Dead Suns - Keeping The Stars Alight (Inactive)

Game Master Luke_Parry

Maps

Loot Sheet

Joined the Starfinder Society
Given a three year scholarship to Qabarat University on Castrovel


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Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Reflex: 1d20 + 10 ⇒ (2) + 10 = 12.
Reflex: 1d20 + 10 ⇒ (9) + 10 = 19.

Rimmer dances away again.

Trick: 1d20 + 22 ⇒ (17) + 22 = 39.
Static Arc Pistol: 1d20 + 12 ⇒ (7) + 12 = 19, for 1d6 + 3 + 3d8 ⇒ (2) + 3 + (4, 4, 6) = 19 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (9) + 12 - 1 = 20, for 2d10 + 6 ⇒ (6, 6) + 6 = 18 damage.
Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (7) + 12 - 1 = 18, for 2d10 + 6 ⇒ (5, 8) + 6 = 19 damage.

Sovereign Court

It takes all three shots, but Rimmer manages to annihilate the remaining undead.

Combat over.

Searching the bodies, Rimmer does not find any identifying marks or equipment, but he does find two unmarked Eoxian credsticks, each containing 2500 credits.

Heading back to the Ministry...

Waneda immediately suspects the marrowblight involved is very likely Xerantha Mortrant, a known Corpse Fleet sympathizer whom the authorities haven’t arrested simply because she lives in the wilds six miles outside the city, and keeps mostly to herself. Xerantha is also known for her taste for raw flesh, and the missing flesh from the factory, combined with the rest of the evidence, further points toward Xerantha’s involvement.

Fortunately, Waneda can provide Rimmer with the exact location of the hermit’s home.

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

"Thank-you, Waneda."

Rimmer has a brief rest, then heads out to find Xerantha.

Sovereign Court

Traveling to Xerantha’s home is more complicated than simply walking there, as the reclusive marrowblight lives in the wilds well outside of Orphys’s atmosphere dome.

Fortunately, it isn't anything that environmental protections can't handle.

Furthermore, the stretch of terrain between Orphys and Xerantha’s hermitage is disconcerting and difficult to travel, with strange rock formations, deep twisting gullies, and massive fields of bleached bones the norm. Xerantha’s home is approximately 6 miles outside of Orphys, but it takes about 2 hours to travel there.

------------------------------------------

The blasted landscape of a wholly devastated and undead planet gives way slightly to this carefully cultivated area surrounding a dilapidated hut.

The displays are almost garden-like in their precise arrangement—thin, pliable bones weave intricate patterns in clumps that might otherwise be living bushes, and flutes of skin and cartilage might be mistaken for flowers were it not for the disturbing shapes and absence of brilliant colors.

As Rimmer gets closer, he senses the presence of a gargantuan creature behind the dwelling...

...and therefore isn't surprised when a gargantuan, elephant-like creature with two trunks hurtles around the corner!

Rimmer: 1d20 + 11 ⇒ (10) + 11 = 21.

Rimmer knows that this thing is an Ellicoth!

Ellicoth: 1d20 + 0 ⇒ (18) + 0 = 18.
Konkrud: 1d20 + 3 ⇒ (20) + 3 = 23.
Rimmer: 1d20 + 11 ⇒ (11) + 11 = 22.

Konkrud opens fire...

Junklaser: 1d20 + 8 ⇒ (12) + 8 = 20, for 1d6 + 6 ⇒ (6) + 6 = 12 Fire damage.

...but fails to hit.

"Awwww..."

Guard-Elephant, Round 1:

Konkrud (-)
Rimmer (-)
Ellicoth (-)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Grimacing, Rimmer backs away, and opens fire.

Trick: 1d20 + 22 ⇒ (17) + 22 = 39.
Static Arc Pistol: 1d20 + 12 ⇒ (9) + 12 = 21, for 1d6 + 3 + 3d8 ⇒ (1) + 3 + (6, 5, 4) = 19 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (4) + 12 - 1 = 15, for 2d10 + 6 ⇒ (3, 7) + 6 = 16 damage.
Annihilator Light Machine Gun - RP: 1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25, for 2d10 + 6 ⇒ (10, 1) + 6 = 17 damage.
Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (10) + 12 - 1 = 21, for 2d10 + 6 ⇒ (1, 4) + 6 = 11 damage.
Annihilator Light Machine Gun - RP: 1d20 + 12 - 1 ⇒ (19) + 12 - 1 = 30, for 2d10 + 6 ⇒ (4, 7) + 6 = 17 damage.

Sovereign Court

Rimmer manages to hit three times.

"Niiice!"

Konkrud fires again...

Junklaser: 1d20 + 8 ⇒ (10) + 8 = 18, for 1d6 + 6 ⇒ (3) + 6 = 9 Fire damage.

...and misses, again!

The Ellicoth, annoyed and in pain, moves forward.

Double move.

