
GM Wolffauer |

Gil-Oloth learns that the beacons need not be activated at the same time.
As she approaches ridge above the south west one, she see a wide pit bubbling with a quicksand-like substance in the ground there. Half submerged in the pit is a mechanical, robot-like vehicle that looks like a crude progenitor of the robotic valkos kept in New Valor: its bipedal form is rough and rudimentary, and its saw blade appendages dangle half-torn from its body. Every few seconds, sparks of electricity shoot from the robot and course into the air and throughout the sand below.
--
Gaiul admits that he hasn't tried reactivating any of them before (no sense asking for trouble you can't handle), but will assist where he can. +5 to any attempt Gaiul helps with He adds that while more is better, if you are able to get at least one of them working that should get the job done.

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The Dreams have spoken... The beacon don't need to be activated at the same time.
After recovering her senses, the couch moves her closer to the southwest beacon. After hearing what Gaiul says, she stays several feet away from the crud robot like vehicle and tries to reactivate it from afar. Remote Hack 30ft.
Computer (add +4 if tools are needed): 1d20 + 19 + 5 ⇒ (1) + 19 + 5 = 25 Take 10 if we could

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At the top of the coral, Gunnz calls down the way the lights are flashing.
"They are flickering on and off to 'Band beat'[b]" she starts.
"[b]Now the yellow ones are keeping to the bass track on 'Spaceship blues', but the green ones are on solid."
And extra +2 from Gunnz aid.

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Jim joins Gil and aids as he can, also being able to remote hack from 30'.
Jim has Miracle Worker, Hack Directory, Quick Repair, and Engineers Eye which would normally mean fixing something is his bread and butter, but it doesn't look like these would work in this case
Auto aid Gil +2

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Threz, seeing that the coral and quicksand beacons are well handled, lumbers over to the third and final beacon, curious if there was anything he could try doing to help, with his minimal knowledge of this planet and century's computers.

GM Wolffauer |

Neither Gil nor Jim are able to establish any connection to the beacon on the wrecked valkos. Looks like you'll need to go to it.
--
Sorry Gunnz - missed following up on your actions earlier.
Gunnz makes it up to the beacon and safely settles next to it, so she can begin working on it. Gaiul and Radaszam offer support from the bottom of the coral structure.
Whoever is at the beacon can make the primary roll. Support can be offered from nearby. In addition to Gaiul, two more people can aid - beyond that you won't really be helping. You can Take 10 if you like, but there are penalties for failure.
If you want to tackle more than one beacon at a time, we'll go to rounds so I can better keep track of who is doing what when.

GM Wolffauer |

Threz approaches the ridge to the south east. This two-tiered cavern of rough volcanic rock rises ominously from the desiccated ground. Its wide opening reveals a murky interior even as circular openings in the lower tier allow in shafts of light. The beacon sits outside on top of the volcanic rock.

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Ziyass moves forward, trying to keep all members of their team in sight, "Please, friend dwarf, be careful and don't get too far away!"
She is still keeping a close watch on their surroundings, especially the quicksand and the robot within it and the caves below the southeast beacon. She feels very uneasy about the supposedly defunct robot and its electrical sparks flying around, glad that no one seems to want to approach it closely.

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Gil-Oloth is frustrated that she can't access from afar the beacon. She decides to use her couch to get her closer to it.
The couch starts to hum and hidden thrusters takes it off the ground so it could avoid the strange quicksand like substance around the beacon. yes, the couch is flying
Now next to the beacon, Gil-Oloth after a last sigh starts working herself on it.
Computer (take 10) add +4 if we can use tools: 10 + 19 + 5 = 34

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Ven continues his flying lookout.

GM Wolffauer |

As Gil-Oloth flies close to the beacon, a spark of electricity jumps from the valkos.
Electric damage: 6d6 ⇒ (6, 3, 2, 3, 2, 2) = 18 Reflex save DC 24 for half
Continue forward to the beacon ignoring the electricity?

