John U. Rawlins
|
John jumps down from the excavator. He keeps his own pistol trained on the standing android. "Back it up, 'droid." After the android takes a few steps back, John glances at the wounded one. "Your call on that one, Doc."
Still keeping his pistol pointed at the standing android, John bends down to pick up the dropped pistol. He straightens up and glances down to establish the make and any settings on the gun.
What kind of weapon and was it set to non-lethal?
"You only shoot people if you want to hurt them. Now here's how this is going to go. You're going to tell us your whole story, then we'll figure out if we want to hurt you."
| T’sorkel |
You tried to fool us and then ambush us! T'sorkel climbs down from the excavator. He hurries to disarm the android who has surrendered.
Doctor Flint-Bridge II
|
He drops his weapon and raises his hands. ”I surrender! We're just trying to get off this rock! We never wanted to hurt anyone!”
”Your call on that one, Doc.”
Lilly wants to laugh and cry all at once, but the sight of the dying android kicks her into medical mode.
“Ah’m on it. Saw enough death ta’day for a whole month. Maybe a year.”
Lilly holsters her pistol and kneels next to the downed android. She quickly scans them with her microlab, then begins applying bandages and salves.
First Aid, Medicine skill: 1d20 + 15 + 1d6 ⇒ (16) + 15 + (5) = 36 Regular roll plus Expertise
First Aid (Medicine): As a standard action, you can use Medicine to stop bleed damage or administer first aid to a dying creature that you can touch. The DC of this check is 15. If you succeed at the check, the creature stops dying and becomes stable, or the bleed damage ends. Unlike with other tasks of the Medicine skill, you can attempt the first aid task untrained. You can’t take 20 on a Medicine check to administer first aid.
“Your friend’s gunna be fine, providing you don’t go shootin’ at us any more. What are you doing here, anyway?”
Sense Motive: 1d20 + 13 + 1d6 ⇒ (18) + 13 + (3) = 34 Regular roll plus Expertise
Pokotho
|
Pokotho slips out of the excavator and joins his new comrades, surveying the wounded. "I understand a sense of urgency in leaving this place," he politely agrees, "But what I don't understand is an urge to murder the people who are actively offering to help you. How does attacking us advance your goals of leaving the planet? Surely you do not believe a stolen Steward cruiser is just going to drive you to another planet."
Sense Motive: 1d20 + 13 ⇒ (13) + 13 = 26
[b]"Do you know of the location of an operational starship capable of 'getting a people off this rock'?" he asks poignantly.
| GM Quirk |
“Your friend’s gunna be fine, providing you don’t go shootin’ at us any more. What are you doing here, anyway?”[dice=Sense Motive]1d20+13+1d6 Regular roll plus Expertise
Dr. Flint-Bridge patches up the downed android. It's likely that he'll come around and survive, assuming he can get off this rock.
"We are miners who have been left here. We didn't want to hurt anyone! We were going to take a hostage, then make you get us to your ship!"
Replying to Pokotho, the android adds "I'm not such a bad pilot. I could get us out of here on any ship! We saw that Steward ship fly over heading southeast not long ago."
Southeast is the direction you would expect the ship to be headed, eventually landing at this "Terrapin Station." It shouldn't be far now. You still need to decide what to do with these two.
John U. Rawlins
|
What kind of weapons did they have and if they had a non-lethal option were they using it?
"Should have known you'd keep 'em, Doc." John says to the halfling. Then he addresses the standing miner. " Not sure I believe you. Who do you work for and what were you doing on a Steward's rock?"
Doctor Flint-Bridge II
|
”Not sure I believe you. Who do you work for and what were you doing on a Steward's rock?”
“I’ll take that one step further… I don’t believe you. Now spill th’uh truth. Why are you here and what’s going on?”
| Rar'gul |
Alerted by Doc's reaction, Rar'gul rumbles, "It's in yourr best interrest to be fully trrransparrent with us. You'rre not doing yourrself any favourrrs giving us rreasons to doubt you."
Diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25
| T’sorkel |
Culture: 1d20 + 16 ⇒ (13) + 16 = 29
Even though androids many times mimic the societies who built them, T'sorkel tries to appeal to any uniquely android aspects. It's ok, we know you're scared. We are too. What were you doing here?
| GM Quirk |
"Okay...fine. We'll come clean. We were prisoners here, and got left behind. We didn't think anyone willingly give us a ride, so we decided our best chance of getting off this rock was to take a hostage and steal a ship."
Equipment-wise, these two have the following: d-suit I, tactical handaxe, utility breaching gun
with 8 shells, manacles, medpatch, field rations (1 week). There is also a recharge station connected to one of the pieces of mining equipment. They beg you not to take their armor or the recharging station, otherwise they'll eventually die from exposure to this atmosphere. They'll hand over anything else you want.
Pokotho
|
Pokotho's antenna twitch as he telepathically communicates with his allies without revealing his thoughts to the android prisoners. I understand the need for proper repentance after wrongdoing, but I do suspect when these prisoners were brought here, being trapped by Reptoid Imposters wasn't the sentence they actually received. We have an extra car, if we want to let them try their hand at their 'do their best to find a ship' plan.
| Rar'gul |
Rar'gul nods thoughtfully after Pokotho's sending. I certainly don't want to sign their death sentences. Where we're heading will be dangerous - I don't trust them and I don't want us compromised by having to protect them. Let's help get them on their feet and then send them on their way.
John U. Rawlins
|
"Certainly no one wants to give you a ride now. We'll take the guns, shells, and axes. My associate wants to leave you the extra car. All you have to do be to tell us why you were locked up and where you were held. We didn't see you in our block."
| GM Quirk |
"Smuggling. The Brethedan government locked us up for smuggling. That's all. We never hurt anyone, at least not more than a couple of broken noses. We were being held a few days from here. Our shuttle never showed."
The android you've been talking with thinks about the car and the order to give up the guns and axes. "Listen...you can have the guns. Let us keep the axes--not just to defend ourselves, but they might be a handy tool. We'll give you another form of payment for the car."
He hands over a small velvet pouch he had stashed away. Inside are several refined fire oples.
| T’sorkel |
What did you smuggle? T'sorkel is sitting on one of the excavators, looking at it, trying to figure out how it might work.
John U. Rawlins
|
John slips the jewels into a pocket."We'll accept these as weregild.
The axes be not payment. They be non-negotiable security. Answer the questions and maybe you can follow us from 300'."
| GM Quirk |
What did you smuggle? T'sorkel is sitting on one of the excavators, looking at it, trying to figure out how it might work.
"Mostly bootleg holo-vids. Old episodes of a Castrovelian show called 'Baywatch' is what eventually did us in. Tried selling them to someone who turned out to be one of the stars. What was his name? Dared Hoffelhaus? Does that ring a bell?"
John U. Rawlins
|
"His first show was Samurai Pilot."
Something in this exchange sways John's opinion
. "That's enough time wasted. Hand over the axes too. Take the car
If you want to follow us stay 300 feet back. Doc, you want to ride with Rar'gul and me?"
Before giving then the keys, John checks the cruiser to make sure there are no weapons aboard.
Pokotho
|
Pokotho's eyes glass over momentarily as he is flooded with a rush of endorphines, an overwhelming thrill of sensation washing over him as he exerts his free will in making a choice and sees his desires come to pass. "Oh yeah," he mumbles, momentarily groggy, "That.. that was a good idea."
Trying to shake himself free of his fog, his centers himself and clears his mind before climbing behind the wheel again, finding himself facing his second great passion in piloting. "All aboard," he grins with overly enthusiastic demeanor, "Next stop, Terrapin Station."
| T’sorkel |
T'sorkel points threateningly towards the andriods. "Don't follow us or we'll resume things quickly and this time we won't stop until you're scrap." The grad student speaks with an uncharacteristic violence in his voice, but oddly like someone who had done such things before.
He turns and get into the remaining vehicle.
Intimidate: 1d20 + 9 ⇒ (16) + 9 = 25
Doctor Flint-Bridge II
|
”Doc, you want to ride with Rar'gul and me?”
Lilly nods to John and checks the cruiser to make sure her stuff is all clear.