Guard-Elephant, Round 2:

Konkrud (-)
Rimmer (-)
Ellicoth (-53)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Trick: 1d20 + 22 ⇒ (1) + 22 = 23.
Trick - RP: 1d20 + 22 ⇒ (7) + 22 = 29.
Static Arc Pistol: 1d20 + 12 ⇒ (2) + 12 = 14, for 1d6 + 3 + 3d8 ⇒ (6) + 3 + (5, 3, 8) = 25 Electricity damage.
Static Arc Pistol - RP: 1d20 + 12 ⇒ (14) + 12 = 26, for 1d6 + 3 + 3d8 ⇒ (6) + 3 + (6, 1, 4) = 20 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (17) + 12 - 1 = 28, for 2d10 + 6 ⇒ (8, 5) + 6 = 19 damage.
Annihilator Light Machine Gun - RP: 1d20 + 12 - 1 ⇒ (6) + 12 - 1 = 17, for 2d10 + 6 ⇒ (9, 3) + 6 = 18 damage.
Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (14) + 12 - 1 = 25, for 2d10 + 6 ⇒ (7, 3) + 6 = 16 damage.

Sovereign Court

Once again, Rimmer delivers a withering volley.

Junklaser: 1d20 + 8 ⇒ (12) + 8 = 20, for 1d6 + 6 ⇒ (1) + 6 = 7 Fire damage.

...and this time, manages to hit!

"Yay, me!"

The Ellicoth, annoyed and in pain, moves forward, and tries to touch Rimmer with its trunk...

Soul Drain: 1d20 + 22 ⇒ (7) + 22 = 29, for 3d6 + 9 ⇒ (2, 2, 3) + 9 = 16 damage, DC 16 Fort for half.

Guard-Elephant, Round 2:

Konkrud (-)
Rimmer (-)
Ellicoth (-119)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

"Frell!"

Fort: 1d20 + 7 ⇒ (16) + 7 = 23.

Rimmer frantically back-pedals, and keeps firing.

Trick: 1d20 + 22 ⇒ (6) + 22 = 28.
Trick - RP: 1d20 + 22 ⇒ (16) + 22 = 38.
Static Arc Pistol: 1d20 + 12 ⇒ (13) + 12 = 25, for 1d6 + 3 + 3d8 ⇒ (6) + 3 + (6, 1, 2) = 18 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (6) + 12 - 1 = 17, for 2d10 + 6 ⇒ (2, 6) + 6 = 14 damage.
Annihilator Light Machine Gun - RP: 1d20 + 12 - 1 ⇒ (7) + 12 - 1 = 18, for 2d10 + 6 ⇒ (2, 10) + 6 = 18 damage.
Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (16) + 12 - 1 = 27, for 2d10 + 6 ⇒ (8, 2) + 6 = 16 damage.

Sovereign Court

It takes all three shots, but Rimmer manages to drop the Ellicoth.

Combat over.

Heading inside the shack...

This bizarre, circular hovel appears to be made from stretched, cured skin wrapped around a frame of massive bones. A front door hewn from sickly wood stands ever so slightly open.

Konkrud: 1d20 + 8 ⇒ (1) + 8 = 9.
Rimmer: 1d20 + 11 ⇒ (4) + 11 = 15.

Konkrud and Rimmer are both suprised when an Elebrian undead with numerous spider-like limbs (all ending in sharp claws) that sprout from its back pounces forward!

"You dare to interfere in the business of the Corpse Fleet!? It will be my pleasure to destroy you..."

Xerantha: 1d20 + 4 ⇒ (4) + 4 = 8.
Konkrud: 1d20 + 3 ⇒ (9) + 3 = 12.
Rimmer: 1d20 + 11 ⇒ (19) + 11 = 30.

The Misanthropic Hermit, Round 1:

Rimmer (-)
Konkrud (-)
Xerantha (-)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

"Oh good, thanks for removing any lingering doubts that I might have had..."

Rimmer dances away, and opens fire!

Trick: 1d20 + 22 ⇒ (3) + 22 = 25.
Static Arc Pistol: 1d20 + 12 ⇒ (18) + 12 = 30, for 1d6 + 3 + 3d8 ⇒ (1) + 3 + (5, 8, 8) = 25 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (6) + 12 - 1 = 17, for 2d10 + 6 ⇒ (9, 8) + 6 = 23 damage.
Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (15) + 12 - 1 = 26, for 2d10 + 6 ⇒ (5, 4) + 6 = 15 damage.

Sovereign Court

Rimmer hits twice, but doesn't do as much damage as he would have hoped.

Konkrud also opens fire...

Junklaser: 1d20 + 8 ⇒ (2) + 8 = 10, for 1d6 + 6 ⇒ (6) + 6 = 12 Fire damage.

"Maggot!"

The marrowblight charges forward, and tries to stick Rimmer with a bonespur...

Spur: 1d20 + 17 ⇒ (14) + 17 = 31, for 1d8 + 12 ⇒ (2) + 12 = 14 damage, + DC 15 Fort save.

The Misanthropic Hermit, Round 2:

Rimmer (-14)
Konkrud (-)
Xerantha (-21)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Fort: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15.

"Damn!"

Rimmer backs away, and keeps firing.

Trick: 1d20 + 22 ⇒ (11) + 22 = 33.
Static Arc Pistol: 1d20 + 12 ⇒ (13) + 12 = 25, for 1d6 + 3 + 3d8 ⇒ (2) + 3 + (7, 8, 5) = 25 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (17) + 12 - 1 = 28, for 2d10 + 6 ⇒ (6, 4) + 6 = 16 damage.
Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (12) + 12 - 1 = 23, for 2d10 + 6 ⇒ (4, 4) + 6 = 14 damage.

