
T’sorkel |

While Yariel accesses the computer, T'sorekl tries to make sense of the visual displays, noting whether there are any more hand signal diagrams.
Culture?: 1d20 + 11 ⇒ (11) + 11 = 22

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"Being trapped in here for long would make anyone paranoid, maybe even crazy."
John notices the speakers. "Maybe if we destroy the speakers ..."
He hurries back to the room with the recently deceased gray to retrieve its cryogenic longarm and spare battery.
If Yariel hasn't disabled the sonics via the computer, John suggests disabling the speakers with the numbing beam.
GMQ, your description just said numbing beam. Was it advanced or tactical?

GM Quirk |

John, that is an Advanced Numbing Beam.
Yariel and T'sorkel are able to sort some things out about the strange emanations within the room. A bit of computer work by Yariel shuts down the signal. Further investigation, along with some translation work, indicate that this "fear frequency" was adapted from lashuntas, although there are no details as far as specifics go.
Predictably, and sadly, there is a loud coughing sound, followed by a pop. The bolida begins bleeding from his eyes, nose, mouth, and ears. He has expired from yet another cortex bomb implanted within his brain.
This is the end of this section of the facility. It seems that the only way forward is the airlock in the data forge.

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"Damnit! Any time we think we've found an answer! It just doesn't make any sense! There's no reason-It just . . . nothing about this makes sense.
"Listen, I get the whole 'run psychological tests on a group of people' thing. It's sick and twisted, but I understand it. But none of this makes sense. It's too elaborate. It would take up too much time and resources. Who captures a whole ship? And these cortex bombs . . . it wastes too much. Even if you are an evil S.O.B. and give not a care to sentient life, which they clearly don't, it makes no sense. Living creatures are messy and finicky and need health care and food and water and sewage. Why not just get a robot and program it to act as an SRO? Cheaper, reset-able, you can turn it off when you don't need it, gives you the same result. Or why not trap everyone in a HAC for crying out loud?!"

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Yariel shrugs, she's just sortove on autopilot mode at this point from their constant exposure to chaos, "I'm just happy my own brain bomb hasn't popped, though I don't think I'm yet hopeful enough to assume we don't have one."
She moves with the group to the Airlock, "Alright, shall we see what is behind door number whatever?"

T’sorkel |

I suspect the grays...if that is who is really in charge here, I have my doubts...view their 'test' subjects as little more than simple biologicals. We may acquire worms or insects for dissection with the same callousness for their lives. They may view these brain bombs as we would try to see if a worm would regrow a portion of its body. My concern is that to view us like that, whoever is running these simulations would likely be as advanced over us as we are over a worm.
He follows the others to the airlock, closing the seals of his suit to prepare for any decompression.

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Lilly listens to Beauregard as she looks down at the bolida. She’s seen injuries and death, even pointless injuries and useless deaths, but this… this is starting to grate her nerves.
The clinical side of her brain takes notes… the bolida… how it behaved… the speakers… the brain bomb… the whole creepy crapshow.
Her mind keeps walking that path and stops in a dark place. Is that little pop and cough the last thing I’ll hear? She shakes it off and turns away. No more of that, sweetheart. Let’s get to work.
Sealing her suit, Lilly follows Yariel to the door.
”I’m done being cooped up. Let's see how the weather is outside.”
With reloads checked and straps tightened for zero G, she braces for whatever waits for them next.

Rar'gul |

Rar'gul continues holding the bolida in his arms for a long moment after the cortex bomb has fulfilled its abhorrent purpose.
Gently easing the unfortunate being to the floor, the trox sighs and slowly stands to his feet.
"Such waste!" he rumbles in frustration, clenching a mighty fist. He slowly opens his fingers, letting his hand fall to his side.
Sighing, he turns to his companions. Nodding slowly to each in turn, he speaks, determination in his voice. "Let's see what awaits us thrrough the looking glass."
He activates the seals on his armour and steps before the airlock, both hands gripping his hammer before him as electricity begins to crackle along its length. "I'll go firrst," he rumbles, nodding for the door to be activated and turning to face whatever lies beyond.

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John pauses, wonders whether his head will pop. That matters not. If it be there or not, I will be free.
He double checks that his seals are still active and his armor's integrity is good. He flashes Yariel a quick glance with an eyebrow raised, head tilts toward the airlock. He switches his pistol back to lethal mode and holsters the sidearm. Then he makes a loop of some thin cable drawn from the handle of his cane. The loop goes over one shoulder. The gray's numbing beam stays ready in his hands.
"Ready."

