| Gath of Akiton |
"Hey, Locket! I got your stuff!" Gath starts to follow his pahtra friend, but veers left at Thak's suggestion. He draws another sap as he approaches the guard. Looming over him, he says, "Be nice and quiet and we can all make friends."
Double move as shown.
Senkuviene
|
Once they've finished hacking, Sen jumps on her zoomboard and slides over to the rest of the group, making a kick-ass pose on it to try and lend some psychological weight to Locket and Thak's good-cop-bad-cop routine.
Not gonna pull out my gun here, that could tip the edge towards violence.
| Goldenarms |
As the others filtered in, the Android was wrapping up the connection after an attempt to get the system to reset and dump after they will have been gone. Acting in such a manner was not exactly something that they wanted to be public knowledge, though they did suppose that Oriane's activities are something potentially being suppressed. Either way, more was not needed to be added to the Loren Group's hush budget.
They did stop to check on the downed guard, closing the door.
| GM Quirk |
Goldenarms, a cursory look at the down guard tells you that he's going to be just fine. Clearly, he's just knocked out, and he'll come to soon.
Senk, if you would like to move your token wherever you would like from last round feel free. It amuses me to think about a swirling melee with you zooming around.
Locket, you find out exactly how interested in giving up his wrench the grizzled old vesk is. Although he does hear Thak, and perhaps briefly considers dropping the wrench and leaving, he decides to whack you.
...and he had a readied action.
to hit, readied action: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14
damage, non-lethal: 1d4 + 2 ⇒ (1) + 2 = 3
I will apply your readied action--it did hit, and will damage him.
The mechanic takes another strike at Locket on his turn.
to hit: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6
Both miss!
The security guard takes out a tactical baton and tries to hit Gath.
to hit, non-lethal: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
damage: 1d4 ⇒ 4
Hit!
Finally, the big doors that go deeper into this complex open, revealing two more guards brandishing pistols who will possibly act next round.
Bold may go. Round 3
1. Locket
2. Gath (-4)
3. Senk
4. Thak
5. Goldenarms
6. Enemy black (vesk mechanic)(-4)
7. Red security guard (down for the count)
8. Blue security guard
9. Green security guard
10. Orange security guard
| Locket Alyara |
Locket inclines his head toward the vesk. "Had your chance..." the pahtra grumbles before launching a fist in the direction of the vesk's abdomen.
Improved Unarmed Strike: 1d20 + 3 ⇒ (6) + 3 = 9
Bludgeoning Damage: 1d3 + 2 ⇒ (2) + 2 = 4
| Gath of Akiton |
"That was not nice!" Gath brushes the baton aside, and swings one of his saps at the man's head.
Sap v KAC: 1d20 + 3 ⇒ (6) + 3 = 9 ... damage: 1d4 + 3 ⇒ (4) + 3 = 7 critical -; Analog, operative)
Thak Poorida
|
Thak rolls his eyes as the Vesk mechanic swings at Locket. Really… you try to help people…
The motion of the big doors catches his attention. Seeing two guards silhouetted in the opening, Thak smiles and pulls out the riot grenade.
”Going away present for you!“
The grenade sails toward the opening.
Targeting the intersection in the middle of the doorway (marked with a white X).
Grenade throw vs AC 5: 1d20 + 0 ⇒ (9) + 0 = 9
Riot Grenade: Explode, Staggered 10’ radius (should hit all Blarts but miss Gath)
Guards get a DC 11 reflex save (10+1+0 -- half of a level 1 grenade plus Thak’s zero dex mod)
If they fail, they’re staggered for 1 (?) round. The grenade lists no duration, so I assume it's 1 round. Feel free to correct me.
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.
Senkuviene
|
Sen zooms into the room on her board, slowing to a stop next to Thak.
"I got your back!" she says, pointing her pistol at the mechanic. "DROP THE WRENCH, SCALY!"
Intimidate?: 1d20 - 1 ⇒ (1) - 1 = 0
| GM Quirk |
Locket and Gath miss their targets.
Thak tosses one of those fun grenades.
saving throws blue, orange, green: 1d20 + 2 ⇒ (14) + 2 = 161d20 + 2 ⇒ (7) + 2 = 91d20 + 2 ⇒ (4) + 2 = 6
Blue is fine, but green and orange are staggered.