Sovereign Court

Rimmer manages to hit thrice...

Junklaser: 1d20 + 8 ⇒ (10) + 8 = 18, for 1d6 + 6 ⇒ (2) + 6 = 8 Fire damage.

...and Konkrud hits, too!

"Damn you, fleshling! I will feast on your flesh!"

The marrowblight charges forward, and tries to stick Rimmer with a bonespur...

Spur: 1d20 + 17 ⇒ (17) + 17 = 34, for 1d8 + 12 ⇒ (8) + 12 = 20 damage, + DC 15 Fort save.

The Misanthropic Hermit, Round 3:

Rimmer (-34)
Konkrud (-)
Xerantha (-84)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

"You know, you are like a jack-in-the-box with all this pouncing around..."

Fort: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17.

Rimmer backs away, and keeps firing.

Trick: 1d20 + 22 ⇒ (3) + 22 = 25.
Static Arc Pistol: 1d20 + 12 ⇒ (10) + 12 = 22, for 1d6 + 3 + 3d8 ⇒ (2) + 3 + (7, 5, 8) = 25 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (17) + 12 - 1 = 28, for 2d10 + 6 ⇒ (2, 5) + 6 = 13 damage.
Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (7) + 12 - 1 = 18, for 2d10 + 6 ⇒ (2, 8) + 6 = 16 damage.

Sovereign Court

This time, Rimmer's attacks are less effective, but still cause a lot of damage...

Junklaser: 1d20 + 8 ⇒ (19) + 8 = 27, for 1d6 + 6 ⇒ (2) + 6 = 8 Fire damage.

...and then Konkrud drills her through the forehead with his junklaser.

"Yay! Helping!"

Rimmer (-42)
Konkrud (-)

Combat over.

Searching the body:

Thunderstrike Streetsweeper, High-Capacity Battery x2.

Konkrud: 1d20 + 8 ⇒ (9) + 8 = 17.
Rimmer: 1d20 + 11 ⇒ (8) + 11 = 19.

Xerantha’s shack is fairly threadbare and devoid of any items of obvious value. In fact, the whole place amounts to a collection of junk that is either furniture crafted from preserved organic body parts or mostly worthless trophies from intruders the marrowblight has defeated in recent years. However, Rimmer also finds a sack made from the dried organ of some creature hidden behind one of the load-bearing bones in the building’s frame. The sack holds a jumbled stash of more than a dozen credsticks, some bent or bloodstained, taken from Xerantha’s slain foes. All together, the credsticks contain a total of 7,080 credits. In addition, the PCs can easily see a datapad with a cracked screen sitting atop a pile of the marrowblight’s personal belongings.

Xerantha’s cracked datapad is a simple tier 1 computer, and bypassing the datapad’s password is an utterly trivial endeavor. The datapad reveals that Xerantha has indeed been colluding with the Corpse Fleet for a long time, and it contains detailed notes from the marrowblight’s earlier meeting with one Captain Zeera Vesh. Apparently, there is indeed a conspiracy afoot, between Vesh, Xerantha, and Harvinne - they planted clues for Rimmer to find, all with the goal of luring him out into the wilderness, where he could be killed...

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Rimmer sighs.

Great. So all of this was just a colossal waste of time...

Shaking his head in frustration, he heads back to town.

Sovereign Court

As you head back...

The desolate Eoxian terrain turns macabre here, as the sloping land descends into a gaping canyon that stretches for dozens of yards. But instead of sheer cliffs of rock, towering piles of bones and skulls of all sizes and shapes form the walls of the gorge. At the ravine’s eastern end, a wide pool of bubbling green acid abuts a sheer cliff. Several flat, stepped rocks next to the pool approximate a stairway climbing to the top of the cliff.

Standing atop the cliff are five skeletal Elebrian, whilst among them, stands a tall, proud Elebrian... with sharp needle-like fangs.

“Petty, foolish, irritating Starfinder! All of the effort I spent to weave this deadly trap, and for what? To have you bumble through, unharmed and yet still so ignorant? Allow me to enlighten you. I am Captain Zeera Vesh, esteemed officer of the mighty Corpse Fleet — valiant navy of the true Eox — and you will go no farther. You’ve meddled enough in our plans. Now, I shall succeed where my lackeys have failed. I shall destroy you and bring glory to the Corpse Fleet once and for all!”

Zeera Vesh: 1d20 + 6 ⇒ (17) + 6 = 23.
Bone Troopers: 1d20 + 7 ⇒ (6) + 7 = 13.
Konkrud: 1d20 + 3 ⇒ (11) + 3 = 14.
Rimmer: 1d20 + 11 ⇒ (17) + 11 = 28.

Corpse Fleet Ambush, Round 1:

Rimmer (-42)
Zeera Vesh (-)
Konkrud (-)
Bone Troopers (-, -, -, -, -)

Rimmer, remembering Nor's dossier, recalls that Zeera is a Jiang-Shi Vampire.

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

"Not going to happen."

Rimmer starts firing.

