical fear wears off, the human relents peacefully to the two imposing warriors standing over her. As they frog-march her out of the cramped quarters, she snarls at Alorea, saying "Stop messing with my mind, ye wee little runt! I'll gut ye for socks!"
Combat over!
| Pregen with a Beard |
Ashrouk checks in over the comms and discovers that the other half of the team had subdued the captain as well. Holstering his guns and sheathing his sword, the kasatha turns away from the manacled tiefling and comments, "It is a pity your captain chose violence as your original approach. Perhaps it would have saved your bear friend's life."
He lets Dash keep an eye on the tiefling while he begins exploring the door immediately to the starboard side of the ship, first checking for any traps, then trying to open it if it appears safe.
Perception: 1d20 + 13 ⇒ (12) + 13 = 25
| Hadashin |
Dash attempts to frog march the tiefling to the same room as the other prisoner, picking up his dropped needler as he does so.
"I appear to have made it through all of this unscathed, thus far. I can watch the morons while the rest of you rest, if you need it."
He looks down at the two prisoners, "I have two guns, one for each of you. Don't make me use them."
| Alorea |
Alorea sticks her tongue out at the captain. "Let's get the data we came for and get back to our ship. We can sleep on the way back to Absalom."
| Svadik |
Alorea sticks her tongue out at the captain. "Let's get the data we came for and get back to our ship. We can sleep on the way back to Absalom."
"I agree with small person, just give 10 minutes..."
| GM Jimbles |
He lets Dash keep an eye on the tiefling while he begins exploring the door immediately to the starboard side of the ship, first checking for any traps, then trying to open it if it appears safe.
Ashrouk quickly discovers the room to be the starboard-aft airlock, which appears to have regained full function now that the ship has regained partial power.
| Hadashin |
Dash calls out over the comms, "I'm pretty sure that's just me, and I'd be happy to if someone else can watch the prisoners. I might need someone to help look for traps."
| GM Jimbles |
Sullen, beaten and bound, neither prisoner looks ready to mount an escape attempt.
You can safely assume that one of the six of you is paying enough attention to watch your prisoners at any given time - feel free to explore the ship at your leisure.
| Pregen with a Beard |
Ashrouk continues methodically checking doors. His next destination is the room just to the starboard side of the power core room. Once again, he checks for any signs of traps laid by the tricky tiefling and her companions.
Perception: 1d20 + 13 ⇒ (18) + 13 = 31
| Hadashin |
In that case...
Dash heads onto the bridge and begins searching the room.
Perception Check: 1d20 + 11 ⇒ (19) + 11 = 30 Though, if I have the time, and it's possible, I'd prefer to take 20.
Once he thinks there are no traps waiting to jump out and stab him, he tries to access the ship's records.
Computers Check: 1d20 + 13 ⇒ (3) + 13 = 16
| GM Jimbles |
Ashrouk continues methodically checking doors. His next destination is the room just to the starboard side of the power core room. Once again, he checks for any signs of traps laid by the tricky tiefling and her companions.
Ashrouk can detect no sign of a tricky tiefling trap, so he opens the door, finding a mundane restroom eqiupped with a toilet, sink, and shower stall. Next to the toilet, the kasatha spies a datapad, still plugged into a charging port. Across the back are etched the words "Captain Berkal".
“We have barricaded ourselves in the bridge, but I fear it is only a matter of time before we are overrun. The crew and I are prepared for our final stand. Despite its sad state, the Amber Reconnoiter is still our ship - and we will not give in.”
Attempting to access the second-to-last log entry prompts a passcode entry.
DC 18+ Computers check:
| GM Jimbles |
Dash heads onto the bridge and begins searching the room.
Taking his time, the gnome quietly picks through the bridge, searching for traps, hazards, or anything out of place. As he passes by the captain's station, a soft touch reveals a loose panel near the base of the console. Removing the panel, Dash finds a strange metallic sphere about two feet in diameter, coated in a thin layer of oily grime. Although it bears no markings or styling of any kind, it seems out of place aboard the wrecked ship.
Once he thinks there are no traps waiting to jump out and stab him, he tries to access the ship's records.
Dash does his best, but he can't resuscitate the mainframe computer of the Reconnoiter - the ship must be too extensively damaged.
| Hadashin |
Dash rather excitedly pulls out his comm unit and taps out a text message to the rest of the group. "I'm going to play it cool and check the next room, but one of you magic-y types may want to come check out this giant sphere thing in the captain's chair."
He exits the bridge, saying, "Damn computer won't come online. Maybe one of you lugs can beat it with a hammer or try a spell or something." He does his best not to wink at the Dreamsmith as he passes his fellow gnome and the prisoners.
Bluff Check: 1d20 + 7 ⇒ (15) + 7 = 22
He goes to the unopened door on the forward port side, and searches it for traps.
Perception Check: 1d20 + 11 ⇒ (8) + 11 = 19
| Flitweather the Dreamsmith |
Believing he has caught the drift of his fellow gnome, Flitweather saunters over to the bridge to take a look at the grimy sphere.
Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Mysticism?: 1d20 + 10 ⇒ (2) + 10 = 12
| GM Jimbles |
Believing he has caught the drift of his fellow gnome, Flitweather saunters over to the bridge to take a look at the grimy sphere.
The object doesn't look particularly special to Flitweather, but as he gently inspects the edges of reality near the sphere, it seems to have some sort of... mystical inertia. It certainly seems like the sort of thing a robot priest might embark on a holy crusade to recover.