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Now I'm confused about which beacon we are working on. Gunnz is happy to move to any and provide assistance. With her check she is automatically succeed in the aid, but given two of you have a six point advantage over her, the chances are one of you will do better.
"Ouch! That looked painful" she says.

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Ziyass, noticing the spark that hits Gil, yells, "Maybe stay further back if you can reach 30 feet to do your computer stuff!"
It looks like Gaiul is moving to help Gunnz as the first mentioned to be trying to activate a beacon? And how high up is the beacon on top of the old valko?

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Reflex Gil-Oloth: 1d20 + 11 ⇒ (18) + 11 = 29
Reflex couch: 1d20 + 4 ⇒ (13) + 4 = 17
The couch takes the full blast of the electrical discharge while Gil-Oloth is able to dodge a part of it, even lying on it!
Can I see what cause the discharge? (Perception/Engineering?)

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Threz gives a wave back with a hand. "Don't worry too much, I haven't seen anyone attacking me in the immediate future and I'm just looking. I'm curious as to what someone would have to do to get to this beacon. Seems there's a cave system over here..." He wanders down the ramp and over to the edge of the higher section.
What would one have to do to get across those caves without getting stuck?

GM Wolffauer |

Gunnz and Gaiul are working on the beacon in the coral. Gil-Oloth is trying to get to the beacon on the old valko. Threz is looking into the one near the caves. Big Jim hasn't moved, and I'm not sure where Ven is flying - otherwise the map is up to date.
--
The electrical discharge came from the robot.
Every few seconds, sparks of electricity shoot from the robot and course into the air and throughout the sand below.
The robot protrudes 30 feet up from the sands. The top, where the beacon is, is large enough to hold two medium creatures or one large.
--
Apart from the cave openings, the terrain is normal so you can just walk up on top of the caverns.

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Threzolmn gives a very tentative step out onto the surface of the rocks, knowing there is a giant hollow space below him and trying his best to not fall into it, and praying the to Angradd and the member of his family in charge of libraries that it supports his weight.

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Jim is waiting, there only being limited room.

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Ziyass tries to see if there's anything in the caves, if she can from there.
Perception: 1d20 + 17 ⇒ (16) + 17 = 33

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Seeing nothing to stop the electric arcs coming from the robots, and unable to access the beacon from afar, Gil-Oloth continues to fly towards it, ignoring the electricity.
@GM I am correct that nothing can stop the electric arcs coming from the robots nor I am able to access the beacon with my ability Remote Hack

GM Wolffauer |

You are correct about accessing the beacons - must be done directly (it's not really a hacking sort of job, nor are they computers). You believe the electricity could be stopped, at least temporarily via some work on the valko itself (Engineering check).
Ziyass doesn't spot anything in the cave from where she is. The opening look down into the cavern below, and she can not get a good angle.

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Engineering (take 10) +4 with tools: 10 + 19 = 29
Gil-Oloth now next to the valko starts working on stopping the production of electricity to be able to access the beacon safely.

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Jim and Buster head over and lend a hand.
Jim - Aid Another = Auto pass
Buster - Aid Another 1d20 + 7 ⇒ (3) + 7 = 10
Add +4 to Gil

GM Wolffauer |

Gil-Oloth and Jim & Buster dive through the electrical blasts to gain access to the valko. The rest of the party looks on.
Big Jim - I assume you have some way of getting up there without walking through the bubbling muck around it?
Electric damage: 6d6 ⇒ (4, 6, 1, 5, 1, 2) = 19 Reflex save DC 24 for half
Electric damage: 6d6 ⇒ (3, 2, 4, 1, 6, 5) = 21 Reflex save DC 24 for half
The four of them are struck twice while working carefully on the valko, but together they are able to shunt the electricity elsewhere, at least for a little while.
Now you're on the clock. Each Computer check is a full round action. Can't Take 10. Gil-Oloth - what tools are you getting the +4 bonuses from?
Init Venizandrikal: 1d20 + 1 ⇒ (13) + 1 = 14
Init Ziyass: 1d20 + 6 ⇒ (20) + 6 = 26
Init Gunnz: 1d20 + 9 ⇒ (4) + 9 = 13
Init Big Jim: 1d20 + 1 ⇒ (7) + 1 = 8
Init Threzlomn: 1d20 + 6 ⇒ (9) + 6 = 15
Init Gil-Oloth: 1d20 + 6 ⇒ (11) + 6 = 17
[u]Round 1[/u]
New damage will be added after your two saving throws
Ziyass
Gil-Oloth - 31/40 SP, 52/52 HP, 10/10 RP
- Gil's Drone - 62/80 HP
Threzlomn
Venizandrikal
Gunnz
Big Jim - 64/64 SP, 54/54 HP, 8/8 RP
- Buster - 80/80 HP