Trick: 1d20 + 22 ⇒ (4) + 22 = 26.
Static Arc Pistol: 1d20 + 12 ⇒ (9) + 12 = 21, for 1d6 + 3 + 3d8 ⇒ (6) + 3 + (6, 8, 4) = 27 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (9) + 12 - 1 = 20, for 2d10 + 6 ⇒ (10, 7) + 6 = 23 damage.
Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (7) + 12 - 1 = 18, for 2d10 + 6 ⇒ (5, 4) + 6 = 15 damage.

Sovereign Court

Rimmer hits thrice, heavily injuring the Vampire.

Hissing in surprise and anger, she hops away, and opens fire...

Advanced shirren-eye rifle: 1d20 + 14 ⇒ (2) + 14 = 16, for 2d10 + 6 ⇒ (9, 2) + 6 = 17 damage.

...but misses.

Konkrud takes a shot...

Junklaser: 1d20 + 8 ⇒ (2) + 8 = 10, for 1d6 + 6 ⇒ (5) + 6 = 11 Fire damage.

...but misses.

Meanwhile, the five bone troopers all cast spells, super-charging their weapons...

Corpse Fleet Ambush, Round 2:

Rimmer (-42)
Zeera Vesh (-55)
Konkrud (-)
Bone Troopers (-, -, -, -, -)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Rimmer tries to finish the vampire off.

Trick: 1d20 + 22 ⇒ (4) + 22 = 26.
Static Arc Pistol: 1d20 + 12 ⇒ (8) + 12 = 20, for 1d6 + 3 + 3d8 ⇒ (1) + 3 + (4, 8, 6) = 22 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (13) + 12 - 1 = 24, for 2d10 + 6 ⇒ (9, 6) + 6 = 21 damage.
Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (11) + 12 - 1 = 22, for 2d10 + 6 ⇒ (1, 1) + 6 = 8 damage.

Sovereign Court

Rimmer takes the Vampire out with a pistol shot.

As she 'dies', her body turns to dust.

"You think you have defeated me!? You are mistaken. I will be back, twice as strong..."

Rimmer then delivers two hits against a Trooper, heavily injuring it.

Konkrud takes a shot...

Junklaser: 1d20 + 8 ⇒ (15) + 8 = 23, for 1d6 + 6 ⇒ (5) + 6 = 11 Fire damage.

......and takes the injured Trooper out!

The four remaining ones, considering Rimmer to be the bigger threat, fire upon him...

Tactical semi-auto pistol: 1d20 + 9 ⇒ (14) + 9 = 23, for 1d6 + 3 + 4d6 ⇒ (5) + 3 + (1, 4, 6, 4) = 23 damage.
Tactical semi-auto pistol: 1d20 + 9 ⇒ (5) + 9 = 14, for 1d6 + 3 + 4d6 ⇒ (3) + 3 + (3, 1, 6, 6) = 22 damage.
Tactical semi-auto pistol: 1d20 + 9 ⇒ (7) + 9 = 16, for 1d6 + 3 + 4d6 ⇒ (5) + 3 + (5, 3, 2, 3) = 21 damage.
Tactical semi-auto pistol: 1d20 + 9 ⇒ (1) + 9 = 10, for 1d6 + 3 + 4d6 ⇒ (3) + 3 + (5, 4, 1, 2) = 18 damage.

...but only one manages to hit.

Corpse Fleet Ambush, Round 3:

Rimmer (-65)
Konkrud (-)
Bone Troopers (-, -, -, -)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

"Actually, I am sure that I have. Enjoy your trip to the Boneyard."

Rimmer starts to work his way through the Troopers.

Trick: 1d20 + 22 ⇒ (6) + 22 = 28.
Static Arc Pistol: 1d20 + 12 ⇒ (12) + 12 = 24, for 1d6 + 3 + 3d8 ⇒ (1) + 3 + (4, 7, 5) = 20 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (3) + 12 - 1 = 14, for 2d10 + 6 ⇒ (1, 1) + 6 = 8 damage.
Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (19) + 12 - 1 = 30, for 2d10 + 6 ⇒ (1, 10) + 6 = 17 damage.

Sovereign Court

Rimmer takes out another Trooper.

Konkrud keeps firing...

Junklaser: 1d20 + 8 ⇒ (17) + 8 = 25, for 1d6 + 6 ⇒ (4) + 6 = 10 Fire damage.

......and hits again!

"Konkrud getting good at this!"

The three remaining Troopers nod to each other, and each tosses a brace of force missiles at Rimmer.

Magic Missile: 3d4 + 3 ⇒ (2, 1, 1) + 3 = 7 Force damage.
Magic Missile: 3d4 + 3 ⇒ (3, 2, 2) + 3 = 10 Force damage.
Magic Missile: 3d4 + 3 ⇒ (4, 4, 1) + 3 = 12 Force damage.

Corpse Fleet Ambush, Round 4:

Rimmer (-94)
Konkrud (-)
Bone Troopers (-10, -, -)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Rimmer grits his teeth as the force missiles slam into him.

Damn it!

He keeps trying to take down the Troopers, with extreme prejudice.

