Game Master S's "Devastation Ark" (Inactive)

Game Master Chris Marsh

TACTICAL MAP |STRATEGIC MAPS
HANDOUTS | CAMPAIGN RECORDS | DRAMATIS PERSONAE | Sunrise Maiden | Ship Roles |

Initiative:

[dice=Hostiles]d20[/dice]
[dice=Booker]d20+12[/dice] Ties go to Booker
[dice=Dunklezahn]d20+10[/dice]
[dice=Gig]d20+4[/dice]
[dice=Hack-it]d20+8[/dice]
[dice=Janzi]d20+1[/dice]

Skill Quickpost:

Perception
[dice=Booker]d20+16[/dice] (Darkvision 60')
[dice=Dunklezahn]d20+14[/dice] (Darkvision 60')
[dice=Gig]d20+14[/dice]
[dice=Hack-it]d20+18[/dice] (Darkvision 60')
--->[dice=Hum]d20+19[/dice] (Blindsense (sound), LLV, and DV 60'
[dice=Janzi]d20+23[/dice]

Sense Motive:
[dice=Booker]d20+0[/dice]
[dice=Dunklezahn]d20+0[/dice]
[dice=Gig]d20+0[/dice]
[dice=Hack-it]d20+0[/dice]
[dice=Torin]d20+6[/dice]


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| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Will: 1d20 + 20 - 5 ⇒ (5) + 20 - 5 = 20 Janzi's magic wracks the leader's mental programming. for a split second Vheiransch freezes before launching into a brutal and primal rage, mauling Janzi...

Fight for the Starstone - ROUND 4

The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.

Dunklezahn (HP 134/132), Red Force Field 0/30): Go
Booker (SP: 66/216): Go

Black Warmaster: TBD
White Warmaster: TBD
Vheiransch: TBD
Holo-Dunk: TBD
Holo-Booker: TBD
Holo-Hack-it: TBD
Gig (SP: 20/198): TBD
Janzi (SP: 81/162, HP: 88/112): TBD
Hack-it (SP: 146/198): TBD
-Hum (HP 143/190): TBD

DM:

Black:
White (Grenade 0/2): 158
Dunk0-gram: 128
Holo-Booker: 218
Holo-Janzi
Vheiransch (RP: 5/6): 369, FEEBLEMINDED

Grand Lodge

Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

Concealment 10%, HoloDunk: 1d100 ⇒ 40
Concealment 10%, HoloJanzi: 1d100 ⇒ 43

As his force field flickers back to life (Fast Healing 7), Dunk turns his attention to the warmaster beside him.

DevastationBlade: 1d20 + 26 - 6 ⇒ (14) + 26 - 6 = 34
S&E Damage: 12d8 + 30 ⇒ (2, 8, 7, 6, 7, 8, 4, 8, 1, 3, 1, 4) + 30 = 89

DevastationBlade: 1d20 + 26 - 6 ⇒ (15) + 26 - 6 = 35
S&E Damage: 12d8 + 30 ⇒ (6, 7, 6, 2, 2, 6, 4, 1, 1, 7, 8, 1) + 30 = 81

DevastationBlade: 1d20 + 26 - 6 ⇒ (12) + 26 - 6 = 32
S&E Damage: 12d8 + 30 ⇒ (2, 1, 3, 4, 8, 8, 1, 6, 4, 3, 2, 7) + 30 = 79


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

FORT DC 30: 1d20 + 15 ⇒ (10) + 15 = 25 FAIL

This should bring me 10' closer to a pillar, but I am already adjacent to it. Does anything else happen now?


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Dunk connects twice, leaving all of the enemy wounded.

Booker gets pulled all the way into the pillar. fortunately nothing happens, though he does see that the pillars are the ones projecting the holograms. He thinks a skilled engineer or mystic could quickly shut them down with a little luck and a LOT of skill.

Fight for the Starstone - ROUND 3

The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.

Dunklezahn (HP 134/132), Red Force Field 7/30): Hits
Booker (SP: 66/216): Go

Black Warmaster: TBD
White Warmaster: TBD
Vheiransch: TBD
Holo-Dunk: TBD
Holo-Booker: TBD
Holo-Hack-it: TBD
Gig (SP: 20/198): TBD
Janzi (SP: 81/162, HP: 88/112): TBD
Hack-it (SP: 146/198): TBD
-Hum (HP 143/190): TBD

DM:

Black:
White (Grenade 0/2): 158
Dunk0-gram: 128
Holo-Booker: 218
Holo-Janzi
Vheiransch (RP: 5/6): 369FEEBLEMINDED


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

"The pillars are gen'ratin' the holos!" Booker shouts. "Shut 'em down!" Up to Janzi/Gig whether they want to try. Hack is already busy.

As much as Booker would like to keep fire on the leader, he and Dunk will not last long taking so many hits. He joins the vesk in bringing down the nearest warmaster.

