Sefel Lamunesh
|
Sefel nods. Indeed, we were hoping to better confirm it here, prior to the explosion, but it otherwise looks that way. We would gladly accept this assistance.
Roquefort Camembert
|
Also fine working with Philt
Medicine - treat deadly wounds 1d20 + 6 ⇒ (19) + 6 = 25
Roquefort breaks out his first aid kit and starts patching and cleaning some of D'ris wounds, concerned about dead-body funk being embedded in his flesh. He then sits down for a breather and to clean up his own bloodied nose.
D'ris - Regain another hp
Gunnar Grymm
|
"Of course we'll work with you Mr. Philt! Our leads all point to a Shirren couple operating out of the Renew-You clinic."
Gunnar is ready to go having had a moment to catch his breath while they waited for Mr. Philt to arrive.
Kallus Harridan
|
Kallus will help heal D'ris. "Hold still, this might hurt a bit." He then reaches down and focuses his mind on reknitting some of the lashunta's wounds. He doesn't trust Mr. Philt, but the others have already spoken, so keeps his mind on the task at hand.
Heal up to 10 points.
| GM Wolfspirit |
If anyone had things they wanted to do before leaving, like resting, or making comments go for it. Moving on in the meantime
The search for the address recovered from Shenge takes you to a remote part of the Ring, where old storage buildings have been converted into housing. While fashionable several decades ago, this type of neighborhood has since fallen into disfavor, with many buildings reverting to their original purpose. As you draw near, you pass fewer and fewer people, more broken lights, and more poorly maintained buildings. After passing dozens more decrepit units, you travel virtually empty streets.
The buildings lining the outer edges of this twenty-foot wide street are boarded up and sealed. Occasional streetlights flicker, while up ahead, light seeps out of a single structure. Streams of light come from boarded-up windows, and the area’s only occupied structure stands out like a sore thumb.
Also standing out are a pair of halflings pounding at the door to the building. Both bang with their arms in a jerky motion and the general state of bodily disrepair makes it clear that these are more technologically re-animated zombies! They seem oblivious to you, focusing on trying to enter the building, for now.
D'ris Init: 1d20 + 2 ⇒ (19) + 2 = 21
Gunnar Init: 1d20 + 7 ⇒ (10) + 7 = 17
Jaxon Init: 1d20 + 3 ⇒ (8) + 3 = 11
Kallus Init: 1d20 + 1 ⇒ (6) + 1 = 7
Roquefort Init: 1d20 + 2 ⇒ (16) + 2 = 18
Sefel Init: 1d20 + 2 ⇒ (9) + 2 = 11
Philt Init: 1d20 + 2 ⇒ (15) + 2 = 17
Red Init: 1d20 + 4 ⇒ (19) + 4 = 23
Blue Init: 1d20 + 4 ⇒ (5) + 4 = 9
One of the zombies bangs on the door ineffectively, doing more damage to the state of its arm than the building.
Next up: Everyone *except* Kallus
Sefel Lamunesh
|
Wow. This clinic’s trail of destruction is getting quite literal. We have to be reaching the end of it soon.
He steps out from behind his group, drawing his laser pistol.
5’, move action while drawing weapon
He holds it up in front of him and leans his head closer to it. His antennae begin to reach towards it, stopping just short of touching it and swaying over it while Sefel whispers and incantation onto it.
cast supercharge weapon
He secures the weapon with both hands and starts seeking a clear shot, aiming at the cyber zombies.
This next shot will definitely be heard by anyone inside. By the way, do any of us have the means to incapacitate these creatures instead of destroying them, so that we might get more augmentation samples to study?
D'ris
|
D'ris thanks Roq and Kallus. He looks to be back to his normal self.
At the warehouse, D'ris hears Sefel's advice and pulls out his handaxe. He goes to take a swipe at the zombie's neck.
handaxe: 1d20 + 1 ⇒ (10) + 1 = 11
damage: 1d4 + 1 ⇒ (4) + 1 = 5
Sefel Lamunesh
|
You have some serious movement to do before you get to them.
Roquefort Camembert
|
Mysticism 1d20 + 7 ⇒ (6) + 7 = 13
"These things are making no sense to me"
Roquefort scoots into the side alley, drawing his pistol as he goes, noting when the zombie isn't paying attention before he fires.
Shoots at Red
Trick Attack Sense Motive 1d20 + 13 ⇒ (10) + 13 = 23
Attack 1d20 + 3 ⇒ (20) + 3 = 23 vs FF EAC
Damage 1d4 + 1d4 + 1d4 + 1d4 ⇒ (4) + (1) + (3) + (3) = 11
+Burn 1d4 ⇒ 4
Hopefully one lasts long enough for Roquefort to work out what they are and they don't explode again leaving only a mystery behind.