Trick: 1d20 + 22 ⇒ (16) + 22 = 38.
Static Arc Pistol: 1d20 + 12 ⇒ (4) + 12 = 16, for 1d6 + 3 + 3d8 ⇒ (1) + 3 + (2, 7, 8) = 21 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (20) + 12 - 1 = 31, for 4d10 + 12 ⇒ (6, 8, 1, 10) + 12 = 37 damage.
Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (4) + 12 - 1 = 15, for 2d10 + 6 ⇒ (7, 6) + 6 = 19 damage.

Sovereign Court

With two well-placed shots, Rimmer annihilates the injured Trooper, before injuring another.

"Yay!"
Konkrud keeps shooting wildly...

Junklaser: 1d20 + 8 ⇒ (3) + 8 = 11, for 1d6 + 6 ⇒ (2) + 6 = 8 Fire damage.

......and misses.

"Awwww..."

The two remaining Troopers fire more force missiles at Rimmer.

Magic Missile: 3d4 + 3 ⇒ (1, 2, 3) + 3 = 9 Force damage.
Magic Missile: 3d4 + 3 ⇒ (1, 4, 4) + 3 = 12 Force damage.

Corpse Fleet Ambush, Round 5:

Rimmer (-115)
Konkrud (-)
Bone Troopers (-19, -)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

"Stop that!"

Rimmer keeps firing.

Trick: 1d20 + 22 ⇒ (14) + 22 = 36.
Static Arc Pistol: 1d20 + 12 ⇒ (11) + 12 = 23, for 1d6 + 3 + 3d8 ⇒ (1) + 3 + (2, 2, 7) = 15 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (12) + 12 - 1 = 23, for 2d10 + 6 ⇒ (9, 10) + 6 = 25 damage.
Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (2) + 12 - 1 = 13, for 2d10 + 6 ⇒ (10, 4) + 6 = 20 damage.

Sovereign Court

Rimmer fries the injured Trooper with an electrical discharge, but the final one manages to dodge one of his bullets, stubbornly clinging to unlife.

Konkrud tries to line up a shot...

Junklaser: 1d20 + 8 ⇒ (1) + 8 = 9, for 1d6 + 6 ⇒ (3) + 6 = 9 Fire damage.

...but his weapon starts smoking...

"Oopsie..."

Engineering: 1d20 + 12 ⇒ (11) + 12 = 23.

Thankfully, he manages to discharge the battery in time.

The final Trooper fires more force missiles at Rimmer...

Magic Missile: 3d4 + 3 ⇒ (4, 3, 4) + 3 = 14 Force damage.

Corpse Fleet Ambush, Round 6:

Rimmer (-129)
Konkrud (-)
Bone Troopers (-25)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Rimmer shrugs.

"I have to respect your tenacity, even if it will result in your destruction..."

He then tries to finish-off the final Trooper.

Trick: 1d20 + 22 ⇒ (6) + 22 = 28.
Static Arc Pistol: 1d20 + 12 ⇒ (3) + 12 = 15, for 1d6 + 3 + 3d8 ⇒ (6) + 3 + (3, 1, 2) = 15 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (10) + 12 - 1 = 21, for 2d10 + 6 ⇒ (9, 3) + 6 = 18 damage.
Annihilator Light Machine Gun: 1d20 + 12 - 1 ⇒ (5) + 12 - 1 = 16, for 2d10 + 6 ⇒ (3, 10) + 6 = 19 damage.

Sovereign Court

With a pistol shot, Rimmer takes the final Trooper down.

Combat over.

Searching the bodies:

Graphite carbon skin x5, tactical dueling sword x5, tactical semi-auto pistol x5, mk I ring of resistance x5, freebooter armor II (mk 1 electrostatic field), advanced shirren-eye rifle, corona laser pistol with 2 batteries (20 charges each), secure data module, credstick (4,000 credits).

The SDM needs to be installed (Computers DC 25) in a Tier 3 Computer in order to be able to Hack it (Computers DC 27).

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Rimmer frowns.

"Lovely. More secrets..."

Rimmer heads back to town to rest at the Ministry, then goes shopping.

Mk II Force Soles (10700).
Organic Printing Vat (5400).
Filtered Rebreather (4600).
Ruby Sphere Aeon Stone (3850).
Light Bayonet Bracket (150).

Once that is sorted, he settles down to Hacking.

Computers: 1d20 + 18 ⇒ (19) + 18 = 37.
Computers: 1d20 + 18 ⇒ (20) + 18 = 38.

Sovereign Court

Rimmer easily integrates the SDM with his new magical computer, and hacks into it.

He discovers that it contains the data that was deleted from the datacore in the Star-Eater’s Spine. This data reveals that the Cult of the Devourer left its Diaspora base to search for the Gate of Twelve Suns in a distant star system called Nejeor, based on the cultists’ interpretations of Nyara’s prophecies. Nejeor’s coordinates put the system somewhere in the Vast. The electronic signature on this data matches that of the hacker who scrubbed the files from the cult’s computer system, confirming that the Corpse Fleet visited the Star-Eater’s Spine, accessed the datacore, and learned that the cult is searching the Nejeor system for the “key” to the alien superweapon...

When contacted, Chiskisk encourages Rimmer to pursue his rivals to Nejeor as soon as possible. Time is of the essence, and the fact that the Corpse Fleet and the Cult of the Devourer are both one step closer toward finding a worlds-destroying superweapon is not a comforting thought...

