Kippi Longfeeler
|
"Uh oh. We found our zrulicats." Kippi takes a moment to inspect the cell doors to make sure they're secure. She also checks to see if they're the kind of door that could be opened remotely. She'd rather the group not be attacked by ravenous zrulicats from behind while exploring.
Perception, if needed: 1d20 + 5 ⇒ (19) + 5 = 24
Liftt
|
"And I can see why they are hungry. But that is only half the puzzle. Why stop them eating? And why try to drive away the recent arrivals? I think there is an underlying puzzle here we are yet to scratch the surface of."
Liftt thinks.
"What if there is something in the village... or under it? The cyborg is not strong enough to take on the herd directly, but if he can convince them to move out.."
The shirren shrugs. "But one of thousands of possible explanations."
GM Jeff cook
|
Apologies the board appears to have eaten my post
kippi spots the telltale signs of a pressure plate and possibly a drop down turret. And she is pretty sure these doors can only be opened remotely. The glass doors at the end of the corridor that lead into another room look to be normal doors though. You can see 3 vesk furiously tapping away on keyboards
Engineering check if you wish to disarm the trap
Rilynn Rae
|
"Good eyes, Kippi," Rilynn says quietly once the pressure plate is discovered.
The Lashunta extracts her specialty Engineering toolkit and produces a roll of technical tools. The first is a magnetic dissembler, which she slides under the plate without triggering it. A moment later there's a click when the catch is spring. She pries the lid of the plate and examines the components. Rilynn is reasonably confident of the primary connections, but instead of disabling the plate, she re-routes the alarm away from the facility, disconnecting the hardline and building a hotfix wireless connection to her personal datapad, making it a silent vibration.
Engineering: 1d20 + 15 ⇒ (5) + 15 = 20
Liftt
|
int: 1d20 ⇒ 13
"They probably can't see into the corridor.." thinks Liftt to the group. If you all keep quiet, I can relay thoughts from one to another and we could sneak down there. He adds, admiring Rilynn's dismemberment of the security system.
Max Deverell
|
Max waits to see if Rilynn need help with the pressure plate and gives her a smile when it seems she has it handled. He then nods to Liftt as he slowly makes his way down the left side of the hall watching the vesk and zrulicats and checking for secondary devices.
Stealth: 1d20 + 12 ⇒ (7) + 12 = 19
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Kippi Longfeeler
|
Kippi nods her feelers at Liftt and floats quietly forward, trying not to attract the attention of the hungry zrulicats or the vesk in the other room. If she's able to get to the door, she readies to slide it open and ambush the vesk on the other side before they can release the dangerous cat-creatures.
She takes out a flash grenade in one hand. (Do the vesk have their environmental protections engaged visibly? If not, she'll draw a smoke grenade instead)
Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
GM Jeff cook
|
Just checking. You have the option of jumping the vesk gamers. There was an intercom but yippee decided to bang on the door with a rock which the vesk obviously didnt hear. You then bypassed the code entry to open the door and have disabled the automated defenses. So you also have the option of talk first shoot later. Also nobody seems to have told Kippi that the frantic keyboard work is gaming related
Rilynn Rae
|
Rilynn communicates telepathically, They don't know we're here. Who wants to bust in first and ruin their day?
Who's the muscle in this group?
Madrigal Zern
|
After having slipped away at some point the day before, Madrigal suddenly catches up to everyone at the entrance to the complex. "Okay, I've confirmed we're not living in a Vault simulation, exist only in the mad dreams of a dying god, or are replicants programmed to think we're flesh and blood. What's the situation?"
Thanks for your patience--I'm back on board now.
Kippi Longfeeler
|
I think Liftt's the muscle? Got by far the best AC at least :)
Kippi telepathically calls back to Madrigal "We're breaking into some place where they're starving Zrulicats and where they might've kidnapped Colrid's herdmate." before also responding to Rilynn "These vesk sure look like they're up to no good! As soon as we slide the door open, I'll take them all out with my powers as the Princess of Shadows!"
@GM: Any word on whether they look like they have active environmental protections?
@Everyone else: We doing nonlethal to be able to ask questions afterward?
Max Deverell
|
"It looks like they are so busy playing a game that they don't notice us. I think if we all rush in with weapons drawn, they won't have a choice but to surrender," Max whispers to the others.
