BorisWalrus |
Boris looks at the dropped Shobad, "Impressive! Do that again!"
He then clears his throat and addresses the other one.
"I say, you are obviously out matched. I would advice surrendering immediately before my friend does the same to you!"
intimidate: 1d20 + 10 ⇒ (20) + 10 = 30
Dispiriting Taunt: Standard action, 60' Demoralize roll (intimidate) if fail, enemy off target (-2 attack rolls), if succeed enemy shaken (-2 attack, skill, ability checks) until end of my nest turn.
Lol, the one time I was like 'nah, just shoot him!'
GM Quirk |
Kaath stings the large alien, eliciting a howl.
Boris causes the shobhad to pause. He then seizes up for a split second, shakes his head, and continues to fight.
He's still shaken. Anyone want to do a medicine check to figure out what's going on?
Bold may go. Round 2.
1. Dr. Phlonx
2. HFG
3. Seska
4. Karpo
5. Enemy Red DEAD
6. Enemy Blue (-10 and shaken)
7. Kaath
8. Boris
HFG-5-309 |
HFG pivots and rudder rolls the rudderless Jenny to a firing position on the second shobhad.
Just a flavor post. No game effect.
Karpo Lavarock |
Karpo cast a spell on remaining shobhad. "Cool yer head, we don't mean harm."
Daze, DC 13 Will save
GM Quirk |
will save: 1d20 + 3 ⇒ (14) + 3 = 17
will save, daze: 1d20 + 3 ⇒ (15) + 3 = 18
This guy makes both saves.
Boris and Dr. Phlonxx are immediately alarmed about this hulking shobhad. The fact that his eyes are bloodshot, he is mindlessly ferocious, and his fine motor skills seems suspect tells you that he is likely on the drug shimmersheen. I will post a call out on this in the slides.
In fact, his mind is so addled and his motor skills so screwed up that he doesn't try to avoid Seska's shot at all. It was indeed a hit.
For some reason, he is able to resist Dr. Phlonxx's and Karpo's magic.
He tries to turn Kaath into paste again.
to hit: 1d20 + 10 ⇒ (19) + 10 = 29
Damage, B: 1d6 + 5 ⇒ (6) + 5 = 11
Oh. That may have hurt a little.
Thanks for your patience this weekend. I was participating in an online version of a convention I usually go to in person. I actually played this scenario. It's interesting to see the differences. We didn't go in the bathroom, and I didn't think it was fair that I tip everyone off. In any case, we're back in business.
Bold may go. Round 2.
1. Dr. Phlonx
2. HFG
3. Seska
4. Karpo
5. Enemy Red DEAD
6. Enemy Blue (-19 and shaken)
7. Kaath (-11)
8. Boris
BorisWalrus |
"It was just a flesh wound, my friend!" Boris says to Kaath as he moves up a bit.
Envoy Improvisation: Inspiring Boost. Standard action to give friendly recently damaged 10 SP.
Kaath Novaflame |
Kaath nods back.
And so it was, with your help, friend.
He will try once more to take down the drugged hulk
solar crystal weapon: 1d20 + 4 ⇒ (12) + 4 = 16 for blud: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5 +1 elec/stun
HFG-5-309 |
HFG steps forward into the intersection. She directs her drone to fly down the corridor and watches the controls for any signs of enemies.
Three move actions as shown.
GM Quirk |
And with that, we will end combat. Theoretically, these guys can get back up (I forgot about the ability on the first one). Considering the excellent medicine rolls above, I think it's reasonable that you would all have a warning that he might stay in the fight.
Why don't we take a look at the map, and plan our next move. I don't want to get too meta-gamey, but if you don't mind some minor spoilers, you can read the following then have an idea about what direction to go next:
HFG-5-309 |
Anything of interest down east where the drone is looking?
Checking B2 first makes sense. We'll clear a major area that would be on our escape route from anywhere else in the facility.