I will continue with the next round tomorrow. For now, Goldenarms is up. Also, Senk might actually have that pistol, so if you want to retcon this turn and shoot someone, that's fine with me.
Bold may go. Round 3
1. Locket
2. Gath (-4)
3. Senk (might want to retcon turn)
4. Thak
5. Goldenarms
6. Enemy black (vesk mechanic)(-4)
7. Red security guard (down for the count)
8. Blue security guard
9. Green security guard (staggered)
10. Orange security guard (staggered)
Senkuviene
|
Sen points the compliance ray at the mechanic and shoots.
"Night-night!"
Flash Compliance Ray: 1d20 + 2 ⇒ (4) + 2 = 61d6 ⇒ 2
| Goldenarms |
While the others fanned out to address the individuals that were present, the Android was securing the individuals that they managed to subdue. The first guard that was downed was searched for any useful weapons and restrained with whatever was handy as best they could.
_______________
Search guard, remove weapons, and restrain them.
| GM Quirk |
Senk misses with his shiny new compliance ray. Given that it's the first time he used it, it's understandable.
The vesk mechanic steps forward, says "If you don't know what you're doing with a weapon like that, you should put it down." As if to punish Senk, he strikes out at him.
to hit, non lethal penalty: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
damage: 1d4 + 2 ⇒ (3) + 2 = 5
Very close, but a miss.
The three guards try to corral Gath.
The nearest one tries to whack him with his tactical baton. The other two are a bit woozy, but still manage to fire their pulsecaster pistols.
to hit, non lethal penalty: 1d20 + 6 - 4 ⇒ (1) + 6 - 4 = 3
non-lethal damage: 1d4 ⇒ 3
to hit, pulsecaster: 1d20 + 4 ⇒ (16) + 4 = 20
non-lethal damage: 1d4 ⇒ 2
to hit, pulsecaster: 1d20 + 4 ⇒ (12) + 4 = 16
non-lethal damage: 1d4 ⇒ 1
The pulsecasters hit!
Bold may go. Round 3
1. Locket
2. Gath (-7)
3. Senk
4. Thak
5. Goldenarms
6. Enemy black (vesk mechanic)(-4)
7. Red security guard (down for the count)
8. Blue security guard
9. Green security guard
10. Orange security guard
| Locket Alyara |
Locket scowls at his poor execution of his previous strike. Zoning in, he cranks the intensity up a notch, launching a left-jab-right-cross combo at the vesk mechanic.
Improved Unarmed Strike 1: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
Bludgeoning Damage: 1d3 + 2 ⇒ (1) + 2 = 3
Improved Unarmed Strike 2: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
Bludgeoning Damage: 1d3 + 2 ⇒ (2) + 2 = 4
Thak Poorida
|
Thak growls as the two security guards pull themselves together enough to successfully zap Gath.
Let’s see if this slows them down a bit more…
Targeting the intersection in the middle of the doorway.
Grenade throw vs AC 5: 1d20 + 0 ⇒ (19) + 0 = 19
Stickybomb grenade: Special explode (entangled 2d4 rounds; 10 ft.)
Guards get a DC 11 reflex save (10+1+0 -- half of a level 1 grenade plus Thak’s zero dex mod)
Entangled if failed: 2d4 ⇒ (2, 3) = 5 rounds
Entangled: You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.
Senkuviene
|
GM? Sen's a girl.
With a quick flash of her board's plasma drive, Sen darts around the mechanic.
"Too slow!" she mentally cries as she snaps off another shot.
Flash Compliance Ray: 1d20 + 2 ⇒ (11) + 2 = 131d6 ⇒ 2
| Gath of Akiton |
"Not nice!" Gath swings angrily at the guard before him.
Sap v KAC, blue: 1d20 + 3 ⇒ (16) + 3 = 19 ... damage: 1d4 + 3 ⇒ (3) + 3 = 6 critical -; Analog, operative)
| Goldenarms |
It was a positive that the guard had equipment that could be utilized, so it was appropriated for now. The D.E.A.R.S. unit oh so helpfully applied a flickering monocle over one eye as the user manuals for both were quickly referenced to ensure familiarity. As they turned to view the chaos that had ensued, it was a belated realization that they had not managed to sync the monitor in their kit to their companions, as Gath could have benefited from some slight assistance.
A gross oversight that would have to be rectified after this.