After she gets back out, she pats the cruiser’s hood. Gonna miss you, babe. We went through some crazy stuff today and you kept me safe. Thanks.
“I’m clear. Let’s keep moving.”
She hops into John’s vehicle and proceeds to play with the power seat controls.
| GM Quirk |
Bidding farewell to the androids, you continue your journey toward Terrapin Station.
Soon your vehicles have you near what must be this place, and hopefully a ship to get you all off this moon.
Amid burnt igneous rock and tumbled boulders squats a
dark bunker of concrete and steel.
I will entertain perception and possibly stealth checks at this point. You are a good ways away from the the building at this point.
John U. Rawlins
|
John stops the truck behind Pokotho's cruiser and looks at the low shape amongst the rocks.
"We've got to get some binoc scanners." He squints at the bunker.
Perception: 1d20 + 11 ⇒ (16) + 11 = 27
Could try sneaking up on it to scout too.
| T’sorkel |
Perception: 1d20 + 13 ⇒ (16) + 13 = 29
T'sorkel peers out at the bunker. "Pokotho? Do you see anyone?"
Doctor Flint-Bridge II
|
After fruitlessly trying to adjust the seat, Lilly ends up kneeling on it so she can see over the dashboard.
“I don’t like your truck, John. The seat only works for people your size. I’m not complaining, just saying…”
As the truck pulls to a stop, Lilly looks ahead, trying to focus on the bunker area.
Perception: 1d20 + 15 ⇒ (6) + 15 = 21
She moves so far forward that she loses her balance and slips off the seat. She lands in the footwell, banging her forehead on the dashboard along the way.
“Blydi ffycin wanciwr,” she mutters as she scrambles back onto her perch.
“I was wrong, John. Ah’m fine with the stupid truck. It just doesn’t like me.”
John U. Rawlins
|
John continues to stare at the bunker."Should have been born taller, Doc. Then you could intimidate it into behaving properly." be John's observation. It's not meant unkindly, and might be a rare attempt at humor.
| GM Quirk |
Nothing gets by you guys.
Standing near the entryway to this complex is a single reptoid wearing a Steward uniform. He has dropped all pretense of pretending to be a real steward. He has assumed his natural, reptilian form. Accompanying this reptoid is a strange companion--some type of creature that hops around on all fours, occasionally sniffing the air.
There is a picture of this odd thing at the top of the slide deck.
Pokotho
|
Pokotho peers across the way, his antennae twitching as he detected the vibrations in the air.
perception: 1d20 + 13 ⇒ (19) + 13 = 32
Looking over his shoulder at T'sorkel, he mentally projects his thoughts to remain silent. One Reptoid. One... other. Checking for alternative entrances or other patrols.
| GM Quirk |
There does not seem to be any other entrances that you can see from your current vantage point.
As you continue to observe from a distance, it appears that the guard mouths something inaudible into his comm device and begins a circuit around the area.
For the moment, the entrance is clear of guards.
| T’sorkel |
He has a comm device. We will need to rush him if we want to avoid others coming. Or find a way to slow them down. The Shirren wrings his hands in worry.
He stops for a moment, thinking. Or, we can play a gamble. I could try to charm him magically. If it works, he wouldn't see us as any threat to alert the others about and he could even tell us how to get inside without anyone else knowing. But there's also a chance it doesn't work and he brings the others running.
Doctor Flint-Bridge II
|
Lilly smiles as the guard moves away. She swings the caustolance off her shoulder and checks the ammo.
“The door’s open… I say we go in and start hunting.”
John U. Rawlins
|
"Yeah. Let's hit the door, everyone. T'sorkel, take rear guard. Try the charm if the guard comes before we all get through. Rar'gul, you're in the center in case anyone gets in trouble, you can help. "
Taking advantage of any cover possible, but choosing speed above concealment, John sprints to the door. He stops short and quickly examines it for traps.
John[s base speed is 40.
Stealth: 1d20 + 15 ⇒ (10) + 15 = 25
Perception: 1d20 + 11 ⇒ (15) + 11 = 26
Doctor Flint-Bridge II
|
“Right behind you, John.”
She darts ahead with her rifle held low and ready.