Jaxon Kyber
|
Perception: 1d20 + 4 ⇒ (14) + 4 = 18
"These zombies are breaking down. I think the augmentations are degrading the zombies' biological structure. It's seems to be breaking them down the longer it's installed." He steps forward for a clear shot and fires with his laser rifle.
Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 ⇒ 3
Gunnar Grymm
|
Gunnar moves into position and takes a shot."Looks like some of their customers came back to file a complaint. Maybe we should have let them break down the door for us before we shot."
Laser rifle: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d8 ⇒ 4
Focusing fire on whichever one had been attacked.
| GM Wolfspirit |
Geeze. Where was that rolling last combat...
The zombies barely knew what hit them as an absolute -barrage- of devastation was heaped upon them. Degraded flesh and cybernetics fly under laser fire and melee attacks and both fall down in a single flurry of activity.
Explode Red: 1d100 ⇒ 77
Explode Blue: 1d100 ⇒ 91
Strangely enough, neither explode when you expect them to. On the other hand, you likely have little time to investigate them too heavily, because you can barely make out more shambling figures about half a minute away.
From a cracked window on the building, a shirren voice yells out, "Hello? Anyone out there!? Did you get them all?"
Still semi in turns, though you're not immediately in combat. This is technically the start of round two. Also, I added a legend for icons to the map, but the brown signs are doors, and the double arrows are windows. The red marked one is where you hear the voice from.
Round 2: Next up: Everyone. (Kallus can go twice.)
Roquefort Camembert
|
Awesome!
Roquefort runs forwards and starts beating the flames out on the burning one "Dammit I wanted to be able to inspect these things!"
"Yeah we got the ones here now, so open this door before the rest arrive, we got to get you out of here before the ones down the street arrive and join the party."
Take 10 on Mysticism for a 17 to learn more (if there is anything more) about the robozombie Halflings. Take 10 on Medicine also for a 16. I haven't factored in any previous modifiers or bonuses that might help
Sefel Lamunesh
|
Darn, waste of a spell
Sefel runs over to the downed cybernetic zombies, joining Roquefort.
Ah, they didn't explode. We may yet get more clues from these!
He leans over to inspect one of them and look for interesting details about their enhancements.
Engineering: 1d20 + 12 ⇒ (10) + 12 = 22
| GM Wolfspirit |
Sefel, technically there's a zombie that's "off the screen" as it were. I'll let you take a shot at it if you want, but it's currently 180 feet away.
Roquefort knows that the halfling reanimated corpses are weaker than the typical for its kind; it's almost as if the augmentations are starting to destroy the host rather than their obviously intended functionality or preserving them in unlife. For both though, it seems as if the augmentations were the original cause of their death. One looks like he has a data jack on his ear that grew into his skull like a cancer, the other looks like they had a wildwise augmentation that clogged his throat. (Take that, Diplomancers.)
The shirren behind the window yells out, "Uhh. No. I don't think so. Thanks for dealing with those, but they'll probably go away. Right?"
Mr. Philt raises an antenae speculatively and responds, "We are here under the authority of AbadarCorp. If you have anything to do with these... things... I suggest you cooperate."
Really, you have a few options. 1. Wait for the zombies you hear nearby to show up and destroy them. 2. Try to gain access to the building through interrogation / negotiation (before the zombies get there.) 3. Try to break into the building (before the zombies get there.) You have a couple rounds before a zombie likely would reach you.
Jaxon Kyber
|
"Come on, let us in. Otherwise, maybe we don't stop the next group of zombies who want to get inside." The pilot bangs on the doors and looks to see if there are any other ways into the building.
Intimidate: 1d20 ⇒ 8
Roquefort Camembert
|
"Look pal, there's a bunch of them coming and either we are inside there with you staving them off, or we scatter back out of this alley and you'll be stuck in there for good - or at least until they break down your door for a nice brain-sandwich and cup of tea. So why don't you do the smart thing and open the door?"
Bluff 1d20 + 6 ⇒ (11) + 6 = 17
Gunnar Grymm
|
Nodding along as Roquefort lists their options Gunnar adds"And your window of time to secure or aid is getting pretty narrow. You've got about 30 seconds before we leave you to deal with the zombies by yourself."
aiding bluff: 1d20 - 1 ⇒ (10) - 1 = 9
D'ris
|
Where do I see the map?
Roquefort Camembert
|
The tag under the GM's name :)
Half Alive Streets
| GM Wolfspirit |
Where do I see the map?
There's a link under my name "Half Alive Streets"
The shirren at the window seems increasingly frantic. "No! You've got AbadarCorp there! We’re not going to jail! Everything we’ve been through has been punishment enough! We’re leaving—and so are you! Go!"