Searching for information about Nejeor, Rimmer can find no information about the system, either on his ship’s computer or in Eox’s infosphere (or any other Pact World’s infosphere, for that matter). It appears that Nejeor is an unexplored system, so to find out more, Rimmer will have travel there in person...

Chiskisk also wires you another 2500 credits.

Please level-up to 7th :-)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Rimmer gives Konkrud another 500 credits worth of tech-junk to upgrade his equipment, then converts the rest of his credits into UPBs.

I have a feeling that I may need them...

Once his affairs are in order, he flies off into the unknown.

Hopefully, I can catch up before it is too late...

Sovereign Court

Rimmer exits the Drift very close to the sixth planet of the Nejeor system, a nine-planet system with a yellow dwarf sun. The first two planets actually share a single orbit, though one is always on the opposite side of the sun from the other; both are hot, rocky wastelands. The third, sixth, and eighth planets are gas giants, each swirling with a different color of gas. The fourth planet is dotted with petrified forests, and the fifth planet has a multitude of active volcanoes constantly spewing ash into the air. The seventh and ninth planets are both cold and lifeless rocks. The third, fourth, fifth, sixth, and seventh planets are the only ones with moons, which have varied compositions.

When you arrive, you have no clues as to where the Cult of the Devourer might have gone in their search. However, even a cursory scan of the system’s planets reveals that only one of them shows any signs of life: Nejeor VI, the planet you are currently closest to. It takes 1d8 ⇒ 5 hours to reach the gas giant and enter orbit. Once there, a quick scan of the planet pinpoints the signs of life on a floating metropolis in the stratosphere, sitting just above the churning clouds of Nejeor VI. The city is crumbling in places, while other areas are overgrown with trees and other plants. Rimmer also notes that the energy signatures that would normally come from a settlement of that size (energy from a power plant, wireless signals, and so forth) are weak and erratic... this city is millennia old and age is the cause of much of the decay (as opposed to it having been destroyed by some outside source).

Rimmer also notes that there is only one safe place where he can bring down the vessel: An emerald-green landing pad on the outskirts of the city. All other possible landing areas in the metropolis are either unstable or are covered in impenetrable thickets...

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Rimmer whistles.

"Damn... How old *is* this place?"

Nevertheless, he carefully sets the Sunrise Maiden down, and heads out, weapons ready.

Sovereign Court

Rimmer touches down on the Emerald Landing Pad, one of a few landing pads that jut out into the clouds in the southeastern corner of the city, but the only one still usable. Like much of the rest of the city, the pad appears to be made of a thick, barely translucent crystal. A vibrant-green lichen grows along the underside of the pad, which makes the lone intact pad resemble an enormous slab of emerald. The pad can accommodate a Large or smaller starship, though the equipment that would be used to repair or refuel a landing vessel disintegrated or was scavenged long ago.

The majority of the pad is open to the sky; the thick clouds of Nejeor VI swirl lazily below. An archway stretches above a 10-foot-wide walkway that joins up with walkways from other landing pads, leading into a dockmaster’s building. A holographic sign in language that Rimmer does not understand stretches across the archway, but only part of it is still active.

Konkrud: 1d20 + 10 ⇒ (1) + 10 = 11.
Rimmer: 1d20 + 13 ⇒ (2) + 13 = 15.

As Rimmer and Konkrud get off the ship, four bony, three-eyed humanoids, clad in armour made from reptilian hide, and wielding bows, rappel up from the underside of the pad, jabber in a guttural language, and prepare to shoot!

K: 1d20 + 7 ⇒ (12) + 7 = 19.
Konkrud: 1d20 + 4 ⇒ (6) + 4 = 10.
Rimmer: 1d20 + 12 ⇒ (3) + 12 = 15.

All four fire upon Rimmer...

Tactical battlebow: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8, for 1d8 + 4 - 12 ⇒ (6) + 4 - 12 = -2 damage.
Tactical battlebow: 1d20 + 9 - 4 ⇒ (8) + 9 - 4 = 13, for 1d8 + 4 - 12 ⇒ (3) + 4 - 12 = -5 damage.

Tactical battlebow: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21, for 1d8 + 4 - 12 ⇒ (4) + 4 - 12 = -4 damage.
Tactical battlebow: 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18, for 1d8 + 4 - 12 ⇒ (7) + 4 - 12 = -1 damage.

Tactical battlebow: 1d20 + 9 - 4 ⇒ (20) + 9 - 4 = 25, for 2d8 + 8 - 12 ⇒ (3, 3) + 8 - 12 = 2 damage.
Tactical battlebow: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 22, for 1d8 + 4 - 12 ⇒ (5) + 4 - 12 = -3 damage.

Tactical battlebow: 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7, for 1d8 + 4 - 12 ⇒ (7) + 4 - 12 = -1 damage.
Tactical battlebow: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12, for 1d8 + 4 - 12 ⇒ (3) + 4 - 12 = -5 damage.

...but only one arrow manages to hit, and it barely does any damage.

Repelling the Sky-Devils, Round 1:

K (-, -, -, -)
Rimmer (-2)
Konkrud (-)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Rimmer looks incredulous.

Primitives? Or should I be calling them degenerates...?

He then sighs.

"I doubt that you understand me, but you are clearly outmatched. You should surrender..."