Stealth: 1d20 + 14 ⇒ (2) + 14 = 16
Perception: 1d20 + 15 ⇒ (20) + 15 = 35
| T’sorkel |
T'sorkel nods and then follows the group to the door. He watches carefully for the guard returning.
Perception: 1d20 + 13 ⇒ (7) + 13 = 20
| GM Quirk |
As John approaches the door (see new slide), a small hatch near the door opens, revealing the spinning barrels of a roto-laser. It opens fire.
This happens as soon as someone moves to within 15' of the door.
attack roll vs. John: 1d20 + 14 ⇒ (13) + 14 = 27
damage, F: 2d8 ⇒ (1, 8) = 9
John, take 9 points of damage. There is an interface near the door. I would entertain a computers or engineering roll to disable this trap.
An audible alarm begins sounding.
Doctor Flint-Bridge II
|
When the gun goes off, Lilly swears loudly and goes straight for the interface.
“Ast fach… ah’ve had enough of you.”
Engineering: 1d20 + 12 ⇒ (8) + 12 = 20
John U. Rawlins
|
"Unngh!" John's armor absorbs the shells. He moves to the wall beside the hatch, hopefully out of the gun's field of fire. Then he helps Doc Flint-bridge.
Engineering, aid: 1d20 + 11 ⇒ (16) + 11 = 27
Pokotho
|
Pokotho ducks at the sound of the gunfire, wincing empathetically as Rawlins takes the shot.
Chittering in Shirren, his mandibles click and his antennae twitch, Pokotho appealing to the grand cooperation of Hylax to greater unite himself with his untimely allies.
Casts Communal Bond. For the next 60 minutes, all Aid Another, Covering Fire, and Harrying Fire renders +3 benefit instead of +2
| GM Quirk |
It takes both Dr. Fint-Bridge and John, but it appears that the sentry gun has been taken offline.
Klaxons continue to sound.
The door in front of you slides open, and immediately a fearsome beast, identical to the one accompanying the guard a moment ago, darts out and attacks.
There are sounds from the east--it seems the sentry and his pet are returning!
...and we're in combat! We'll call yellow's movement into the middle of all of you it's surprise move. None of you will get attacks of opportunity here. Round one, bold may go.
1. Rar'gul
2. Enemy blue
3. Dr. Flint-Bridge
4. Enemy yellow
5. T'sorkel
6. John (-9)
7. Pokotho
8. Enemy green
Rar’gul: 1d20 + 6 ⇒ (15) + 6 = 21
Dr. Flint-Bridge: 1d20 + 2 ⇒ (15) + 2 = 17
John Rawlins: 1d20 + 5 ⇒ (7) + 5 = 12
T’Sorkel: 1d20 + 6 ⇒ (7) + 6 = 13
enemy yellow: 1d20 + 3 ⇒ (12) + 3 = 15
enemy blue: 1d20 + 3 ⇒ (17) + 3 = 20
enemy green: 1d20 + 3 ⇒ (4) + 3 = 7
| Rar'gul |
"Incoming!" Rar'gul rumbles and attempts to intercept the charging beast.
He slams a fist into its chest to slow its momentum, before following up by grabbing for the closest limb.
Entropic strike 1 (vs EAC): 1d20 + 10 + 2 - 4 ⇒ (20) + 10 + 2 - 4 = 28 Flanking w/Doc
A&B Damage, Force: 2d6 + 11 ⇒ (5, 3) + 11 = 19
Entropic strike 2 (vs EAC): 1d20 + 10 + 2 - 4 ⇒ (8) + 10 + 2 - 4 = 16 Flanking w/Doc
A&B Damage, Force: 2d6 + 11 ⇒ (4, 6) + 11 = 21
Crit Damage, Force: 2d6 + 11 ⇒ (1, 4) + 11 = 16
1st action: +1 EP, Critical hit: +1 EP
| GM Quirk |
Rar'gul! What did you do?!?
With two quick entropic strikes, Rar'gul ends the first attacker before it can even hiss or snap its teeth at you!
The "steward" guard rounds the corner and fires his pistol.
to hit vs EAC with range penalty: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13
Miss!