While a good attempt, it doesn't seem like the Shirren is in a place of mind to be reasonable, particularly with Mr Philt there. (i.e., the scenario makes no accommodations for and morale prevents...) I didn't want you to waste your rounds past the current one.))
The zombie on the periphery edges closer, roughly twelve seconds away. And what more, you think there's another pair coming from the other direction.
Round 2. If you didn't act in the previous "middle round" you can have two actions.
Jaxon Kyber
|
Jaxon shakes his head and looks to see the zombie edging closer. "We don't have time for this." He moves to the first window and looks in before deciding where to break it or not.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Roquefort Camembert
|
"Gunnar, Kallus, time to put your strengths to work" Roquefort suggests as he looks at the closed door suggestively.
Gunnar Grymm
|
Couple of quick questions as there seem to be multiple possible entry points. What is the door made of? Are the windows big enough to actually fit through or are they small slits? Can we aid on the attempt to break down the door or is it a single check?
| GM Wolfspirit |
Looking at the front of the house, all the windows appear large enough to get through with little difficulty. However, the two (blueish) windows appear to have a collection of crates and boxes pushed against them from the inside. The red one (where the Shirren is) has what you imagine is a refrigeration unit shoved in front of it, with less than a foot of space between the unit and the wall offering a small glimpse into what you take as a kitchen. The glass has largely been shattered in all three of them (presumably by zombies) but the make-shift barriers have held. Any of the windows would require a one-time strength check to clear the barrier, then a move action to get through with the refrigerator would be harder to move.
The front door is steel with a small access terminal to control entrance. It would be possible to break it down as well, but likely the use of someone with Computers would hack access to it.
Whichever way you go, Aid is allowed.
Kallus Harridan
|
Wow you guys move fast on the weekends..
Kallus decides as soon as Roquefort looks him that the door needs to be opened. "Then maybe we'll just leave the rest of them out here for you to deal with!"
Intimidate: 1d20 + 7 ⇒ (7) + 7 = 14
He then moves up to the door and starts hacking through the zombies to get to the door.
Sword Strike: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 1 ⇒ (3) + 1 = 4
Strength to bust open door: 1d20 + 1 ⇒ (4) + 1 = 5
Roquefort Camembert
|
Whilst everyone tries battering the doors and windows, Roquefort tries using the distraction to hack the lock.
Computers 1d20 + 6 ⇒ (16) + 6 = 22
Gunnar Grymm
|
Not going to be home till late so I can't adjust my token on the map but I'm moving to the same window as Jaxon.
strength check: 1d20 + 3 ⇒ (4) + 3 = 7
"Happy to oblige Roquefort"
Jaxon Kyber
|
Jaxon slings his rifle over his shoulder and draws his baton. He tries to use it to leverage the crate away from the window enough to slip inside.
Str check: 1d20 ⇒ 17
| GM Wolfspirit |
I removed the zombie remains because I realized it was confusing having them there.
With diplomacy out the window... literally... Jaxon smashes through one barrier while Roquefort causes the security door to snap open with a hiss! In the hall behind the door is a Shirren (that you don't believe is the same one as was talking before) that has a laser pistol aimed your way. The Shirren yells out, "They've breached the door!" appearing to prepare to shoot.
T Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
V Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Next up: Philt, Sefel, D’rist
<= ! -- means you're up!
Goodies:
- n/a
Baddies:
- n/a
Active Global Conditions: None.
Round 2
- --Enemy: Green
- : Roquefort: Open Sesame
- : Gunnar: Trying to be strong
- : Philt: <= !
- : Jaxon: Diplomacy out the Window
- : Sefel: <= !
- : D'rist: <= !
- --Enemy: Yellow
- : Kallus
Sefel Lamunesh
|
Back from my trip! Is it way too late to still get off that supercharged shot at the zombie? I'm guessing much more than a round passed as the zombie approached, doors were broken open, etc.
Sefel Lamunesh
|
Eh, probably not.
Sefel runs to the broken-down door with laser pistol drawn...
double move
| GM Wolfspirit |
(I would still give you the attack against the zombie, if you want to make it. He's still technically not on the map ;))
D'ris
|
D'ris moves to the door and tries to get through before anything else comes at them.
Sefel Lamunesh
|
Alrighty, so to be clear, 180' off map, I count 20 squares to that edge of the map, so that's 280' away from Sefel. With a range of 80', that's two *full* range increments out of normal, so -4 to hit? Do I have the position and adjustments correct?
Roquefort Camembert
|
If its that far away why waste time shooting at him when we have a bunch of active combatants right in our faces employing lethal force? The battle is to get in the building, not duck hunting slow-movers :p
Sefel Lamunesh
|
Well, it's only because I had an active casting of "supercharge weapon" that expires in a round, the GM is being nice and letting me still use it on a target outside, but I think that's with the presumption that I shot before we moved in. The spell doesn't last that long, I didn't realize how fast these zombies would go down.
| GM Wolfspirit |
Take a -2 to hit. It was before you moved.