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Yariel's furry brow furrows as she thinks of something, "Hold up a second, I want to see if maybe..."
And she is off, searching through all the rooms for parts.
Will this be a Computer Check, an Engineering Check, Both Checks or is it a useless attempt with the materials she has available?

GM Quirk |

Using the keycard that Yariel repaired earlier, you are able to open the airlock on the west wall of the data foundry. There is an evening out of air pressure as the door open, and you see not the open sky, but another chamber, roughly octagonal in shape.
From the book:
Dust hangs thick in the air in this roughly octagonal room,
and cracks run through the smooth stone ceiling and floor, as
well as north wall, which is paneled in dull metal. Stone debris
and rubble are scattered across the area. A hollow frame of
gold and silver wires running from floor to ceiling, twisting
in intricate patterns and forming several hollow hemispheres
along its length, rests along the north wall. A machine made of
shards of smoky crystal anchors this framework, each crystal
arranged in a tightly fitted pattern. Motes of blue light form
in the crystals, and then move throughout the wires, which
disappear into holes in the wall or floor, only to and loop back
to the crystal machine. In the southwest corner is a chair and
desk with a computer workstation, all smashed. A humanoid
form lies crumpled among the wreckage.
A voice rings out telepathically NO! NOT BELONG! KILL!
A three-foot tall muscular gray figure emerges from behind the workstation and attacks!
Please see the new slide, #2. You may move your token into the room.
Rar’gul: 1d20 + 1 ⇒ (16) + 1 = 17
Dr. Flint-Bridge: 1d20 + 2 ⇒ (1) + 2 = 3
John Rawlins: 1d20 + 5 ⇒ (20) + 5 = 25
T’Sorkel: 1d20 + 6 ⇒ (16) + 6 = 22
Beauregard: 1d20 + 0 ⇒ (18) + 0 = 18
enemy black: 1d20 + 2 ⇒ (14) + 2 = 16
Bold may act.
1. John
2. T'sorkel
3. Beauregard
4. Rar'gul
5. Enemy
6. Yariel
7. Dr. Flint-Bridge

T’sorkel |

T'sorkel gasps as he comes through the door. He sees the dead body and then the gray figure. He calls up the memory of the buzzing flies to distract the alien.
Cast Wisp Ally. It will provide harrying fire (+2 to first attack). If possible, I'd like to designate this for Rar'gul, but by rule, it's just the next attack on it. Last 3 rounds.

Rar'gul |

Rar'gul emerges through the door and, with a glance, takes in the scene of destruction within the room. Having spotted the crumpled body, the trox shows no hesitation when the gray figure emerges, threatening them.
"My patience with this game worrre out long ago," he rumbles, striding across the small room. Loftimg his hammer, he drops the heavy head down upon the foe.
Diamagnetic storm hammer (vs KAC): 1d20 + 6 ⇒ (9) + 6 = 15 Potentially an extra +2 from Wisp Ally?
Bludgeoning & Electricity Damage: 1d8 + 5 ⇒ (1) + 5 = 6
What's with all my low rolls?
Took another 2 charges from the hammer
+1 EP. EP: 1/3

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Rawlins steps into the room and flattens himself against the wall. He sights the rifle along the wall at the gray figure and pulls the trigger.
Numbing beam, non-prof: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18 ... Damage: 1d8 ⇒ 8

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Earlier
Yariel comes back to the group and over to John, "May I uh... borrow your grenade scrambler? I need it."

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Earlier
"Sure." John unclips the scrambler from his belt and hands it over to the ysoki. Then he watches as she makes her modifications.
Engineering to figure out what she's doing: 1d20 + 6 ⇒ (11) + 6 = 17
He nods as she slips it into her pack.
You sure you don't want to store it in your mouth for rapid deployment?

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Ewww gross, I don't know where those parts have been. :P

GM Quirk |


GM Quirk |

Momentarily distracted by T'sorkel's spell, Rar'gul is able to land a blow on the small, cat-like creature (that spell might have been the difference)
John also hits with the rifle he took from the gray back at the data foundry.
Beauregard's axe sails wide of the mark.
The creature hisses angrily and leaps at Rar'gul, baring razor sharp teeth as it does.
to hit: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 1d6 + 7 ⇒ (4) + 7 = 11
Looks like a hit to me. By the way, I put a picture of this charming little fellow on the slide with the map.
Yariel and Dr. Flint-Bridge appear to be entering the area at this time.
Bold may act.
1. John
2. T'sorkel
3. Beauregard
4. Rar'gul (-11)
5. Enemy (-14)
6. Yariel
7. Dr. Flint-Bridge

Rar'gul |

+1 EP from damage taken. EP: 2/3
Will DC13: 1d20 + 1 ⇒ (10) + 1 = 11

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The Ysoki moves into the room and around the big guy. She taps her computer and it sucks up the heat around her, then redirects it towards the critter.
Move, cast Overheat for Fire: 2d8 ⇒ (4, 2) = 6 with Reflex DC 16 for half. Can’t put up the area template but it should only hit the enemy.