To make his point, he opens fire.

Trick - CR 13 or less.
Static Arc Pistol: 1d20 + 13 ⇒ (18) + 13 = 31, for 1d6 + 3 + 4d8 ⇒ (5) + 3 + (3, 2, 3, 3) = 19 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 13 - 1 ⇒ (3) + 13 - 1 = 15, for 2d10 + 7 ⇒ (7, 10) + 7 = 24 damage.
Annihilator Light Machine Gun: 1d20 + 13 - 1 ⇒ (7) + 13 - 1 = 19, for 2d10 + 7 ⇒ (7, 1) + 7 = 15 damage.

Sovereign Court

Rimmer hits twice, doing a bit of damage.

Konkrud does his best to assist...

Junklaser: 1d20 + 10 ⇒ (5) + 10 = 15, for 1d8 + 7 ⇒ (2) + 7 = 9 Fire damage.

...scorching the injured one.

Seeing that their bows aren't effective, each of the strange primitives draws an axe, and charges forward!

Repelling the Sky-Devils, Round 2:

K (-43, -, -, -)
Rimmer (-2)
Konkrud (-)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Rimmer shrugs.

"So be it."

He dances away, and keeps firing.

Trick - CR 13 or less.
Static Arc Pistol: 1d20 + 13 ⇒ (5) + 13 = 18, for 1d6 + 3 + 4d8 ⇒ (3) + 3 + (2, 2, 2, 4) = 16 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 13 - 1 ⇒ (2) + 13 - 1 = 14, for 2d10 + 7 ⇒ (5, 6) + 7 = 18 damage.
Annihilator Light Machine Gun: 1d20 + 13 - 1 ⇒ (8) + 13 - 1 = 20, for 2d10 + 7 ⇒ (9, 8) + 7 = 24 damage.

Sovereign Court

AoO: 1d20 + 13 ⇒ (16) + 13 = 29, for 1d10 + 9 - 12 ⇒ (1) + 9 - 12 = -2 damage.
AoO: 1d20 + 13 ⇒ (3) + 13 = 16, for 1d10 + 9 - 12 ⇒ (10) + 9 - 12 = 7 damage.
AoO: 1d20 + 13 ⇒ (5) + 13 = 18, for 1d10 + 9 - 12 ⇒ (3) + 9 - 12 = 0 damage.
AoO: 1d20 + 13 ⇒ (4) + 13 = 17, for 1d10 + 9 - 12 ⇒ (5) + 9 - 12 = 2 damage.

It takes all three shots, but Rimmer deletes the injured alien warrior from existence.

Konkrud does his best to assist...

Junklaser: 1d20 + 10 ⇒ (11) + 10 = 21, for 1d8 + 7 ⇒ (8) + 7 = 15 Fire damage.

...scorching a 'fresh' alien.

The tribal warriors charge after Rimmer, and keep swinging...

Skirmish Kishaxe: 1d20 + 13 ⇒ (4) + 13 = 17, for 1d10 + 9 - 12 ⇒ (1) + 9 - 12 = -2 damage.
Skirmish Kishaxe: 1d20 + 13 ⇒ (16) + 13 = 29, for 1d10 + 9 - 12 ⇒ (4) + 9 - 12 = 1 damage.
Skirmish Kishaxe: 1d20 + 13 ⇒ (19) + 13 = 32, for 1d10 + 9 - 12 ⇒ (4) + 9 - 12 = 1 damage.

...but their attacks do minimal damage.

Repelling the Sky-Devils, Round 3:

K (-15, -, -)
Rimmer (-4)
Konkrud (-)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Rimmer winces.

"This feels like a turkey-shoot..."

Nevertheles, he dances away and keeps firing.

Trick - CR 13 or less.
Static Arc Pistol: 1d20 + 13 ⇒ (14) + 13 = 27, for 1d6 + 3 + 4d8 ⇒ (6) + 3 + (5, 5, 8, 8) = 35 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 13 - 1 ⇒ (10) + 13 - 1 = 22, for 2d10 + 7 ⇒ (6, 2) + 7 = 15 damage.
Annihilator Light Machine Gun: 1d20 + 13 - 1 ⇒ (6) + 13 - 1 = 18, for 2d10 + 7 ⇒ (9, 2) + 7 = 18 damage.

Sovereign Court

AoO: 1d20 + 13 ⇒ (18) + 13 = 31, for 1d10 + 9 - 12 ⇒ (10) + 9 - 12 = 7 damage.
AoO: 1d20 + 13 ⇒ (10) + 13 = 23, for 1d10 + 9 - 12 ⇒ (10) + 9 - 12 = 7 damage.
AoO: 1d20 + 13 ⇒ (8) + 13 = 21, for 1d10 + 9 - 12 ⇒ (1) + 9 - 12 = -2 damage.

With two shots, Rimmer annihilates the injured warrior, then starts working over another.

Konkrud does his best to assist...

Junklaser: 1d20 + 10 ⇒ (8) + 10 = 18, for 1d8 + 7 ⇒ (5) + 7 = 12 Fire damage.

...scorching the injured one.

The remaining tribal warriors charge after Rimmer, and keep swinging...