Aiming at Black first. If Black falls, switch to Holo-Booker, reduce attack roll by 1, and damage by the last 2d6.

Focus Fire @ BLACK: 1d20 + 27 + 2 - 2 - 5 + 1 ⇒ (15) + 27 + 2 - 2 - 5 + 1 = 38
Adamantine Piercing Damage: 7d10 + 23 + 9 + 9 + 2d6 ⇒ (2, 9, 7, 2, 5, 6, 6) + 23 + 9 + 9 + (2, 2) = 82 reduce any DR by 15

Focus Fire @ BLACK: 1d20 + 27 + 2 - 2 - 5 + 1 ⇒ (11) + 27 + 2 - 2 - 5 + 1 = 34
Adamantine Piercing Damage: 7d10 + 23 + 9 + 9 + 2d6 ⇒ (10, 7, 4, 3, 3, 7, 4) + 23 + 9 + 9 + (5, 5) = 89 reduce any DR by 15

Focus Fire @ BLACK: 1d20 + 27 + 2 - 2 - 5 + 1 ⇒ (11) + 27 + 2 - 2 - 5 + 1 = 34
Adamantine Piercing Damage: 7d10 + 23 + 9 + 9 + 2d6 ⇒ (1, 6, 8, 8, 7, 6, 9) + 23 + 9 + 9 + (1, 2) = 89 reduce any DR by 15

Clip: 60/100 rounds. SP: 66/216. HP: 130/130. RP: 13/17.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Booker takes out one of the sivv warmasters and then puts a round through the hologram!

The remaining warmaster tries to smash Gig's head down the ysoki's own throat: Quantum: 1d20 + 31 ⇒ (18) + 31 = 49 for Acid and Sonic: 8d6 + 28 ⇒ (2, 1, 2, 3, 1, 4, 5, 4) + 28 = 50

Vheiransch, devoid of reason, savagely smashes Janzi:
Slam 1: 1d20 + 31 - 4 ⇒ (13) + 31 - 4 = 40 for DMG: 13d6 + 26 ⇒ (2, 3, 1, 6, 5, 6, 3, 3, 2, 4, 3, 1, 3) + 26 = 68
Slam 2: 1d20 + 31 - 4 ⇒ (12) + 31 - 4 = 39 for DMG: 13d6 + 26 ⇒ (5, 5, 3, 1, 2, 6, 6, 4, 6, 3, 3, 6, 2) + 26 = 78
And in two quick bunches nearly kills him!

The holograms work their way around Dunklezahn to finish him off:
Booker: 1d20 + 30 ⇒ (9) + 30 = 39 for DMG: 8d6 + 17 ⇒ (2, 4, 3, 1, 1, 4, 2, 6) + 17 = 40
Janzi: 1d20 + 30 ⇒ (18) + 30 = 48 for DMG: 8d6 + 17 ⇒ (1, 1, 5, 4, 4, 4, 2, 4) + 17 = 42
Dunk: 1d20 + 30 ⇒ (14) + 30 = 44 for DMG: 8d6 + 17 ⇒ (4, 5, 2, 6, 4, 1, 3, 5) + 17 = 47

Booker's face is covered in as much splatter as the vesk's own. Dunk nearly dies from the beating.

Fight for the Starstone - ROUND 4

The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.

Dunklezahn (HP 12/132), Red Force Field 0/30): Hit
Booker (SP: 66/216): Kill
White Warmaster: ATK
Vheiransch: ATK
Holo-Dunk: ATK
Holo-Booker: ATK
Holo-Hack-it: ATK
Gig (HP: 62/92): Go
Janzi (HP: 23/112): Go
Hack-it (SP: 146/198): Go
-Hum (HP 143/190): Go

DM:

White (Grenade 0/2): 158
Dunk0-gram: 128
Holo-Booker: 252
Holo-Janzi
Vheiransch (RP: 5/6): 349 FEEBLEMINDED


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Gig takes another guarded step back and casts radiation ray! to try and take down this sivv once and for all!

Spell Attack Roll: 1d20 + 21 ⇒ (16) + 21 = 37 (Uses Int instead of Dex)
Fire Damage: 8d12 + 9 ⇒ (2, 10, 7, 7, 6, 2, 7, 12) + 9 = 62 plus exposure to high radiation!

At each state of impaired and beyond, the victim must succeed at a DC 18 Fortitude saving throw or contract the radiation sickness disease.


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

Fort save vs DC 30 (Hack-It): 1d20 + 16 ⇒ (14) + 16 = 30
Fort save vs DC 30 (Hum): 1d20 + 4 ⇒ (2) + 4 = 6

Hack-It holds his ground while Hum is pulled to the column.