In the meantime, they moved to where they could potentially assist Gath with his engagement.
| GM Quirk |
Locket and Senk team up on the vesk, and he isn't happy about it.
The vesk mechanic isn't taking anymore of this. He points at Senk, and he points at Locket. "They don't pay me enough to deal with ruffians like you! One on one, I'd beat the frack out of either one of you, but I'm not taking on a common street gang all by myself. Tell you what I'm going to do: I'm going to take my tools, and I'm getting out of here." With that, he picks up a large toolbox that was sitting near him, shoulders his wrench, and starts to walk toward the main door.
The security guards near Gath eat another grenade from Thak.
reflex saves, blue, orange, green: 1d20 + 2 ⇒ (3) + 2 = 51d20 + 2 ⇒ (10) + 2 = 121d20 + 2 ⇒ (17) + 2 = 19
This time the security guard near Gath takes the brunt of it, and is entangled. The other two seem to have done okay.
Meanwhile, Gath whacks the security guard near him.
He attempts to swing back, this time not pulling any punches.
to hit, entangled penalty: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11
damage: 1d4 ⇒ 4
Miss!
The other two guards step back into the hallway. One fires at Gath.
pulsecaster pistol: 1d20 + 4 ⇒ (14) + 4 = 18
damage, non-lethal: 1d4 ⇒ 3
Hit!
The other guard closes the door, and these two disappear behind the heavy bulkhead door.
Bold may go. Round 4
1. Locket
2. Gath (-10)
3. Senk
4. Thak
5. Goldenarms
6. Enemy black (vesk mechanic)(-13 and leaving)
7. Red security guard (down for the count)
8. Blue security guard (-6)
Senkuviene
|
"What th-HEY! NOT SO FAST!" Sen squeaks as she drives her board after the mechanic. "We got questions! Where's the flarin' prophet and the kids he's kidnapping?!"
Thak Poorida
|
Thak moves across the docking bay and happily lets the Vesk go on their way. He winces as he sees the guard’s shot hit Gath.
”Gath — stay strong! You are a mighty, righteous warrior!“
Thak’s inspiring boost gives Gath 6 SP back.
Facing toward the blast door where the guards disappeared and holding his pulsecaster pistol ready, he turns his head slightly to the side.
”Locket, did you find the girls and the others? We need to keep moving.“
| Gath of Akiton |
" Your friends deserted you. Foolish to fight, but brave too. "
Gath swings at the security guard again.
Sap v KAC: 1d20 + 3 ⇒ (2) + 3 = 5 ... damage: 1d4 + 3 ⇒ (1) + 3 = 4 critical -; Analog, operative)
| GM Quirk |
"What th-HEY! NOT SO FAST!" Sen squeaks as she drives her board after the mechanic. "We got questions! Where's the flarin' prophet and the kids he's kidnapping?!"
"I don't know nothin' about no prophet, and I haven't seen anyone who's kidnapped here. I was just hired to fuel that thing up and supervise loading. Whatever you're looking for, I hope you find it."
| Goldenarms |
As things continued, it was becoming apparent that Gath seemed to be holding his own, and it did occur to the Android that interfering may be an inadvertent insult, so they continued to keep an eye on what they could see of the bay until they seemed to be needed.
Senkuviene
|
"Well...uh...good luck to you too!" Senkuviene replies to the retreating vesk before turning back to rejoin the others. Seeing what Goldenarms sees, she decides to lower the gun, not wanting to accidentally zap Gath in the back. "Give it to him, Big Guy!" she cheers.
| Locket Alyara |
"We did give ya the choice," Locket reminds the vesk as the mechanic gathers his gear to leave.
The pahtra dashes across the hangar to support Gath against the security guards. He arrives too late to be of much help, as the door seals shut and the lone security guard throws down his weapon.
Locket pushes at the bulkhead door. "The girls and the bigwigs went through here," he answers Thak. "No way past and was under guard the whole time." He shrugs. "And none of them came back this way."
Thak Poorida
|
Channeling the most urgently sincere tone he could put in his voice, Thak wheels on the remaining security guard.
”We aren’t here to hurt you. We aren’t here to steal anything. And WE aren’t going to jail, although you will be if you don’t help us. Please open this door NOW.”