Skirmish Kishaxe: 1d20 + 13 ⇒ (16) + 13 = 29, for 1d10 + 9 - 12 ⇒ (3) + 9 - 12 = 0 damage.
Skirmish Kishaxe: 1d20 + 13 ⇒ (11) + 13 = 24, for 1d10 + 9 - 12 ⇒ (1) + 9 - 12 = -2 damage.

...but their attacks simply bounce off Rimmer's defenses.

Repelling the Sky-Devils, Round 4:

K (-30, -)
Rimmer (-18)
Konkrud (-)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Starting to feel a little guilty, Rimmer nevertheless dances away, and keeps firing.

Trick - CR 13 or less.
Static Arc Pistol: 1d20 + 13 ⇒ (16) + 13 = 29, for 1d6 + 3 + 4d8 ⇒ (6) + 3 + (5, 8, 5, 7) = 34 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 13 - 1 ⇒ (16) + 13 - 1 = 28, for 2d10 + 7 ⇒ (1, 5) + 7 = 13 damage.
Annihilator Light Machine Gun: 1d20 + 13 - 1 ⇒ (20) + 13 - 1 = 32, for 4d10 + 14 ⇒ (8, 9, 1, 2) + 14 = 34 damage.

Sovereign Court

AoO: 1d20 + 13 ⇒ (14) + 13 = 27, for 1d10 + 9 - 12 ⇒ (9) + 9 - 12 = 6 damage.
AoO: 1d20 + 13 ⇒ (8) + 13 = 21, for 1d10 + 9 - 12 ⇒ (5) + 9 - 12 = 2 damage.

With his pistol shot, Rimmer fries the injured alien, then his machine gun does a number on the final warrior.

Konkrud does his best to assist...

Junklaser: 1d20 + 10 ⇒ (3) + 10 = 13, for 1d8 + 7 ⇒ (5) + 7 = 12 Fire damage.

...but misses.

Stubborn to the last, the final warrior charges Rimmer...

Skirmish Kishaxe: 1d20 + 13 ⇒ (2) + 13 = 15, for 1d10 + 9 - 12 ⇒ (1) + 9 - 12 = -2 damage.

...but his wild strike goes wide.

Repelling the Sky-Devils, Round 5:

K (-47)
Rimmer (-24)
Konkrud (-)

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Rimmer sighs.

"I don't *want* to do this, but you aren't exactly making it easy for me..."

He then tries to finish-off the final warrior.

Trick - CR 13 or less.
Static Arc Pistol: 1d20 + 13 ⇒ (14) + 13 = 27, for 1d6 + 3 + 4d8 ⇒ (2) + 3 + (2, 8, 1, 8) = 24 Electricity damage.

Annihilator Light Machine Gun: 1d20 + 13 - 1 ⇒ (18) + 13 - 1 = 30, for 2d10 + 7 ⇒ (9, 9) + 7 = 25 damage.
Annihilator Light Machine Gun: 1d20 + 13 - 1 ⇒ (20) + 13 - 1 = 32, for 4d10 + 14 ⇒ (4, 4, 3, 9) + 14 = 34 damage.

Sovereign Court

Rimmer's pistol shot fries the brain of the final warrior.

Combat over.

Searching the bodies:

Basic acrochor hide x4, skirmish kishaxe x4, tactical battlebow x4, Instinctive Stabiliser.

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Rimmer sighs sadly.

Such a waste of life...

He commends the bodies of the two aliens that didn't disintegrate to the mists of the gas giant, then piles up their equipment, before heading off the platform.

Sovereign Court

From the landing pad, Rimmer enters the dockmaster’s building.

The interior of the building was gutted long ago, and the walls are now covered with murals worked in crude paint and charcoal. The images seem to depict the sun in various positions in relation to the Emerald Landing Pad; each of these pictures is accompanied by a number of what appear to be tally marks.

Rimmer: 1d20 + 18 ⇒ (1) + 18 = 19.

Rimmer has no idea what they represent.

At this point in time...

Rimmer notices the sounds of combat outside. An empty window frame overlooks the street in front of the building, where two small groups of the same strange aliens are fighting. Both groups have taken casualties and only three remain standing on each side.

Konkrud: 1d20 + 10 ⇒ (2) + 10 = 12.
Rimmer: 1d20 + 13 ⇒ (2) + 13 = 15.

Acquisitives

Male LN Xenometric Android (Kasatha) Operative/Soldier 16 | EAC: 39, KAC: 41 | DR 16/- | Fort: +19, Ref: +20, Will: +16 (+2 Vs. disease, mind-affecting effects, poison, & sleep) | SP: 528/528, HP: 116/116, RP: 15/15 | Perc: +26 | Init: +19 | Speed: 70 ft.

Alright, so they are fighting among themselves, as well...

Rimmer frowns, but tries to remain unobserved.

Sovereign Court

In a short but brutal fight, one trio finishes off the other, but not without cost - one of their number is severely injured, unconscious and barely clinging to life...

The other two offer a short prayer to the sky...

Rimmer: 1d20 + 13 ⇒ (15) + 13 = 28.

...and Rimmer identifies the gestures of the prayer to be similar to those offered to Talavet, the goddess of community, self-reliance, and tradition, in the Pact Worlds.

Rimmer: 1d20 + 1 ⇒ (18) + 1 = 19.

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