The mechanic, who stands in front of the mother of all computers, puts hands to keys and hastens to find the big red button, unplug the cable, jam the power supply, or... hack it.
Computers: 1d20 + 33 ⇒ (15) + 33 = 48

Hum takes another shot at holo-Booker. Because it is its master's drone.
Parallax Laser Rifle vs Fake Booker: 1d20 + 21 ⇒ (9) + 21 = 30
Damage (Fire): 8d6 + 18 ⇒ (4, 1, 6, 6, 3, 2, 3, 2) + 18 = 45


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Caster Level Check: 1d20 + 18 ⇒ (2) + 18 = 20

Caster Level Check Reroll: 1d20 + 18 ⇒ (10) + 18 = 28

. I don't think I have used a reroll in a long time. But I think it is needed here.


Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

FYI, white force field leaves hit points at 38. Certainly not great, but better than 23. >.>

Janzi slides toward the nearest pillar and takes advantage of it, activating his haste circuit and moving ducking behind another, trying to shut the holo generation down.

Mysticism: 1d20 + 30 ⇒ (12) + 30 = 42


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Gig's pell strikes the sivv, but it doesn't drop the warmaster. FORT: 1d20 ⇒ 1 The thing fights on, and Gig thinks it's got a fair bit of fight left!

Hack-it and Janzi quickly discover that they're going to need to get really lucky, but they could do it.

Fight for the Starstone - ROUND 5

The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.


Dunklezahn (HP 12/132), Red Force Field 0/30): Go
Booker (SP: 66/216): Go

White Warmaster: TBD
Vheiransch: TBD
Holo-Dunk: TBD
Holo-Booker: TBD
Holo-Hack-it: TBD
Gig (HP: 62/92): TBD
Janzi (HP: 38/112, White Force Field): TBD
Hack-it (SP: 146/198): TBD
-Hum (HP 143/190): TBD

DM:

White (Grenade 0/2): 220
Dunk0-gram: 128
Holo-Booker: 252
Holo-Janzi
Vheiransch (RP: 5/6): 349 FEEBLEMINDED


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

FORT: 1d20 + 15 ⇒ (18) + 15 = 33 oh, hey! meaningless success!

Booker emits a deep, guttural growl. This fight looks bad. Janzi, Gig, and even Dunk look battered near to death, and the foes have hardly thinned.

There is little for it. If the leader falls, perhaps the rest may follow... but at least the mastermind of the Ark's conquest will be no more. Booker hopes, without much behind it, that the others can hang on just a little bit longer.

The red-hot barrels of Booker's heavy gun swing back towards Vheiransch. IFF Vheiransch falls, redirect to Holo-Booker, with no change to the attack roll but remove the last 2d6 of damage.

Focus Fire @ VHEIRANSCH: 1d20 + 27 + 2 - 2 - 5 ⇒ (18) + 27 + 2 - 2 - 5 = 40
Adamantine Piercing Damage: 7d10 + 23 + 9 + 9 + 2d6 ⇒ (8, 2, 5, 5, 1, 8, 4) + 23 + 9 + 9 + (2, 4) = 80 reduce any DR by 15

Focus Fire @ VHEIRANSCH: 1d20 + 27 + 2 - 2 - 5 ⇒ (14) + 27 + 2 - 2 - 5 = 36
Adamantine Piercing Damage: 7d10 + 23 + 9 + 9 + 2d6 ⇒ (6, 3, 4, 10, 3, 10, 4) + 23 + 9 + 9 + (4, 5) = 90 reduce any DR by 15

Focus Fire @ VHEIRANSCH: 1d20 + 27 + 2 - 2 - 5 ⇒ (18) + 27 + 2 - 2 - 5 = 40
Adamantine Piercing Damage: 7d10 + 23 + 9 + 9 + 2d6 ⇒ (2, 4, 6, 9, 7, 5, 2) + 23 + 9 + 9 + (6, 5) = 87 reduce any DR by 15

Clip: 48/100 rounds. SP: 66/216. HP: 130/130. RP: 13/17.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Booker's first two shots "kill" the AIvatar! There's no satisfactory death knell or blood spatter. Vheiransch simply discorporates. Most of the ship's functions immediately shut down. It's only a matter of time though. If the party can't reboot the system, it'll all be for naught.

Booker, mainly focused on the fight, turns and aims at his hologram double and puts a bullet through it, but not stopping it.

Fight for the Starstone - ROUND 5

The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.


Dunklezahn (HP 12/132), Red Force Field 0/30): Go

Booker (SP: 66/216): KILL!
White Warmaster: TBD
Vheiransch: TBD
Holo-Dunk: TBD
Holo-Booker: TBD
Holo-Hack-it: TBD
Gig (HP: 62/92): TBD
Janzi (HP: 38/112, White Force Field): TBD
Hack-it (SP: 146/198): TBD
-Hum (HP 143/190): TBD

DM:

White (Grenade 0/2): 220
Dunk0-gram: 128
Holo-Booker: 290
Holo-Janzi

Grand Lodge

Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

Fort: 1d20 + 15 ⇒ (15) + 15 = 30

Concealment 10%, Dunk: 1d100 ⇒ 56
Concealment 10%, Janzi: 1d100 ⇒ 8
Concealment 10%, Booker: 1d100 ⇒ 16
Woot! Holo-Janzi misses!