Karpo Lavarock |
B2 is fine
BorisWalrus |
Boris gestures to the door. "Well then, let's be n our way..."
B2 it is. Dyslexic Shakespeare would be happy.
HFG-5-309 |
HFG recalls her drone and sets it to orbiting the group while she checks the door.
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Door opening, computers or engineering: 1d20 + 8 ⇒ (16) + 8 = 24
GM Quirk |
Taking a look at room B2:
Large desks line this room, and computer consoles and equipment
are scattered carelessly over the desks and floor. Most of the computers appear to be smashed and broken.
check:
Kaath Novaflame |
Before poking around too much with searching, Kaath would look to take a rest. If that is not possible in the timeframe, he will dig through his pack for a med kit. (He will take 10min rest if others are searching)
Ah do not get too far ahead.
BorisWalrus |
perception: 1d20 + 4 ⇒ (11) + 4 = 15
"Ah yes, could be helpful! Go ahead and rest, my friend, we don't seem to be in any imminent danger here."
HFG-5-309 |
Perception v DC 23 : 1d20 + 5 ⇒ (9) + 5 = 14
HFG enters the lab and sends Jenny out for a quick scout.
"HFG, it appears one of these Hard Drives over here is still intact"
The android turns her head to look at Seska, then hurries over to the ysoki. "Let's take a look."
The android examines the hard drive carefully.
Computers to get this running and pull some data : 1d20 + 8 ⇒ (8) + 8 = 16
GM Quirk |
HFG and Dr. Phlonxx examine the hard drive. As they do, they realize all too late that some of the bare wires are still live.
Both of you will take 18 damage, DC 13 reflex save for half
electrical damage: 4d6 ⇒ (5, 4, 3, 6) = 18
Someone may attempt a DC 18 engineering check to disable the live wires.
While the hard drive you found is still
intact, its violent extraction from the computer terminal partially
corrupted the data and damaged the drive’s housing, though
its portable data module still contains valuable information.
Any PC with at least one rank in Computers or Engineering is
adept enough to access the portable data module and view its
contents, which consists of a short advertisement vid.
The vid stars a female lashunta in a fitted business suit
standing in front of a screen and smiling a bright, white
smile. She speaks with a confident voice: “With our new
performance-enhancing combat drug, shimmersheen, all your
security assets can fight with enhanced stamina and strength!”
The screen displays “shimmersheen” in a bold, slick font
alongside scrolling data figures. “Rest assured that this super
serum is easy to administer and has no addictive properties.
Increased aggression caused by shimmersheen is perfectly
safe and controllable, allowing combatants to focus on fighting
rather than unpleasant distractions like pain or fear. Our studies
show that enhanced subjects perform up to 82% better than
non-enhanced control subjects, guaranteeing a lower casualty
rate and greater chance of victory for your organization!” As she
speaks, fine print flashes across the screen: “Side effects include
arrythmia, respiratory distress, exhaustion, and ruptured blood
vessels. Consult your doctor before using shimmersheen with
other drugs.”
HFG-5-309 |
"SHI-- Look out!" HFG drops the drive and lurches backward.
"That lead was still hot! Are you OK, doc? "
Then the android carefully resumes the investigation.
"Oh, you all must see this."
Ref: 1d20 + 5 ⇒ (14) + 5 = 19 0/7 SP , 8/10 HP
Kaath Novaflame |
Hey! Can a poor Kasatha get a bit of rest here before anyone gets molecularly re-integrated into the cosmos? Kaath momentarily looks up from his nap at the shout, genuinely concerned.
Might be worth a couple more folks in the rest.
Karpo Lavarock |
"Better be careful, who knows what dangers lie ahead."
BorisWalrus |
"Yes.... it certainly seems that the new drug is safe. Sure... Now, for those wires, let me help someone..."
engi, assist: 1d20 + 5 ⇒ (18) + 5 = 23
GM Quirk |
Boris and others secure any hot power cables remaining. Moving on to B5.