Madrigal Zern
|
Clued in to the situation, Madrigal sends a telepathic message to her allies. "Classic trap! We rush in, they unleash the big cats to tear us apart. Luckily, one of those cages is securely padlocked and can't be opened remotely." Following her pointing finger, you see that, indeed, there is a glowing lock securing one of the cages!
I'll use my Surprise Round action to cast hold portal on a zrulicat cage door. That'll reduce the danger a tad.
Kippi Longfeeler
|
As soon as the doors are opened, Kippi tosses a smoke grenade into room with the game-playing vesk. (20-ft radius. Targeting the intersection SE of dark blue. I've put a white circle in to show the affected area. See below for the effects. Basically, each vesk saves each round to avoid being nauseated, and everyone in the area is concealed, but not totally concealed)
Grenade throw vs AC5; 1 range inc.: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16
Liftt
|
Lift ensures his own seals are set and then opens the door.
"Friends!" he calls out as smoke fills the room.
"Fire! Evacuate!"
bluff: 1d20 - 1 ⇒ (5) - 1 = 4
And his face is so trustworthy.
Rilynn Rae
|
What level of concealment?
Did Liftt just laugh when he said that? Rilynn briefly wonders at the amusing tactic.
She gives her iridescent spindle a turn and charges inside, survival knife at the ready.
Computers Stunt: 1d20 + 13 ⇒ (18) + 13 = 31 DC=20+CR, or afflict Sickened condition
She slashes with her knife; they don't all need to be alive, right?
Attack: 1d20 ⇒ 11
Damage: 1d4 ⇒ 4
Max Deverell
|
Seeing what the plan is, Max activates the environmental seals on his armor and draws his survival knife. When the doors open and the grenade goes off, he closes in on the vesk on the right side of the room, sticking the point of the blade against the creature's neck.
"Game over. Hands up!" he says, hoping they will surrender so they don't have to try to fight in the smoke.
GM Jeff cook
|
Lifft: 1d20 + 4 ⇒ (13) + 4 = 17
Max: 1d20 + 8 ⇒ (11) + 8 = 19
Madrigal: 1d20 + 2 ⇒ (13) + 2 = 15
Rilynn: 1d20 + 1 ⇒ (2) + 1 = 3
Yippee: 1d20 + 4 ⇒ (13) + 4 = 17
red: 1d20 + 1 ⇒ (4) + 1 = 5
blue: 1d20 + 1 ⇒ (10) + 1 = 11
green: 1d20 + 1 ⇒ (16) + 1 = 17
saves: 3d20 ⇒ (12, 9, 18) = 39
Kippis smoke grenade lands filling the area with smoke everything inside the circle has concealment (and anyone shooting inside the smoke will find their targets have concealment
Initiative Bold to act
Blue is having a particularly bad coughing fit
Max
Liftt
Yippee
Green
Madrigal
Blue
Kippi
Red
Riylnn
Liftt
|
Seeing how even he didn't beleive himself, Liftt gives up the pretences of a fire drill and just fires.
attack vs red EAC: 1d20 + 7 ⇒ (10) + 7 = 17
F damage: 1d4 ⇒ 3
He then moves further into the room.
Max Deverell
|
"You can live to play your game again another day or I can put my knife through your throat. You decide how you want this to end but I suggest you raise your hands slowly," Max says pushing the knife against the vesk's neck enough for him to know it's there.
Readied action if gold doesn't raise his hands.