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”Sounds like the party started without me.“
Lilly moves into the room, heading around Rar’gul and past the body. She draws her needler as she goes.
She spots the gray just in time to see it chomp into Rar’gul.
”Let’s end that thing,” she shouts to the crew. ”Get ‘em!“
Double move (entering the room/drawing needler, Get ‘Em on the gray). Everyone has a +1 to hit the creepy alien bugger.

GM Quirk |

reflex save: 1d20 + 6 ⇒ (1) + 6 = 7
As the creature backs leaps down after biting Rar'gul, Yariel comes around and severely singes him.
Dr. Flint-Bridge encourages excellence in all of your endeavours.
Bold may act--round 2
1. John
2. T'sorkel
3. Beauregard
4. Rar'gul (-11)
5. Enemy (-20 and get 'em'd)
6. Yariel
7. Dr. Flint-Bridge

Rar'gul |

Rar'gul recoils as the creature attacks him, holding an arm before him defensively. Breathing rapidly, he watches the creature for a long moment.
"C'mon, pull yourrself togetherrr!" he utters to hinself. "You'rre not some fresh recccruit in his firrst live action."
Rar'gul tries to fight on, swinging at the beast once again.
Diamagnetic storm hammer (vs KAC): 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
Bludgeoning & Electricity Damage: 1d8 + 5 ⇒ (7) + 5 = 12

T’sorkel |

T'sorkel continues to let the floating memory distract the gray. He raises his sonic pistol to fire at it. As he does so, his brain considers whether grays might be harmed by something specific, possibly sound.
Attack (get 'em): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Sonic Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Life sciences: 1d20 + 6 ⇒ (10) + 6 = 16

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John grins to himself, and tries the numbing beam again, and again.
Numbing beam, non-prof, full attack: 1d20 + 5 - 4 - 4 ⇒ (19) + 5 - 4 - 4 = 16 ... Damage: 1d8 ⇒ 5
Numbing beam, non-prof, full attack: 1d20 + 5 - 4 - 4 ⇒ (20) + 5 - 4 - 4 = 17 ... Damage: 1d8 ⇒ 2
Crit Damage: 1d8 ⇒ 8
And Critical effect is the thing is staggered!
Staggered: You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.
And I should note that damage from the numbing beam is nonlethal. Something John doesn't realize yet.
Hands 2; Proficiency Longarms
Damage 1d8 C; Range 50 ft.; Critical staggered
Capacity 20 charges; Usage 1
Bulk 1; Special nonlethal
Staggered: You can take a single move action or standard action each round, but not both, nor can you take full actions. You can still take swift actions, but not reactions.

GM Quirk |

Rar'gul seems nervous and fearful. His attack misses.
T'sorkel can't find his mark either, but John seems to have amazing accuracy with his new rifle.
Though slowed, the thing still manages a lunging bite attack again on Rar'gul.
to hit: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 1d6 + 7 ⇒ (5) + 7 = 12
Bold may act--round 2
1. John
2. T'sorkel
3. Beauregard
4. Rar'gul (-23, shaken 3/4)
5. Enemy (-35, staggered, and get 'em'd)
6. Yariel
7. Dr. Flint-Bridge

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Yariel looks at the sparkly mote helping the big guy and shrugs, moving up to punch at the critter, "I'll be in flanking soon John, if you want me to be."
Guarded Step, Punch
Glamered Cestus Battleglove vs. KAC + Get Em: 1d20 + 1 + 1 ⇒ (9) + 1 + 1 = 11 for Magic/Bludgeoning + W.S.: 1d4 - 1 + 3 ⇒ (2) - 1 + 3 = 4

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Lilly winces as the Gray bites into Rar’gul a second time.
”Rar’gul, keep going. We’ve got your back.”
Glaring at the Gray, she points and bellows, ”Everyone, concentrate fire. Get ‘em!“
Move action to Get ‘Em on the Gray, giving everyone a +1 to hit the increasingly annoying alien bugger. Standard action to give an Inspiring Boost to Rar’gul for 7 stamina points.