It's Shirren on Shirren combat! Philt takes a pot shot at the one in the room... but it's a feint! The other Shirren appears to be vulnerable! (Flat Footed)
Clever Feint: 1d20 + 10 ⇒ (8) + 10 = 18
That shirren, however, launches a barrage of incandescent lights at Mr Philt.
Damage: 3d4 + 3 ⇒ (4, 3, 2) + 3 = 12
Next up: Kallus
<= ! -- means you're up!
Goodies: Philt -12
- n/a
Baddies:
- n/a
Active Global Conditions: None.
Round 2
- --Enemy: Green
- : Roquefort: Open Sesame
- : Gunnar: Trying to be strong
- : Philt: Feinting
- : Jaxon: Diplomacy out the Window
- : Sefel: Moving
- : D'ris: Moving
- --Enemy: Yellow
- : Kallus <= !
Sefel Lamunesh
|
Earlier laser pistol off screen attack: 1d20 + 3 - 2 ⇒ (5) + 3 - 2 = 6 ahahaha. The more I deliberated, the more doomed it was :P
The shot lands on a street lamp behind the zombie in an impressive explosion that seems contrary to a small laser burst.
Kallus Harridan
|
Wasting no more time, Kallus moves into the building with a purpose. His blade held ahead of him, he takes mental control of a coffee cup on the table and sends it flying toward the hiding Shirren.
TK Good Morning: 1d20 + 2 ⇒ (13) + 2 = 151d6 ⇒ 5
| GM Wolfspirit |
The shirren by the doorway sees a brief flash of "Galaxy's Greatest Host" before ceramic crashes into its face. The best part of waking up, it is not.
The Shirren in the kitchen hurls a Taunt at Jaxon, yelling "It didn't have to be this way! No one was supposed to be hurt... but I suppose you could be useful for more parts!"
Dispiriting Taunt: 1d20 + 7 ⇒ (13) + 7 = 20
Jaxon, you are Shaken for one round
For his part, Philt sends a laser bolt at the other Shirren before moving to cover.
Philt Attack: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d4 + 1 ⇒ (2) + 1 = 3
Next up: Everyone except Kallus!
D'ris
|
D'ris pulls out his pistol as he moves to the right of the opening hallway. He then takes a shot at the guy behind the table.
laser damage: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d4 ⇒ 4
Roquefort Camembert
|
The Ysoki slips through the door and takes a sneaky shot at the enemy Shirren!
Trick Attack Sense Motive 1d20 + 13 ⇒ (18) + 13 = 31
Attack 1d20 + 3 ⇒ (7) + 3 = 10 vs FF EAC
Damage 1d4 + 1d4 ⇒ (4) + (2) = 6
Gunnar Grymm
|
Gunnar moves through the door and and continues the assault on the Shirren.
Laser rifle: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d8 ⇒ 4
| GM Wolfspirit |
A barrage of shots are fired on the Shirren Technomancer, who was luckily flustered enough by Philt's feint that Roquefort's sneaky attack hit. With Gunnar's shot, though, the shirren falls unconscious!
Will update the initiative order later, but just wanted to make that visible. Also, Kallus you can act now, as there isn't anyone between you and the rest of the party.
Sefel Lamunesh
|
Sefel rushes into the building and stands behind the couch in the entrance room.
30', move action
Hey, you guys missed one!
He quickly sees the next shirren directly down the west hallway on the other side of the furniture and fires at it...
azimuth laser pistol attack vs. green: 1d20 + 3 ⇒ (10) + 3 = 13 still flat-footed? :D
F damage: 1d4 ⇒ 4
| GM Wolfspirit |
One bug down, a second to go... ahem... I've been informed that 'bug' is offensive to Shirrens. But still, the remaining... shirren... isn't expecting Sefel to shoot at him and reels in pain.
Next up: Kallus, Jaxon!
<= ! -- means you're up!
Goodies: Philt -12
- n/a
Baddies:
- Yellow KO, Green -4
Active Global Conditions: None.
Round 3
- --Enemy: I will taunt you a second ti--- uh...
- : Roquefort: Tricksy
- : Gunnar: Forceful
- : Philt: Hiding
- : Jaxon: <= !
- : Sefel: Shooting
- : D'ris: Shooting
- --KO-- Enemy: Yellow
- : Kallus <= !
Kallus Harridan
|
Satisfied that the first one is down, Kallus grimly marches towards the second one, again summoning his power, finding a nearby stapler and pulling it towards the back of the shirren's head.
TK Stick Together: 1d20 + 2 ⇒ (7) + 2 = 91d6 ⇒ 4