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Gunnz offers as much assistance as she can.
"Wow, these things were awesome. Wish I got to drive one." she sighs as she works on the beacon.
computers aid: 1d20 + 13 ⇒ (9) + 13 = 22

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Lots of jump jets and jet dash? Or that's what we have a Venizandrikal for :)
Jim Ref 1d20 + 9 ⇒ (6) + 9 = 15
Jim Ref 1d20 + 9 ⇒ (3) + 9 = 12
Buster Ref 1d20 + 6 ⇒ (19) + 6 = 25
Buster Ref 1d20 + 6 ⇒ (9) + 6 = 15
Jim takes 40.
Buster takes 30.
***
Computers 1d20 + 17 ⇒ (12) + 17 = 29
+ 'Engineers Eye' if trapped.
+ 'Hack Directory' to stop countermeasures.
+ 'Expert Rig' for countermeasures.
+ 'Quick repair' if relevant.
Buster will move around as it doesn't have Computers skill

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I still don't understand how we can't use our abilities to get remote access to the beacon nor how we took twice the electric damages ...
As a mechanic, Gil-Oloth has integrated tools in her custom rig.
Reflex Gil-Oloth: 1d20 + 11 ⇒ (20) + 11 = 31
Reflex Couch: 1d20 + 4 ⇒ (6) + 4 = 10
Reflex Gil-Oloth: 1d20 + 11 ⇒ (7) + 11 = 18
Reflex Couch: 1d20 + 4 ⇒ (18) + 4 = 22
Gil-Oloth and her couch are hit badly by the electrical arcs coming from the old valko.
Despite the damages, she starts working on it.
Computer (+4 with tools): 1d20 + 19 ⇒ (10) + 19 = 29 Aid if we can't be both working on the computer

GM Wolffauer |

Gil - Technically I should have just had you roll your skill check instead of doing a Take 10 (since you were in immediate danger). If you'd like to do that and beat the Engineering DC 32, I'll remove the second hit (you had a 33 with the aids).
Neither Engineering nor Computer tools provide a +4. Engineering Tools prevent you from taking a -2 to your actions, and Computer Tools are required for certain Computer skill checks.
Gunnz - Are you moving in to help Jim and Gil?
Jim - Jump Jets will do :) It's not trapped, not really a computer (so no counter measures), and already takes just a full round action, so all good there.
Luku comes over to aid you (+5). Anyone else aiding?

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Yes, I'm moving in to help. Sorry about that. The idea being that she'll aid whoever is doing the primary computers check. She can auto aid with her bonus. Happy to make reflex rolls if required. She has evasion. I thought the engineering folk had disabled that so they were no longer required.
reflex: 1d20 + 10 ⇒ (7) + 10 = 17

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Just did a copy paste of the three I could find - Thieves tools seem the best to get a +4 on computers, but it is a bit situational. Our custom rigs allow us to always count as having the appropriate tool or basic kit for any Computers or Engineering skill check you attempt.
* hacking kit (required for most Computer checks)
* thieves’ tools (grants a +4 bonus to Computers checks to hack a computer system that controls a door and a +4 bonus to Engineering checks to disable a mechanical or technological lock).
* trapsmith’s tools (provides a +4 bonus to Engineering or Mysticism checks to arm or disarm traps).
Source - HERE
"Hopefully we can sort this thing - why would you design a beacon that is notionally used for defence and to save life and limb then shunt them into such inaccessible areas and make them so incredibly difficult to utilise? I mean, who are these amateur product designers? If these were made by Bamford Tools® they'd come with a big red button and be user friendy."