GM Quirk |

Yariel steps forward to keep the creature busy.
Beauregard seemingly hits, but the creature shimmers for a moment allowing the axe to slip by. Perhaps it was out of phase for a moment?
Dr. once again demands you all be the best that you can be, and that includes reminding Rar'gul that he will indeed be fine when this is all over.
Bold may act--round 3
1. John
2. T'sorkel
3. Beauregard
4. Rar'gul (-16, shaken 2/4)
5. Enemy (-35, get 'em'd)
6. Yariel
7. Dr. Flint-Bridge

T’sorkel |

Last round for the wisp. +2 to Rar'gul to hit
T'sorkel shifts position to get a better shot with his sonic suppressor. The memory of light continues to hound the gray. T'sorkel fires at the creature.
Attack (get 'em): 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
Sonic Damage: 1d4 + 1 ⇒ (2) + 1 = 3

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Yariel looks at the sparkly mote helping the big guy and shrugs, moving up to punch at the critter, "I'll be in flanking soon John, if you want me to be."
...
"Roger that!" John drops the rifle, and steps forward, reaching across his body with his left hand to seize the cane, and drawing the narrow sword blade free with his right. His next step quickens into a lunge.
"Doc, Beau, find the telepath."
10' of movement. Specify nasty grey as enemy to avoid AoO. Sword attack.
sword cane, tactical v KAC: 1d20 + 5 ⇒ (5) + 5 = 10 .... damage: 1d4 + 1 ⇒ (3) + 1 = 4 , critical Bleed 1d3; Analog.operative)

Rar'gul |

+1 EP from damage taken. EP: 3/3
Rar'gul shakes off the creature's latest strike as best he can. Doc's reassurance helps keep him focused.
Reaching out with his hammer, he redirects his injuries back toward the beast as attempts to touch it with the head of the hammer.
Entropic strike (vs EAC): 1d20 + 6 ⇒ (2) + 6 = 8 Gah! *throws Dice tray across room*
A&B Damage: 1d4 + 6 + 2d4 ⇒ (2) + 6 + (4, 4) = 16
Spent 2 EP. EP: 1/3

GM Quirk |

Neither Beauregard, John, or Rar'gul can find the mark. T'sorkel does do some damage with his sonic weapon though.
The creature feels threatened by all of you surrounding it and backing it into a corner. You hear the following ring out in your heads: "No...NO! Not allowed! Must kill!"
It attacks Yariel.
to hit: 1d20 + 12 ⇒ (11) + 12 = 23
damage: 1d6 + 7 ⇒ (6) + 7 = 13
Bold may act--round 3
1. John
2. T'sorkel
3. Beauregard
4. Rar'gul (-16, shaken 2/4)
5. Enemy (-38, get 'em'd)
6. Yariel (-13)
7. Dr. Flint-Bridge

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Will: 1d20 + 3 ⇒ (10) + 3 = 13
Taking a deep breath to center herself, the Ysoki steps into flanking with John and punches again.
Glamered Cestus Battleglove vs. KAC + Get 'Em + Flanking: 1d20 + 1 + 1 + 2 ⇒ (7) + 1 + 1 + 2 = 11 for Magic/Bludgeoning + W.S.: 1d4 - 1 + 3 ⇒ (4) - 1 + 3 = 6

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Lilly’s eyes narrow as the creature avoids Beauregard’s blade, then widen as it springs onto Yariel and attacks.
”Oh nae you didn’na. Let’s see what you’re made of… and how to make it more squishy.“
Move action to use Life Science and her trusty custom microlab to identify the annoying and phasing alien thing for a 29 (automatic 20 + 9). Looking for weaknesses, immunities, resistances, AC, attacks (best order I can think of at this hour)
She palms a bio hack into her needler pistol and aims, getting her composure back and most of her accent under control. ”All of this action must be wearing you out... or t'will shortly.”
Needler pistol: 1d20 + 4 ⇒ (12) + 4 = 16
Piercing damage plus injection: 1d4 ⇒ 1
Inhibitor: You introduce a mild hallucinogen into a living creature’s body, making it difficult for the target to move or act. The target gains the encumbered condition and must succeed at a DC 13 Fortitude save or also gain the entangled condition. This is a mind-affecting poison effect.
Encumbered: All of your speeds are reduced by 10 feet, your maximum Dexterity bonus to your Armor Class is reduced to +2, and you take a –5 penalty to Strength- and Dexterity-based checks (or you take your armor’s armor check penalty, whichever is worse).