Motioning to Gath, Thak adds, “And please don’t make me to ask my associate to help convince you of the urgency. This. Is. Urgent. Do. It. Now. Lives are literally at stake.“
Intimidate: 1d20 + 8 ⇒ (8) + 8 = 16 hoping for a bonus from Gath's impressive physical presence and demonstrated capacity for inflicting pain on recalcitrant security guards
| Gath of Akiton |
untrained intimidate to aid Thak: 1d20 + 1 ⇒ (17) + 1 = 18
Gath looms over the guard breathing hard. Then he adds, Gath "We know the families of two of the prophet's girls are worried sick. We're here to take them home. You should help us because it's the right thing to do."
Diplomacy : 1d20 + 5 ⇒ (1) + 5 = 6
He's quickly distracted by the pahtra's arrival, which might detract from his (very real) sincerity.
"Hey, Locket! I've got your stuff, and this cool rifle for you to borrow from the Galvanos."
Thak Poorida
|
Thak’s patient and supportive look masks his desire to punch the guard with his claws.
”Hold that thought. Sen, can you check the access panel and engineer this door open?“
Senkuviene
|
"On it, Thak!" Sen thinks, sliding over to the panel and hooking her rig up to it.
Engineering: 1d20 + 5 ⇒ (20) + 5 = 25
Computers: 1d20 + 5 ⇒ (6) + 5 = 11
| GM Quirk |
Senk takes a look at the control panel next to the door. At first she believes it might just need the correct override code, but when that fails, she removes the front of the panel, crosses two wires, and door opens.
The door is open. I have revealed the first part of the back area of the hangar. Organize yourselves, and let me know how you wish to proceed.
Senkuviene
|
"Let's see, 0-4-5-1...didn't work. Eh, screw it!" Sen comments as she immediately jumps to hotwiring the lock. "Lead the way, boys!" she says, steering her board to the side and making a grand gesture to the opened door.
| Locket Alyara |
"Thanks, Gath," Locket murmurs, collecting his gear from the shobhad. He hefts the borrowed rifle and gives an appreciative nod.
"Good goin', Sen," he says as the doors are popped.
The pahtra thrusts a clawed hand out toward the security guard. "Hand over your comms," he growls. "And get out of here." He nods in the direction of the main doors. "Before things really heat up."
Any roll needed? Thoughts are to try and listen in on chat for hints as well as prevent him ratting us out. If the guard hands over the comms, Locket will pass it over to Thak.
Locket can try and stealth down corridor for a look-see?
Thak Poorida
|
”Indeed, great job Sen. You're an ace at this technology stuff.“ He almost asks whether Sen repairs music systems because of that bad speaker on the one in his office, but mentally stores that for later. You pick the weirdest times for random thoughts...
Assuming the guard hands over the comm unit… otherwise we’ll retcon a bit.
Thak takes the radio and earpiece from Locket and puts them on. Thank goodness they figured out inter-species industrial design all those years ago.
”The other guards saw us and escaped, so speed might be the better course. This one talked about station security coming, so we’re low on time. Our only defense against station security is freeing the captives and letting them tell their story. Otherwise we’re the bad guys in this scenario.“
Checking the corridor for cameras and whatever else he sees
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
In the midst of the chaos, anxieties suddenly fill Thak’s mind and ruin his attention for the corridor search. He wills himself to concentrate in the moment. Not NOW. Focus now. They need us now. We have this.
His eyes clear and bore into the guard with new intensity.
Nodding toward the door and the corridor, he asks, ”Is this the only entrance to the hangar from this section? Where’s the control room from here?“
He’ll monitor the radio traffic, listening for how they identify themselves and the phrasing they use, as well as any mentions of movements or station security.
| Gath of Akiton |
When the guard starts his departure, Gath calls after him, "And call station security when you get outside. We will need them."
Gath looks at the others. "We are right. They are wrong. We will have the girls as witnesses. Now let us face the enemy."
He squares his shoulders and faces the door.
I re-arranged us to a post guard conversation configuration. Locket and Gath up front, and you guys arced around us. But feel free to change that.
Senkuviene
|
"Thank yew, thank yew!" Sen says, somehow managing to bow melodramatically without falling off her zoomboard. She peeks down the corridor, trying to see if it's the right way to go or if anything's waiting for them.