Dunk swings away at the holograms, Dunk first.

DevastationBlade: 1d20 + 26 - 6 ⇒ (5) + 26 - 6 = 25
S&E Damage: 12d8 + 30 ⇒ (3, 1, 4, 7, 2, 8, 5, 7, 7, 7, 4, 1) + 30 = 86

DevastationBlade: 1d20 + 26 - 6 ⇒ (5) + 26 - 6 = 25
S&E Damage: 12d8 + 30 ⇒ (4, 3, 3, 4, 5, 6, 1, 3, 7, 5, 7, 8) + 30 = 86

DevastationBlade: 1d20 + 26 - 6 ⇒ (8) + 26 - 6 = 28
S&E Damage: 12d8 + 30 ⇒ (2, 7, 1, 1, 1, 8, 7, 5, 1, 5, 4, 6) + 30 = 78


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Dunklezahn's defense hold up and he avoids one of the hits, but he can't give them back. He misses every time.

The remaining sivv moves in to finish Gig off:
Quantum Entangler: 1d20 + 31 ⇒ (6) + 31 = 37 for DMG: 8d6 + 28 ⇒ (3, 2, 2, 6, 1, 4, 3, 5) + 28 = 54 and somehow he still survives!

The holograms move in a riot of colors, trying to finish off the pesky Dunklezahn:
Holo-Dunk 1: 1d20 + 30 - 4 ⇒ (9) + 30 - 4 = 35 Concealment: 1d100 ⇒ 14 for DMG: 8d6 + 17 ⇒ (5, 3, 5, 6, 4, 2, 2, 6) + 17 = 50
Holo-Dunk 2: 1d20 + 30 - 4 ⇒ (2) + 30 - 4 = 28 MISS
Holo-Janzi 1: 1d20 + 30 - 4 ⇒ (13) + 30 - 4 = 39 Concealment: 1d100 ⇒ 8 MISS
Holo-Janzi 2: 1d20 + 30 - 4 ⇒ (5) + 30 - 4 = 31 MISS
Holo-Booker 1: 1d20 + 30 - 4 ⇒ (7) + 30 - 4 = 33 MISS
Holo-Booker 2: 1d20 + 30 - 4 ⇒ (16) + 30 - 4 = 42 Concealment: 1d100 ⇒ 68 for DMG: 8d6 + 17 ⇒ (2, 5, 4, 5, 6, 3, 6, 5) + 17 = 53

And the mighty Dunklezahn falls!

Fight for the Starstone - ROUND 5

The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.

Dunklezahn (HP 0/132), Red Force Field 0/30): Miss
Booker (SP: 66/216): KILL!
White Warmaster: Hit
Holo-Dunk: ATK
Holo-Booker: ATK
Holo-Hack-it: ATK
Gig (HP: 8/92): Go
Janzi (HP: 38/112, White Force Field): Go
Hack-it (SP: 146/198): Go
-Hum (HP 143/190): Go

DM:

White (Grenade 0/2): 220
Dunk0-gram: 128
Holo-Booker: 290
Holo-Janzi


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Gig takes a guarded step back and casts Dimension Door

He appears next to Hack all bloodied up and near death, but still eager to push buttons.

"Whatcha doing?", he asks his ysoki friend. "Are you playing with a computer system without me?"


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

Fort save (Hack-It): 1d20 + 16 ⇒ (6) + 16 = 22
Fort save (Hum): 1d20 + 4 ⇒ (20) + 4 = 24
FFS

"About time you showed up," Hack-It replies as he moves back to the computer console. "This one is tricky. Race you to crack it?"

Computers: 1d20 + 33 ⇒ (10) + 33 = 43

Hack-It continues to struggle with the complex system.

Meanwhile, Hum takes a shot.
Parallax Laser Rifle vs Fake Booker: 1d20 + 21 ⇒ (4) + 21 = 25
Damage (Fire): 8d6 + 18 ⇒ (2, 3, 4, 4, 1, 6, 3, 1) + 18 = 42


Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

Janzi, using his haste circuit, races over and delivers an empowered healing touch on Dunk. Heals 90 hit points.

This is no time to lie down on the job, he admonishes gently. These holos are gonna put me down in short order, but here's hoping you can avenge me.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

the frenetic pace of the battle increases as Janzi brings Dunk back and the yoski boys work on the computer system.

Hack-it quickly pulls up the alien reboot system. It's not like a root in any way any of you understand it. It's going to take some FAST typing....