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"Maybe Big Boy. Or maybe these locations totally line up with the planets ley lines. See, I had this boyfriend once, Kurt, a shaman. Biggest problem was he was more interesting in ley lines than my lines." she harrumph's.

GM Wolffauer |

"We abandoned the beacons, as they caused more harm than good. Hopefully the years haven't left them in too bad a shape" pipes up Luku.
Gil and Jim work on the beacon with help from Gunnz and advice from Luku, but are unable to get it to function. 29 + 5 + 2 + 2 = 38
[u]Round 2[/u]
Ziyass
Gil-Oloth - 2/40 SP, 52/52 HP, 10/10 RP
- Gil's Drone - 22/80 HP
Threzlomn
Venizandrikal
Gunnz
Big Jim - 24/64 SP, 54/54 HP, 8/8 RP
- Buster - 50/80 HPBeacon A - 1 failure
Beacon B
Beacon C

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Computer: 1d20 + 19 ⇒ (19) + 19 = 38
Gil-Oloth concentrates, frustrated by her inability to restart the beacon, asking for the dreams to help her in this difficult task. After a deep breath, and a good sip of her hooka, she goes back to her work, this time, more confident.

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Gunnz scoots over to also offer Gil a hand with her own attempts. "A floating couch. That would be so handy. When ever you feel tired... bang... its just there. Of course, keeping it clean might be a problem." she starts, slightly awed by the elven woman's abilities.
"Oh look. Those lights are flashing in a particular order..."
Auto aid computers.

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Ziyass watches the two groups efforts at repairing and starting up the beacons, restless that she can do nothing to help. She keeps a close eye on Threzlomn and the surroundings, wishing he hadn't moved so far away, still worrying about the valko and the caves.
I'd guess that getting the beacons to work requires physical adjustment, connecting and replacing parts/wires, which remote access wouldn't help with, sorry. :(

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Jim likewise helps out with his 2 credits worth.
Auto aid

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Ven continues his slow air patrol.

GM Wolffauer |

Gil-Oloth concentrates and has an epiphany about the inner workings of the beacons. With the help of the others, she gets this one up and running. And just in time too, as two creatures emerge from within the cave.
You recognize them as sharpwings, though they are far from their native home on Aballon. They both seem to focus their many eyes on Threzlomn.
Init: 1d20 + 12 ⇒ (20) + 12 = 32
Map is updated. Everyone is up!
[u]Round 3[/u]
Sharpwing (red)
Sharpwing (blue)Ziyass
Gil-Oloth - 2/40 SP, 52/52 HP, 10/10 RP
- Gil's Drone - 22/80 HP
Threzlomn
Venizandrikal
Gunnz
Big Jim - 24/64 SP, 54/54 HP, 8/8 RP
- Buster - 50/80 HPBeacon A - Active
Beacon B
Beacon C

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Gunnz gasps as the creatures emerge. Quickly firing off a shot, she dashes for cover behind an old coral structure.
"So some things do live out here.."
stealth, trick attack, T10: 10 + 20 = 30
attack vs blue FF EAC: 1d20 + 11 ⇒ (5) + 11 = 16
F damage: 2d4 + 3 ⇒ (4, 1) + 3 = 8
trick attack bonus damage: 3d8 ⇒ (7, 3, 2) = 12 Plus FF vs everyone
But in her hurry the shot is off target.