Benches line this workshop’s eastern and southern walls, with
racks of spare parts located to the north.
It appears someone was very recently burning something in a metal crate. The fire still burns, but the crate’s contents are charred beyond recognition.
There are papers scattered across the floor—mostly useless
scraps including takeout receipts, mundane internal memos,
and a drawing of a stick figure shobhad in a lab coat with a
devil’s tail, horns, and a swear balloon.
Could everyone make a perception check please?
Treasure: The workshop stores surplus items. Any PC who
checks the racks to the north finds 2 high-capacity batteries,
a cartridge with 20 darts, and an engineering specialty toolkit.
HFG-5-309 |
Taking 10 after the shock to restore SP.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
HFG maneuvers her drone around the room as a scout.
Karpo Lavarock |
Hmm, a burning crate? Someone heard us coming and was in a hurry to destroy some incriminating evidence?
Perception: 1d20 ⇒ 14
GM Quirk |
Dr. Phlonxx finds a couple of very interesting documents among the mess in here.
Please see slide #2.
Moving on to B4 across the hall.
Double doors provide access to a hot and humid laboratory.
Workbenches line the northern wall facing a tubular
greenhouse protected by transparent aluminum plates. A tub
filled with a clear liquid takes up a large portion of the lab floor
to the south.
on the floor, as if heavy items were recently removed.
Picking a few plants and carefully opening their reservoirs reveals that they all contain a strange, purple, sticky sap.
from sentient kinwood trees on Ghorus Prime.
One of the workbenches is covered in a fine crystalline dust
spilling out of a broken container.
immediately recognize the substance as shimmerstone, recalling that the mineral is mined
on Vesk-8 and normally has a calming effect on emotions.
Karpo Lavarock |
Perception: 1d20 ⇒ 9
Survival: 1d20 ⇒ 19
"They have a little garden here. These plants are used to purify water."
Mysticism: 1d20 + 4 ⇒ (4) + 4 = 8
BorisWalrus |
perception: 1d20 + 4 ⇒ (12) + 4 = 16
life science: 1d20 + 5 ⇒ (13) + 5 = 18
life science: 1d20 + 5 ⇒ (6) + 5 = 11
"Hmm.. some heavy things were moved here... Ah, these plants act as natural filters, very interesting."
HFG-5-309 |
DC 15 Perception check: already rolled & missed
5 minutes of work plus DC 12 Life Science or a DC 14 Survival check: untrained
DC 18 Life Science or Mysticism check: untrained
DC 13 physical science check: 1d20 + 7 ⇒ (5) + 7 = 12
"The scale of the filtration seems unlikely to support a sizable population, or large scale industrial use. Chemical or mechanical systems would be more efficient volumetrically."
Don't mind HFG. SHe's just trying to impress the smart people who made their rolls.
GM Quirk |
Let's keep things moving and take a look at the final area here, B3. If anyone has any loose ends in the last room, of course I am happy to assist.
This appears to be a loading dock.
Two metal doors span the whole of the wall facing the stairwell,
and a terminal blinks red on the western wall. These doors lead
outside to the loading dock.
The doors appear to be locked. A DC 12 Engineering check will unlock.
In addition, you will also need to disable the computerized lock
with a DC 14 Computers check.
As you tinker with the terminal and locks,
you hear an idling engine and the faint sounds of heavy items
banging against metal.
HFG-5-309 |
"It sounds like they are preparing to leave."
HFG moves to the door and unrolls her tool kits. She immediately starts working on the locks.
Engineering: 1d20 + 8 ⇒ (18) + 8 = 26
Computers: 1d20 + 8 ⇒ (20) + 8 = 28
Dr. Phlonxx |
rolls fpor the last room just in case
perception: 1d20 + 10 ⇒ (8) + 10 = 18
life science: 1d20 + 8 ⇒ (12) + 8 = 20
mystiscm: 1d20 + 10 ⇒ (9) + 10 = 19
"Not sure, better be ready for anything..."