Trick attack (stealth): 1d20 + 12 ⇒ (3) + 12 = 15 (DC 20 + target's CR) Success = Extra damage and flat-footed
Damage: 1d4 ⇒ 3
Melee attack (Survival Knife): 1d20 + 4 ⇒ (9) + 4 = 13
Damage (S): 1d4 ⇒ 1
GM Jeff cook
|
With max advancing on mustard green Yippee tries to use the smoke to attack red shirt Vesk
survival trick: 1d20 + 11 + 4 ⇒ (8) + 11 + 4 = 23
azimuth shot: 1d20 + 3 ⇒ (1) + 3 = 4
miss chance not required
The Vesk snorts derisively at Max Activates his enviro seals and reaches for his doshko Max responds by drawing first blood
miss for Max: 1d100 ⇒ 49
Sorry you are going to get the blame for another combat I just ran where my players kept ignoring the miss chance from blur but if I have to roll miss chance again for your characters I may be tempted to rule it a straight miss. I know its annoying but not as annoying as having to do it for both sides of a combat
Bold to act
Madrigal
Blue
Kippi
Red -3
Riylnn
Liftt
Max
Yippee
Green
green fort: 1d20 + 5 ⇒ (11) + 5 = 16
blue fort: 1d20 + 5 ⇒ (3) + 5 = 8
Green copes with his last lungfull of smoke before the enviromental seals kick into gear blue is not well non lethal: 1d6 ⇒ 4
Max Deverell
|
Sorry I was going off your post that mentioned ranged attacks had to worry about concealment and assumed melee didn't. After reviewing the crd on smoke grenades and concealment, I see melee does also, so I apologize. I'll make sure to add that to my rolls going forward.
GM Jeff cook
|
Sorry I was going off your post that mentioned ranged attacks had to worry about concealment and assumed melee didn't. After reviewing the crd on smoke grenades and concealment, I see melee does also, so I apologize. I'll make sure to add that to my rolls going forward.
Not a problem Sorry as I mentioned in my post there was some carry over from a previous game I had just finished
Madrigal Zern
|
A second glowing padlock appears on the door outside a zrulicat cage!
Using hold portal again. I'm either being smart or way over-cautious :)
Kippi Longfeeler
|
Kippi floats down to hover just over red's shoulder, drawing a survival knife as she goes. She delivers a quick slash at the vesk.
Survival Knife: 1d20 + 6 ⇒ (14) + 6 = 20 Damage (S): 1d4 ⇒ 2
Miss?: 1d100 ⇒ 95
GM Jeff cook
|
Apologies for taking so long to post. Also I am going to reverse the ruling that once seals are activated you need to make a further save. AS a player if a gm ruled that way i would be most upset so greens fort save was Blues fort save so blue spent his turn activating his seals
Kippi engages red knicking the vesk. he responds by activating his seal and reaching for a dosko> Madrigal continues to secure the cages
Riylnn
Liftt
Max
Yippee
Green
Madrigal
Blue
Kippi
Red -5
Rilynn Rae
|
Through the smoke, Rilynn can see her teammates moving into the larger room where they will soon be surrounded by angry Vesk.
She unleashes a full salvo of Magic Missiles at green.
Damage: 3d4 + 3 ⇒ (3, 4, 1) + 3 = 11
Miss chance: 1d100 ⇒ 64 Not sure if they can miss...
Liftt
|
Lift continues to fire at the nearby vesk in red. "Bad vesk. Bad" he says.
full attack vs EAC: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5
full attack vs EAC: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14
miss? Low is bad: 1d100 ⇒ 8
F damage: 1d4 ⇒ 4
Of course his words may be about his own aim.
Max Deverell
|
Seeing that the vesk plans on fighting, Max drops his knife and takes a step back as his static arc pistol flies to his hand. He uses the sudden movement and smoke to confuse his opponent before firing. But even from this short distance, the light from the monitors diffused in the smoke makes it difficult to see his target as he shoots the back of the chair.
miss?: 1d100 ⇒ 12
GM Jeff cook
|
Yippee decides a trick shot is just not worth it and tries to put two shots into Green
miss: 1d100 ⇒ 47
miss: 1d100 ⇒ 28
attack 1: 1d20 - 1 ⇒ (17) - 1 = 16
damage: 1d4 ⇒ 4
attack 2: 1d20 - 1 ⇒ (16) - 1 = 15
damage: 1d4 ⇒ 4
the vesk dops but only after the second shot
Madrigal
Blue
Kippi
Red -5
Riylnn
Liftt
Max
Yippee
Madrigal Zern
|
"Watch out--I think that pipe is going to burst!" And it does, spraying scalding steam all over one of the vesk warriors!