REBOOT PROGRESS 3 of 6 you can earn one progress point with a Standard Action and 2 with a Full round action. Regardless, it's only ONE computers check each time.

Gig walks through reality to join Hack-it. The fate of the Pact Worlds now rests in their hacking skills.

Fight for the Starstone - ROUND 6

The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.


Dunklezahn (HP 90/132, prone), Red Force Field 0/30): Go
Booker (SP: 66/216): Go

White Warmaster: TBD
Holo-Dunk: TBD
Holo-Booker: TBD
Holo-Hack-it: TBD
Gig (HP: 8/92): TBD
Janzi (HP: 38/112, White Force Field): TBD
Hack-it (SP: 146/198): TBD
-Hum (HP 143/190): TBD

DM:

White (Grenade 0/2): 220
Dunk0-gram: 128
Holo-Booker: 290
Holo-Janzi


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

Fort DC 30: 1d20 + 15 ⇒ (4) + 15 = 19 fail, but no effect

"Keep 'im up, doc," Booker mutters approvingly to Janzi. Booker takes aim at the furthest target, the last sivv, before getting ready to drop his gun and go toe-to-toe with the hologram buggers with his (hardlight-wrapped) fists...

Targeting White until it goes down, then switching to HoloBooker. Fists are for next round. If White gains any sort of cover advantage due to the corner, Booker automatically reduces by 2 (Sniper's Aim), and will spend 1 RP (if necessary) to reduce it by a complete step first (via Intense Focus).

Focus Fire @ White: 1d20 + 27 + 2 - 2 - 5 ⇒ (14) + 27 + 2 - 2 - 5 = 36
Adamantine Piercing Damage: 7d10 + 23 + 9 + 9 + 2d6 ⇒ (4, 8, 10, 8, 5, 10, 7) + 23 + 9 + 9 + (1, 4) = 98 reduce any DR by 15

Focus Fire @ White: 1d20 + 27 + 2 - 2 - 5 ⇒ (19) + 27 + 2 - 2 - 5 = 41
Adamantine Piercing Damage: 7d10 + 23 + 9 + 9 + 2d6 ⇒ (5, 6, 8, 2, 1, 9, 10) + 23 + 9 + 9 + (5, 4) = 91 reduce any DR by 15

Focus Fire @ White: 1d20 + 27 + 2 - 2 - 5 ⇒ (1) + 27 + 2 - 2 - 5 = 23 AUTOMISS
Adamantine Piercing Damage: 7d10 + 23 + 9 + 9 + 2d6 ⇒ (2, 6, 1, 5, 3, 6, 8) + 23 + 9 + 9 + (3, 1) = 76 reduce any DR by 15

Clip: 36/100 rounds. SP 66/216, HP 130/130, RP 13/17.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

It takes two shots, but Booker finally drops the remaining flesh and blood foe!

Fight for the Starstone - ROUND 6

REBOOT PROGRESS 3 of 6  you can earn one progress point with a Standard Action and 2 with a Full round action.  Regardless, it's only ONE computers check each time.

The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.


Dunklezahn (HP 90/132, prone), Red Force Field 0/30): Go

Booker (SP: 66/216): Kill
White Warmaster: TBD
Holo-Dunk: TBD
Holo-Booker: TBD
Holo-Hack-it: TBD
Gig (HP: 8/92): TBD

Janzi (HP: 38/112, White Force Field): TBD
Hack-it (SP: 146/198): TBD
-Hum (HP 143/190): TBD

DM:

Dunk0-gram: 128
Holo-Booker: 290
Holo-Janzi

Grand Lodge

Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

Dunk opens his eyes, confused to be on the ground.

How did I end up here?

A quick look around is enough for him to recall the dire situation he and his friends are in.

Fort: 1d20 + 15 ⇒ (17) + 15 = 32
Dunk feels the pull of the pillar, but slams an armored foot into the pillar, arresting any movement.

He then swipes out at the holo-projection of himself...

Unarmed strike: 1d20 + 26 - 4 ⇒ (15) + 26 - 4 = 37
Bundeoning Damage: 2d10 + 30 + 6 ⇒ (4, 4) + 30 + 6 = 44

And grabs hold to pull himself up to standing. Living Ladder

Dunk takes a deep breath to steady himself and gets ready for the oncoming assault.

Keep Fighting: 2d6 + 18 ⇒ (4, 6) + 18 = 28 Stamina Points back


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Dunklezahn literally crawls his way back into the fight! He lightly wounds the hologram on his way back up.