We're in combat! We'll call yellow's movement into the middle of all of you it's surprise move. None of you will get attacks of opportunity here. Round one, bold may go.
1. Rar'gul
2. Enemy red
3. Dr. Flint-Bridge
4. Enemy yellow [DEAD]
5. T'sorkel
6. John (-9)
7. Pokotho[/b]
8. Enemy green
| T’sorkel |
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T'sorkel sees the guard coming in a hurry. Time seems to slow and his eyes unfocus for a split second. When he refocuses, he's in the familiar Archive and the Shirren begins scanning the contents. Practiced as he is, it merely takes a twitch of his eyes as whole shelves of memories fly by. A musty smell reaches his nose, though he could never work out if it was really musty here or if it was just what his senses expected from a vast collection of records.
He pauses as he spots a single scroll, high on a shelf. In an instant, it's in his hand and he unfurls it. Ah, true friendship. He notices that it's such a simple and short entry compared to many others. But then T'sorkel acknowledges that real friendship is quite simple. And rare.
With the memory in his possession, T'sorkel weaves it into the approaching guard's mind. Hopefully it would take, but something foreign always has the chance to be rejected. An overwhelming exhaustion washes over T'sorkel as he implants the memory. His hold on the Archive falls away and he suddenly realizes that he can't touch it anymore. He blinks and he's back in front of the base with the alarm blaring.
He turns to the guard Oh, thank goodness you're here! I heard the alarm and came running. Look, I've brought help! He gestures to the others. We need to get inside and check on the others! Hurry!
Cast Charm Person on the guard (Will DC16). No one has attacked him, so he shouldn't get the bonus.
Pokotho
|
Following T'sorkel's lead, Pokotho chitters affectionately towards the beast, attempting to calm it from it's attack state should it's handler become more amicable to their ruse.
Survival: 1d20 + 13 ⇒ (5) + 13 = 18
Base DC to Handle Animal is 10+1.5xCR
Don't be alarmed. We are here to help. We are all friends. I've brought you a treat. Pokotho projects in cool, calm, placating tones.
John U. Rawlins
|
John nodes approval at Rar'gul. He takes a half step toward the doorway, then turns and looks toward the approaching guard and his dog. He twists his body to hide the fact he's drawing his pistol.
Slight of Hand, take 10 if I can for 21. If I can't : 1d20 + 11 ⇒ (13) + 11 = 24
Ready action to fire on the guard if the charm doesn't work. arc pistol, static v EAC: 1d20 + 8 ⇒ (5) + 8 = 13 damage: 1d6 + 3 ⇒ (5) + 3 = 8 (critical Arc 2; Stun)
Doctor Flint-Bridge II
|
Lilly looks into the bunker’s open door to check for more attackers and any door access or alarm controls.
If she sees someone inside: Depending on how close they are, she’ll either draw a melee or ranged weapon and attack. (Wait for info from GM Q before finishing her action.)
If she sees a door or alarm control panel: Her action depends on how close they are and what else she sees. (Wait for info from GM Q before finishing her action.)
If there’s no immediate threat or opportunity from inside: She’ll use her microlab to do a life science scan of the dead creature with a 35 (auto 20 + 15 Life Science) and draw her needler.
| GM Quirk |
| 1 person marked this as a favorite. |
will save: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Nice try, but these guys are difficult to nail with mind affecting spells.
The guard pauses for just a second, then furrows his brow and continues toward all of you, drawing a weapon.
He also re-asserts control over his pet, who continues toward you (if you had charmed this guy, I may have allowed for the creature to similarly be tamed by the survival check).
John takes his shot, which goes wide of the guard.
Dr. Flint-Bridge doesn't see any other guards coming from the inside, so she pulls her pistol and attempts to ascertain the nature of this creature.
This is known as a Wetzelt, and is a highly aggressive pet used by reptoids. You may ask four questions.
Doctor Flint-Bridge II
|
This is known as a Wetzelt, and is a highly aggressive pet used by reptoids. You may ask four questions.
Okay… here we go!
1. Weaknesses / Vulnerabilities
2. Resistances
3. Special abilities
4. Attacks