And with that, you have accomplished your primary goal! Feel free to explore the Amber Reconnoiter as much as you wish before returning to your own starship - after all, the fate of the Reconnoiter's crew is still a mystery!
| Hadashin |
Assuming I didn't see any traps with the 19 on the Port door
I attempt to disable the trap.
Engineering Check: 1d20 + 11 ⇒ (20) + 11 = 31
Dash opens the door to the Port behind the bridge and examines the room, looking for clues.
Perception Check: 1d20 + 11 ⇒ (18) + 11 = 29
| Pregen with a Beard |
*Flush*
Ashrouk emerges from the ship's restroom and closes the door behind himself. "Plumbing still seems to be in order," he says matter of factly as he catches up with Dash. "By the way, I found this next to the head. I was able to access the base level data, but the archived entries are passcode-locked. Think you could figure it out? I already tried 'Star Sugar Heartlove', but then I remembered that this ship went dead long before the new SMC album came out." The kasatha hands off the datapad and goes to join Flitweather on the bridge.
Spying the unusual object the gnome is examining, he uses his custom scanner to get a read on it.
Mysticism: 1d20 + 8 ⇒ (12) + 8 = 20
| Driskinet |
Wandering to the rear of the ship, Driskinet will find the unchecked door back there. Examining it closely, she will slowly open it if she doesn't find any obvious traps. Once inside, she will look around for anything of note.
Perception for traps: 1d20 + 8 ⇒ (2) + 8 = 10
Perception checking the room: 1d20 + 8 ⇒ (10) + 8 = 18
| Hadashin |
Dash stops what he's doing to examine Ash's found datapad.
Computers Check: 1d20 + 13 ⇒ (17) + 13 = 30 vs 18
He pulls out his comm unit and texts Ashrouk. "The hidden info is a note about the artifact on the bridge...
Wait....
Arti... FACT!"
He whistles nonchalantly as he continues searching the Port chamber.
| Flitweather the Dreamsmith |
"The dreams of a robot priest, perhaps?" ponders Flitweather as he examines the sphere. "It has some mystical inertia, but more than that I can hardly say."
He next considers the debris that has impacted and seems lodged the bridge for anything unusual.
Perception: 1d20 + 2 ⇒ (19) + 2 = 21
| Pregen with a Beard |
After examining the sphere with Flitweather, Ashrouk continues on to open the other door off the room where the tiefling had set up the trap with the acid flasks. Again, he takes his time to check the door for traps, then opens it and checks around inside the room.
Perception for traps: 1d20 + 13 ⇒ (10) + 13 = 23
| GM Jimbles |
Dash opens the door to the Port behind the bridge and examines the room, looking for clues.
Dash does not sky any traps on the door, and opening it does not blow him to smithereens. Inside he finds a relatively intact crew quarter, similar to the room on the other side of the ship. A cursory search turns up another datapad and a small lockbox secured with a digital keypad.
“Fought this unknown ship for a bit before they realized most of our weapons aren’t working. They circled around our weakest side and unleashed a full salvo. We’re sunk.”
DC 15+ Computers check:
| GM Jimbles |
Spying the unusual object the gnome is examining, he uses his custom scanner to get a read on it.
Somewhat frustratingly, the kasatha can't get a solid read on the object as his scanner refuses to settle its observations.
Wandering to the rear of the ship, Driskinet will find the unchecked door back there. Examining it closely, she will slowly open it if she doesn't find any obvious traps. Once inside, she will look around for anything of note.
Driskinet doesn't spy any traps, opening the door to find a gunner's cockpit. Now that the power has returned, a small holographic display off to one side is cycling through group photos of an early-stage barathu and a great variety of other people in all sorts of exotic places.
He next considers the debris that has impacted and seems lodged the bridge for anything unusual.
The debris lodged in the ship is infused with electrical energy, but given the surroundings of the wreck, that seems fairly standard.
After examining the sphere with Flitweather, Ashrouk continues on to open the other door off the room where the tiefling had set up the trap with the acid flasks. Again, he takes his time to check the door for traps, then opens it and checks around inside the room.
Ashrouk doesn't find any traps, but he does find another bathroom.
| Hadashin |
Remembering the lockbox code they found earlier, Dash first tests that out. He pockets the credstick but sends a note to the group over comms informing them at he found it.
After that, he examines the datapad and sends a copy of the logs to everyone's comm unit.
He pulls out his trusty hacking kit and attempts to get further into the machine...
Computers Check: 1d20 + 13 ⇒ (15) + 13 = 28
He opens the comms and texts the group again. "Anyone find the 'Gunners Station' the keycode is tentaC00L"
| Driskinet |
Activating her comm unit, Driskinet replies to Dash's message. "Think I just found it, thanks." She will then look for a spot to best put in the keycode, without accidentally breaking anything or touching any big red buttons. She will be paying particular attention to the holographic display.
Perception: 1d10 + 8 ⇒ (5) + 8 = 13
| Pregen with a Beard |
Looks like that's all the rooms! If everyone else feels the same, I think I'm ready to head back to Absalom Station with the sphere and our new friends in tow.
| GM Jimbles |
Activating her comm unit, Driskinet replies to Dash's message. "Think I just found it, thanks." She will then look for a spot to best put in the keycode, without accidentally breaking anything or touching any big red buttons. She will be paying particular attention to the holographic display.
Driskinet searches again, but she's having difficulty finding any sort of keypad or sealed compartment.
Once three or four players signal their willingness to move on, I'll move you guys forward.