GM Quirk |

Yariel shakes off the effects of being bit by this creature, but can't seem to hit it.
Dr. Flint-Bridge, on the other hand, is able to put a needle on the mark. It seems to have slowed the creature down just a bit, and it may be more vulnerable now (though it is NOT entangled).
The good doctor also seems to have sorted out what exactly this thing might be.
She reports that this appears to be a domesticated beast called a "gray bounder."
No weaknesses, immunities, or resistances. It does have the "phase" ability, causing a 20% miss chance against attacks targeting it directly. EAC is 14, KAC 16 (though it might be slightly lower at the moment due to having the encumbered effect). Bite +12, D6+7 damage + psychic terror, which can give the shaken condition. Also has a tail attack, which will only be used if a full attack is made.
Bold may act--round 4
1. John
2. T'sorkel
3. Beauregard
4. Rar'gul (-16, shaken 3/4)
5. Enemy (-39, get 'em'd)
6. Yariel (-13)
7. Dr. Flint-Bridge

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"I think the telepathic guy is the guy we're fighting, chief." Beauregard says.
Then he reaches out and touches Rar'gul, who briefly turns black and white before turning back to normal. Strangely enough, he can't remember what got him upset.
Cast lesser remove condition on Rar'gul, removinghis sharken condition.

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"He be not smart enough to be his own boss."
John feints with the cane, and slashes low with his sword.
Trick Attack DC 20+CR : 1d20 + 13 ⇒ (15) + 13 = 28 If successful opponent flat-footed and might take 1d8 extra damage.
sword cane, tactical v KAC, flank: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10 .... damage: 1d4 + 1 ⇒ (4) + 1 = 5 , critical Bleed 1d3; Analog.operative)
Trick Attack damage: 1d8 ⇒ 7

Rar'gul |

Rar'gul shakes his head, his thoughts suddenly clearing.
"We'll find out soon one way orr the otherr," he rumbles in reply to Beau and John.
Focusing, he brings his hammer arching down toward the beast before quickly following through with a backhand swat.
Diamagnetic storm hammer 1 (vs KAC): 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
Bludgeoning & Electricity Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Diamagnetic storm hammer 2 (vs KAC): 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Bludgeoning & Electricity Damage: 1d8 + 5 ⇒ (2) + 5 = 7

GM Quirk |

Beauregard is able to cheer up Rar'gul just a bit, putting him at ease. Will it be enough to finish this surly little guard off?
John can't find the mark with his attack.
Rar'gul does give the creature a smashing blow. It appears to be on its last legs, but it fights on.
This time it's John's turn to be bit.
to hit: 1d20 + 12 ⇒ (10) + 12 = 22
damage: 1d6 + 7 ⇒ (6) + 7 = 13
Bold may act--round 4
1. John (-130
2. T'sorkel
3. Beauregard
4. Rar'gul (-16)
5. Enemy (-48, get 'em'd)
6. Yariel (-13)
7. Dr. Flint-Bridge

T’sorkel |

The memory of the distraction fades and T'sorkel finds it difficult to get a clear shot with all of the others surrounding the gray creature. Instead, he moves around to check on the body that the creature had killed.
Perception: 1d20 + 9 ⇒ (9) + 9 = 18

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Oh No John’s Super Dead!
Yariel punches again twice, keeping up her support for her flanking partner.
Glamered Cestus Battleglove vs. KAC + Flank - Full Attack: 1d20 + 1 + 2 - 4 ⇒ (7) + 1 + 2 - 4 = 6 for Magic/Bludgeoning + W.S.: 1d4 - 1 + 3 ⇒ (3) - 1 + 3 = 5
Glamered Cestus Battleglove vs. KAC + Flank - Full Attack: 1d20 + 1 + 2 - 4 ⇒ (14) + 1 + 2 - 4 = 13 for Magic/Bludgeoning + W.S.: 1d4 - 1 + 3 ⇒ (2) - 1 + 3 = 4

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”You really need to die.”
Needler pistol: 1d20 + 4 ⇒ (4) + 4 = 8
Piercing damage: 1d4 ⇒ 2
I think the Paizo board's dice roller has been swapping tips with the Roll20 randomizer.

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And a Move action to Get ‘Em on the Gray, giving everyone a +1 to hit. Sorry... knew I forgot something.