Casting hazard on Green. He gets a DC 11 Reflex save to avoid taking 1 F.
damage: 1d3 ⇒ 1
GM Jeff cook
|
red reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Sorry cant give you double damage for a 1 on a save in this game. However redirecting to red as green had dropped not dopped (whatever dopping is. Blue takes a move action to gather his doshko and another to move
Blue moves picks up his doshko and moves forward threatening Kippi Liftt and Rilynn
Kippi
Red -6
Riylnn
Liftt
Max
Yippee
Madrigal
Blue
Kippi Longfeeler
|
Kippi quickly swipes at red with her survival knife, before swirling back and away from the vesk (guarded step).
Survival Knife: 1d20 + 6 ⇒ (13) + 6 = 19 Damage (S): 1d4 ⇒ 1
Miss chance: 1d100 ⇒ 45
"Hey! Where are those people you kidnapped? Give them up!" She calls out to red and blue as she flaps away.
GM Jeff cook
|
Kippi slashes at Red before moving away Red responds by launching a grenade grenade: 1d20 + 5 ⇒ (1) + 5 = 6 scatter: 1d8 ⇒ 2scatter distance: 1d4 ⇒ 1
Red drops it a little short catching his friend as well as everyone but Max
frag grenade dc 12 reflex for half: 1d6 ⇒ 5
blue reflex: 1d20 + 3 ⇒ (20) + 3 = 23
We not kidnappers! They were volunteers! Shit! shouts red Blue Snarls I'm sure she would like more volunteers and looks daggers at red
All bar Max have a dc 12 reflex save to make and take 5 (fail) or 2 sucess damage Bold to act
Riylnn
Liftt
Max
Yippee
Madrigal
Blue -2
Kippi
Red -6
Madrigal Zern
|
Madrigal takes shrapnel from the grenade, but the busted pipe continues scalding the vesk warriors!
Using hazard again, and this one can catch both Blue and Red. They each get a DC 11 Reflex save to avoid taking 2 F.
Reflex save: 1d20 + 5 ⇒ (6) + 5 = 11
hazard damage: 1d3 ⇒ 2
Liftt
|
ref: 1d20 + 4 ⇒ (17) + 4 = 21
Put down your weapons and we'll see." suggests Liftt. Who doesn't put down his own, but backs away and fires it at red again.
attk vs EAC: 1d20 + 6 ⇒ (1) + 6 = 7
This time the shireen narrowly misses his own foot.
Max Deverell
|
Taking Yippee's lead, Max fires 2 shots at the nearest vesk.
Ranged attack (static arc pistol): 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14
Damage (E): 1d6 ⇒ 6
Miss?: 1d100 ⇒ 13
Ranged attack (static arc pistol): 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
Damage (E): 1d6 ⇒ 4
Miss?: 1d100 ⇒ 81
Rilynn Rae
|
Reflex Save: 1d20 ⇒ 19
Rilynn curses her poor tactics. It's the second time already that she's trapped herself next to an enemy that is easily capable of killing her in melee.
This time she does not spare the spells.
Magic Missile vs Blue: 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10
Yippee
|
Reflex: 1d20 + 5 ⇒ (10) + 5 = 15
Yippee holds his shots, waiting to see if they might now surrender and explain. "We could use some answers... maybe let's not kill this one," as he points his pistol at red.
GM Jeff cook
|
blue reflex: 1d20 + 3 ⇒ (1) + 3 = 4
red reflex: 1d20 + 3 ⇒ (16) + 3 = 19
yippee shot: 1d20 - 5 ⇒ (16) - 5 = 11
1d100 ⇒ 23
damage: 1d4 ⇒ 2
yippee shot: 1d20 - 5 ⇒ (15) - 5 = 10
1d100 ⇒ 44
damage: 1d4 ⇒ 1
Madrigal takes the full force of the blow but his spell catches blue
Max manages to shoot blue Who takes a wild swing at Rilynn but fails to connect Unlike the three red orbs of death that crash into blue
Yippee tries to finish off blue and drops him unconscious His second shot at red misses
Kippi -2
Red -6
Riylnn -2
Liftt -2
Max
Yippee -2
Madrigal -5
Kippi Longfeeler
|
With red still at large, Kippi dives down toward them, flapping her wings wildly. She slashes with her knife, aiming for the fellow's extended forearms. She tries to strike nonlethally.
Survival Knife (nonlethal): 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14 Damage (S): 1d4 ⇒ 2
Miss Chance: 1d100 ⇒ 94