The holograms quickly move to beat him back down:
Holo-Dunk 1: 1d20 + 30 - 4 ⇒ (12) + 30 - 4 = 38 v. Concealment: 1d100 ⇒ 41 for DMG: 8d6 + 17 ⇒ (5, 6, 1, 2, 6, 5, 1, 4) + 17 = 47
Holo-Dunk 2: 1d20 + 30 - 4 ⇒ (5) + 30 - 4 = 31 MISS
Holo-Booker 1: 1d20 + 30 - 4 ⇒ (9) + 30 - 4 = 35 v. Concealment: 1d100 ⇒ 85 for DMG: 8d6 + 17 ⇒ (5, 3, 5, 2, 6, 5, 6, 3) + 17 = 52
Holo-Booker 2: 1d20 + 30 - 4 ⇒ (12) + 30 - 4 = 38 v. Concealment: 1d100 ⇒ 56 for DMG: 8d6 + 17 ⇒ (1, 1, 2, 6, 1, 5, 4, 2) + 17 = 39

Dunklezahn goes down again as the remaining hologram turns on the real Janzi
Holo-Janzi 1: 1d20 + 30 - 4 ⇒ (18) + 30 - 4 = 44 for DMG: 8d6 + 17 ⇒ (3, 4, 4, 4, 5, 4, 4, 5) + 17 = 50
Holo-Janzi 2: 1d20 + 30 - 4 ⇒ (7) + 30 - 4 = 33 MISS
and almost dropping him too!

Fight for the Starstone - ROUND 6

REBOOT PROGRESS 3 of 6 you can earn one progress point with a Standard Action and 2 with a Full round action. Regardless, it's only ONE computers check each time.

The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.

Dunklezahn (HP 0/132, SP: 0/198), Red Force Field 0/30): Hit
Booker (SP: 66/216): Kill
Holo-Dunk: ATK
Holo-Booker: ATK
Holo-Hack-it: ATK
Gig (HP: 8/92): Go
Janzi (HP: 3/112, White Force Field 0/15): Go
Hack-it (SP: 146/198): Go
-Hum (HP 143/190): Go

DM:

Dunk0-gram: 150
Holo-Booker: 290
Holo-Janzi


Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

Janzi repeats himself. You're not done yet, dammit, he says, his hands moving like a blur with the haste circuit.

Janzi spends an RP to reuse healing touch, then gives Dunk an Empowered healing touch. Heals 90 hit points.

He draws out a life fluid hypopen and wishes he had another standard action. But then who doesn't wish for more time to do something, however stupid?


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

Fort save (Hack-It) vs DC 30: 1d20 + 16 ⇒ (13) + 16 = 29
Fort save (Hum) vs DC 30: 1d20 + 4 ⇒ (17) + 4 = 21

Hack-It is dragged toward a column, cursing as his fingers leave the controls. He pushes back, muttering under his breath at the computer system before him. "I will break you down into so many undocumented code fragments that no one will ever see your use."

Fingers touch controls as he resumes his hacking.
Computers (Standard action): 1d20 + 33 ⇒ (4) + 33 = 37


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Janzi yet again gets Dunk back into the fight. Meanwhile Hack-it gets to entering commands, flying through all the prompts and syntax.

Fight for the Starstone - ROUND 6

REBOOT PROGRESS 4 of 6 you can earn one progress point with a Standard Action and 2 with a Full round action. Regardless, it's only ONE computers check each time.

The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.


Dunklezahn (HP 0/132, SP: 90/198), Red Force Field 0/30, Prone): Hit
Booker (SP: 66/216): Kill
Holo-Dunk: ATK
Holo-Booker: ATK
Holo-Hack-it: ATK[b]
Gig (HP: 8/92): Go

Janzi (HP: 3/112, White Force Field 0/15): Heal
Hack-it (SP: 146/198): Success
-Hum (HP 143/190): Humming

DM:

Dunk0-gram: 150
Holo-Booker: 290
Holo-Janzi


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Fortitude Save: 1d20 + 9 ⇒ (16) + 9 = 25

Gig feels the pull of the pillar, but quickly rushes over, quickly takes over the keyboard and attempts to shut down all of the holograms.

Computers: 1d20 + 37 ⇒ (18) + 37 = 55


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Gig gets pulled away, but he gets back in and nearly completes the sequence....

Nearly.

Fight for the Starstone - ROUND 7

REBOOT PROGRESS 5 of 6 you can earn one progress point with a Standard Action and 2 with a Full round action. Regardless, it's only ONE computers check each time.

The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.


Dunklezahn (HP 0/132, SP: 90/198), Red Force Field 0/30, Prone): Go
Booker (SP: 66/216): Go

Holo-Dunk: TBD
Holo-Booker: TBD
Holo-Hack-it: TBD
Gig (HP: 8/92): TBD
Janzi (HP: 3/112, White Force Field 0/15): TBD
Hack-it (SP: 146/198): TBD
-Hum (HP 143/190): TBD

DM:

Dunk0-gram: 150
Holo-Booker: 290
Holo-Janzi

Grand Lodge

Male LN Vesk Soldier Mercenary 18 SP 198/198 HP 105/132 | RP 13/16 | EAC 35; KAC 42; CMAC 50; DR 15/slashing,piercing; concealment 10% | Fort +15; Ref +15; Will +14 | Init: +11 | Perc: +21, SM: +21 Active conditions:

Dunk opens his eyes, body sore from the repeated beatings.