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Jim draws his auto pistol and opens fire.
Vs Blue
2nd rage increment
Attack 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26 vs FF KAC
Damage 2d6 + 4 ⇒ (2, 1) + 4 = 7
Buster begins firing a laser rifle.
Attack 1d20 + 9 ⇒ (20) + 9 = 29 vs FF EAC
Damage 4d6 + 16 ⇒ (1, 6, 6, 6) + 16 = 35
+Burn 1d6 ⇒ 5

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Ven notices the danger and dive bombs, landing heavily next to Threz.
THOMP! "I am here librarian!" he rumbles after he lands.
run action
Ven has a 10ft reach and uses bodyguard and in harm's way at the first opportunity.
2 EP

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Gil-Oloth's couch lands next to Ziyass double move and as it does, the vines on it starts moving as if ready to attack anything that come close to the couch. drawing its Xenolash
Looking at the creatures, she tries to remember something about these it.
Life Science (Recall Knowledge): 1d20 + 12 + 4 ⇒ (8) + 12 + 4 = 24
Then, Gil-Oloth concentrates and a weapon materializes on her delicate hands and she aims at the creature closest to Threzlomn Red
Aphelion laser rifle vs EAC: 1d20 + 11 ⇒ (18) + 11 = 29
Damages, F&So: 3d6 + 8 ⇒ (3, 1, 3) + 8 = 15
This new weapon is great! I don't need to make the effort to get it. A though and it's directly in my hands, how wonderful.

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Ziyass mutters to herself, "I knew it was too peaceful!" And she rushes forward, heading toward the blue Sharpwing. She vaults into the air with her jetpack, landing just at the edge of the cave entrance. As she moves a greenish energy begins glowing around her left arm.
At the start of combat, Ziyass gaines 1 EP and her AC goes up by 1. She uses 2 move actions, gaining her second EP. While moving forward, she summons her Entropic Shield, raising her AC by 1 again.

GM Wolffauer |

Gunnz gets off a quick shot, but fails to connect. While Big Jim, Buster and Gil-Oloth all find their targets.
Waiting on Threzlomn
[u]Round 3[/u]
Sharpwing (red) - 15 dmg
Sharpwing (blue) - 42 dmg, burning 5Ziyass
Gil-Oloth - 2/40 SP, 52/52 HP, 10/10 RP
- Gil's Drone - 22/80 HP
Threzlomn
Venizandrikal
Gunnz
Big Jim - 24/64 SP, 54/54 HP, 8/8 RP
- Buster - 50/80 HPBeacon A - Active
Beacon B
Beacon C

GM Wolffauer |

Gil-Oloth knows that sharpwings are very territorial, their many eyes make them unflankable and they are immune to non-lethal damage.
One sharpwing bites at Threzlomn.
Bite: 1d20 + 19 ⇒ (14) + 19 = 33
Damage (P): 1d10 + 14 ⇒ (1) + 14 = 15
But Venizandrikal jumps in the way and takes the hit.
The burning sharpwing goes after Ziyass.
Bite: 1d20 + 19 ⇒ (20) + 19 = 39
Damage (P): 1d10 + 14 ⇒ (8) + 14 = 22
Crit Damage (P): 1d10 + 14 ⇒ (3) + 14 = 17
and bites the Pahtra badly.
Still burning?: 1d20 + 12 ⇒ (17) + 12 = 29 nope
Everyone is up!
[u]Round 4[/u]
Sharpwing (red) - 15 dmg
Sharpwing (blue) - 47 dmgZiyass - 81/120 SP, 74/74 HP, 10/10 RP
Gil-Oloth - 2/40 SP, 52/52 HP, 10/10 RP
- Gil's Drone - 22/80 HP
Threzlomn
Venizandrikal - 125/140 SP, 96/96 HP, RP 12/12 RP
Gunnz
Big Jim - 24/64 SP, 54/54 HP, 8/8 RP
- Buster - 50/80 HPBeacon A - Active
Beacon B
Beacon C

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Gunnz dashes forward and takes another shot at the blue Sharpwing as she hides behind a rock.
stealth, T10: 10 + 20 = 30
attack vs FF EAC: 1d20 + 11 ⇒ (4) + 11 = 15
But the heat shimmers from the desert once again fool her.