Perception: 1d20 + 2 ⇒ (13) + 2 = 15
| GM Quirk |
The guard hands over his comm device. He hurries away from the scene, stopping to help his unconscious friend near the doorway out.
As Thak examines the comm device, it beeps loudly. A familiar voice says "I see you. I have watched all of your tantrum out there in the hangar. You can plan on being prosecuted to the fullest extent of the law when station security arrives. They'll be hear shortly."
The voice belongs to Lazlo, one of the first speakers from last night, and the one that Fikk made most of his hand offs to.
Suddenly, there is a loud coughing sound, then a pop...
A grenade goes off near you!
to hit: 1d20 + 6 ⇒ (6) + 6 = 12
This is on target, and it goes off at one of the intersections near Gath. Everyone is in the area. Take Take: 1d6 ⇒ 6 damage, DC 12 reflex save for half. The grenade likely came from around the first corner up ahead.
Thak Poorida
|
The grenade’s explosion catches Thak off-guard. So much for the ‘holy’ man. If they’re willing to kill us to protect their secret, then this is bigger than we think. Time to otter-up and end this.
Thak moves through the team, aims his Pulsecaster pistol toward the corner, and thumbs the radio.
”I hear fear in your voice, Lazlo. Next, we’ll SEE the fear on your face when security takes YOU and your minions away.“
Intimidate check to demoralize: 1d20 + 8 ⇒ (20) + 8 = 28
| GM Quirk |
There is only silence on the radio as Thak's determined and assertive voice responds to Lazlo. There may be an effect your natural 20 provides that will be evident later. Meanwhile, back to initiative, as there may be the two security guards you fought earlier lurking up ahead.
Don't forget to take your reflex save for the grenade blast.
Senkuviene: 1d20 + 2 ⇒ (6) + 2 = 8
Gath: 1d20 + 0 ⇒ (7) + 0 = 7
Locket: 1d20 + 7 ⇒ (5) + 7 = 12
Goldenarms: 1d20 + 0 ⇒ (1) + 0 = 1
enemy orange: 1d20 + 2 ⇒ (10) + 2 = 12
enemy blue: 1d20 + 2 ⇒ (4) + 2 = 6
Bold may go. Round 1
1. Thak
2. Locket
3. Enemy orange
4. Senkuviene
5. Gath (-4)
6. Enemy blue
7. Goldenarms
Thak Poorida
|
Adrenaline and anger rush through Thak’s brain as he charges down the corridor, pulling a sticky bomb grenade from his pocket as he runs.
GM Q — Can you reveal the corridor a bit so I know where to throw this, please?
Thak Poorida
|
Thanks for the reveal, GM Q!
Thak lobs the sticky bomb grenade toward a familiar face.
”You really should’ve left when you had the chance.“
Targeting the intersection in the center of the hall by the guard (marked on the map with a white X).
Grenade throw vs AC 5: 1d20 + 0 ⇒ (11) + 0 = 11
Stickybomb grenade: Special explode (entangled 2d4 rounds; 10 ft.)
Guards get a DC 11 reflex save (10+1+0 -- half of a level 1 grenade plus Thak’s zero dex mod)
Entangled if failed: 2d4 ⇒ (2, 1) = 3 rounds
Entangled: You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.
| Locket Alyara |
Reflex DC12: 1d20 + 3 ⇒ (20) + 3 = 23
Alerted by the sound of the incoming grenade, Locket is able to dodge the worst of the explosion.
Gath looks at the others. "We are right. They are wrong. We will have the girls as witnesses. Now let us face the enemy."
He squares his shoulders and faces the door.
Locket nods grimly and, turning toward the door, dashes toward the closest intersection.
Double move
Senkuviene
|
"AHH GRENDADE!" Sen shrieks as the security guard throws the grenade at them.
Reflex: 1d20 + 4 ⇒ (14) + 4 = 18
She swerves to get out of the blast radius just in time, and then zooms down the corridor to catch up with the others.
Double Move
Thak Poorida
|
Sorry, I missed your note that everyone was in the area for the grenade!
Reflex save vs. grenade: 1d20 + 2 ⇒ (18) + 2 = 20
(Earlier...) As the doors slide open, Thak starts to say something inspiring.
Then the grenade explodes.
Shielded by Gath, Thak escapes most of the shrapnel, but the moment does something to the Brenneri.
A new resolve shines from his eyes. ...and the story picks up in my earlier post.