I need to stop waking up like this. You lot don't have anything better to do? Ride a rainbow or something?

Unarmed strike: 1d20 + 26 - 4 - 6 ⇒ (20) + 26 - 4 - 6 = 36
Bundeoning Damage: 4d10 + 60 + 12 ⇒ (9, 7, 9, 8) + 60 + 12 = 105

Dunk once again strikes out at his doppleganger, grabbing hold and pulling himself up. Living Ladder (and prone?)

Back on his feet, Dunk continues striking the hologram with his blade.

DevastationBlade: 1d20 + 26 - 6 ⇒ (11) + 26 - 6 = 31
S&E Damage: 12d8 + 30 + 6 ⇒ (1, 4, 4, 3, 7, 2, 3, 4, 3, 5, 1, 6) + 30 + 6 = 79

DevastationBlade: 1d20 + 26 - 6 ⇒ (19) + 26 - 6 = 39
S&E Damage: 12d8 + 30 + 6 ⇒ (8, 7, 7, 8, 3, 6, 7, 7, 1, 6, 8, 3) + 30 + 6 = 107


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

The song remains the same as Dunklezahn goes down, but this time when he opens his eyes he drives his fist deep into the hardened light. He pulls himself up and grabs his blade. You're out of actions at that point.

Fight for the Starstone - ROUND 6

REBOOT PROGRESS 5 of 6 [ooc]you can earn one progress point with a Standard Action and 2 with a Full round action. Regardless, it's only ONE computers check each time.

The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.


Dunklezahn (HP 0/132, SP: 90/198), Red Force Field 7/30,): Hit and stand[b]
Booker (SP: 66/216): Go

Holo-Dunk: TBD
Holo-Booker: TBD
Holo-Hack-it: TBD
Gig (HP: 8/92): TBD
Janzi (HP: 3/112, White Force Field 0/15): TBD
Hack-it (SP: 146/198): TBD
-Hum (HP 143/190): TBD

DM:

Dunk0-gram: 255
Holo-Booker: 290
Holo-Janzi


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

Fort: 1d20 + 15 ⇒ (6) + 15 = 21 FAIL OF NO CONSEQUENCE

Booker grins. With nothing but ugly-ass holograms left to fight, why not make this a true brawl.

His massive cannon drops to the floor, splintering the hardened ceramic tile at his feet. The gadget wrapped around his fist lights up and goes slamming into Holo-Dunk.

Hardlight Fist @ Holo-Dunk: 1d20 + 23 + 1 ⇒ (13) + 23 + 1 = 37
FORCE Damage: 11d8 + 22 ⇒ (4, 6, 7, 3, 3, 4, 7, 1, 8, 4, 3) + 22 = 72

Charges: 38/40.


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

Forgot to post for Hum

Hack-It's drone follows its most recent command, it's rifle barrel tracking the holo-Booker and firing upon it.
Parallax Laser Rifle vs X: 1d20 + 21 ⇒ (5) + 21 = 26
Damage (Fire): 8d6 + 18 ⇒ (5, 6, 2, 2, 4, 1, 2, 6) + 18 = 46


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Booker fights light with light, slamming his fist into the hologram. The hit is enough to disrupt the thing and it bursts into rapidly fading rays of multicolored light.

The remaining two continue to beat Dunbklezahn down:
Janzi 1: 1d20 + 30 - 4 ⇒ (20) + 30 - 4 = 46/Miss: 1d100 ⇒ 6 MISS! Desna Smiles!
Janzi 2: 1d20 + 30 - 4 ⇒ (15) + 30 - 4 = 41/Miss: 1d100 ⇒ 74 for DMG: 8d6 + 17 ⇒ (6, 2, 4, 3, 1, 3, 6, 2) + 17 = 44
Booker 1: 1d20 + 30 - 4 ⇒ (5) + 30 - 4 = 31 MISS
Booker 2: 1d20 + 30 - 4 ⇒ (15) + 30 - 4 = 41/Miss: 1d100 ⇒ 94 for DMG: 8d6 + 17 ⇒ (2, 5, 6, 6, 5, 6, 3, 3) + 17 = 53

And for the third time, Dunkelzahn falls to the holograms.

Fight for the Starstone - ROUND 6

REBOOT PROGRESS 5 of 6  you can earn one progress point with a Standard Action and 2 with a Full round action.  Regardless, it's only ONE computers check each time.

The impossibility of the shapes in this room mess with your minds, and they each seem to beckon... physically beckon you. At the start of your turn, make a DC 30 FORT save or start your turn by moving 10' towards the nearest pillar. This does not use your movement. Lo, if you're equidistant and you fail, take 2d12 damage and move
towards a randomly determined pillar.

Dunklezahn (HP 0/132, SP: 0/198), Red Force Field 0/30,): Hit and stand
Booker (SP: 66/216): Kill
Holo-Booker: ATK
Holo-Hack-it: ATK
Gig (HP: 8/92): Go
Janzi (HP: 3/112, White Force Field 0/15): Go
Hack-it (SP: 146/198): Go
-Hum (HP 143/190): Go

DM:

Holo-Booker: 290
Holo-Janzi


Ysoki Technomancer 18 SP 198/198 HP 8/92 RP 15/17 | EAC 37 KAC 38 | Spells 1: 7/7, 2: 7/7, 3:3/7, 4: 7/7, 5:4/5 6:3/4| F+9 R+10 W+10 | Init+5 | Perc+20 SM+0

Fortitude Save: 1d20 + 13 ⇒ (9) + 13 = 22

Move action to return to the terminal and standard action to shut off the holograms!

Computers Check: 1d20 + 37 ⇒ (9) + 37 = 46

"Hmm? This is a tricky code."


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

Fort save vs DC 30 (Hack-It): 1d20 + 16 ⇒ (16) + 16 = 32
Fort save vs DC 30 (Hum): 1d20 + 4 ⇒ (17) + 4 = 21

Hack-It manages to resist the pull, and frantically works at the computer with Gig. "You know Gig, if this is the end, I'll say that I'm glad it ended in front of a computer. Despite the music, you're alright."
Computers (Full round): 1d20 + 33 ⇒ (3) + 33 = 36


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Gig punches in the last commands...

Suddenly the holograms vanish.

The lights go out.

The party earns 819,200 XP.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

The lights come back on, and the computer screen flashes...


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

O


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

OR


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

ORD


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

ORDE


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

ORDER


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

ORDERS


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

ORDERS?

The command simply flashes over and over. What do you do?


N Human Pilot Soldier 18 SP 66/216 HP 130/130 RP 13/17 | EAC 37 KAC 38 | F+15 R+14 W+19* | Init+12 | LLV, DV (60 feet), Perc+22 SM+1 | Speed 50ft

Booker takes a few deep breaths and looks at Janzi. "Put that away!" he growls, eyeing the life-fluid nanopen. He jabs Dunklezahn with a regular-ass healing serum.

Healing to Dunk: 6d8 ⇒ (2, 7, 6, 7, 8, 3) = 33

He offers a hand to help the vesk up. "You did good. And you, doc, keepin' him alive. Twice."

Booker steps over to the console. "You two cracked the code. How 'bout that. Couldn'ta been easy..."

To the screen, Booker speaks in a clear, commanding voice. "Cease all offensive operations. Free all prisoners. Retreat to an orbit around Sol beyond the planet Aucturn."


Male CN damaya lashunta Scholar Mystic (mindbreaker)/18 | SP 0/162 HP 7/112| RP 10/16 | EAC 35; KAC 36 | Fort +12, Refl +12 Will +18 | Init +5 | Perc +34, SM +32 | Speed 30ft | Spells 1st 5/7 remaining, 2nd 4/7 remaining, 3rd 2/7 remaining, 4th 2/6 remaining, 5th 4/5 remaining, 6th 1/4 remaining | Active conditions:

Janzi brings Dunk up once more as he shouts over his shoulder, Is there a self-destruct on that thing? Might be time to activate it.


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

"I can check. Worst case..." Hack-It shrugs and points at the host of grenades that are strapped to him rights now.

He also enters a series of commands to his wrist console, and Hum flies over. The drone transforms, attaching itself as a makeshift jetpack.


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

The mechanic turns his attention back to the computer. "Ok, computer. Time to die."

[ark@localhost] $ su Hack-It
[ark@localhost] $ rm -all
[ark@localhost] $ execute

Hack-It punches a series of commands that delete everything from the system.
Computers: 1d20 + 33 ⇒ (15) + 33 = 48


Male CN Ysoki Outlaw Mechanic 18 | SP 198/198 HP 110/110 RP 8/16 | EAC 35 KAC 35 | F+16 R+19 W+15 | Init +8 | Perc+24 SM+16 || Hum HP 110/190 | EAC 32 KAC 32 | F+4 R+16 W+5 | Perc +24 (Blindsense 60ft, Darkvision 60ft, Low-Light Vision)

Hack-It executes the code to do what Booker shouted


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Instantly, things change. The party didn't realize it before, but the sound of space battle had been a constant background noise. Suddenly it's quiet.

Then, there's a lurch as the new course takes Ark Prime towards its new destination.

What now? I'll need a narrated summary of actions up to getting back aboard the Sunrise Maiden.

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