'Lucky' Sevens
|
Recoiling from the sudden blast of electrical energy and finding themselves currently unharmed, Sevens brings their rifle to bear on the creature and attempts another shot.
Laser Rifle vs KAC: 1d20 + 3 ⇒ (1) + 3 = 4
Hmm. Seems I've upset the Dicebot again :/
| Yoromishtali |
Reflex Save vs DC 13: 1d20 + 4 ⇒ (8) + 4 = 12
"There might be more too!" Yoromishtali calls, wanting to keep his eyes on the creature in front of him as he moves, but unintentionally glancing everywhere attempting to spot any new creatures that may attack.
Round 2
Move action: Move 20 feet, flanking position with Duncan.
Thak Poorida
|
As his teammates move to flank the thrashing creature, Thak braces his back against the wall and squeezes off a shot.
Tactical semi-auto: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 Piercing
His eyes briefly roam the compartment, ready to raise the alarm if more of the little monsters wriggle their way out the tangle of conduits and vents.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
| GM Quirk |
saving throw for Thak: 1d20 + 5 ⇒ (12) + 5 = 17
Nailed it. Will adjust damage down to half.
Chiaiese's magic and Thak's bullet leave the creature writhing in pain, but it continues to fight, lashing its tail at Duncan.
to hit: 1d20 + 9 ⇒ (17) + 9 = 26
damage, B: 1d4 + 3 ⇒ (1) + 3 = 4
Bold may go. Round 2.
1. enemy blue (DEAD)
2. Sevens
3. Yoro (-7)
4. Thak (-3)
5. Chiaiese (-7)
6. Enemy red (-21)
7. Duncan (-9)
8. Neap
| Duncan Sangster |
When the beastie wounds Duncan again, Duncan gets seriously annoyed. "Mon then, ya klaxity bludgit!"
She presses the advantage of having the pest flanked, and attacks with a pair of sword cane thrusts.
Sword Cane, vs KAC, full attack, flanking: 1d20 + 3 - 4 + 2 ⇒ (13) + 3 - 4 + 2 = 14
Damage, P: 1d4 + 1 ⇒ (3) + 1 = 4
Sword Cane, vs KAC, full attack, flanking: 1d20 + 3 - 4 + 2 ⇒ (2) + 3 - 4 + 2 = 3
Damage, P: 1d4 + 1 ⇒ (4) + 1 = 5
Thak Poorida
|
Apologies — didn’t see the saving throw request for Cubber.
Reflex: 1d20 + 6 ⇒ (7) + 6 = 13
If that doesn’t make the save, then improved evasion will kick in. Thak will take the half-damage instead of Cubber. Ow.
From Squox Companion: ...Your Tiny squox companion can share your space and end its movement there. Outside your space, your squox has evasion, as the operative class feature. While in your space, your squox has evasion, improved evasion (as the operative exploit), and cover. In addition, when your squox is adjacent to you or in your space and would take damage, you can use your reaction to intercede and take the damage instead...
| GM Quirk |
Duncan stabs the thing a few times to be sure. "Onybody know what these wee beasties be?"
Duncan needs to take 10 to regain Stamina.
A life science roll will tell you.
The door heading east will probably open. It may take a little elbow grease.
DC 12 strength check or DC 18 engineering check to get the door back on the tracks it needs to be on to open and close.
The former passage to the south is choked with rubble. You might be able to get through with several hours of work to clear the area.
There is a pedestal in this room. At one point it obviously held something. Perhaps the item that Cedona found so interesting?
| Yoromishtali |
Yoromishtali says "Let's take a moment to recover our breath. Good team work. These beasts are trouble." Kneeling, he cleans his doshko's teeth and mumbles either a prayer or a poem in vesk to himself, taking a deep breath every other line. Also going to spend a Resolve point for getting SP to full.
When that is over he examines the corpse.
Life Science Untrained (if DC is 10 or less): 1d20 + 0 ⇒ (2) + 0 = 2
As a player I don't know what these are, so I hope a PC knows what they are.
The vesk stands up and looks around the room. "Anybody need help with treating a wound?"
Once everyone is ready to explore more, Yoromishtali attempts to force the door back onto its track.
Str Check: 1d20 + 3 ⇒ (15) + 3 = 18
| Duncan Sangster |
Duncan waves off Yoromishtali's offer of heaing help. "Shocked the hell outta me, but no real harm done. I'll be okay in a few."
Spending an RP to recover SP.
After the rest, Duncan puts a shoulder into the task of moving the door open.
Strength: 1d20 + 1 ⇒ (8) + 1 = 9
His foot slides as he tries to push.
| Chiaiese |
Life Science: 1d20 + 10 ⇒ (3) + 10 = 13
Chiaiese scratches her head after examining the slain creatures. "Wish I knew," she answers Duncan.
Yoro flexes his muscle and pries the door, sparing her the need to open her engineering toolkit.
| Duncan Sangster |
Before the attempt to open the door takes place:
Duncan looks around the area where the electrical creatures were before the attacked, looking for clues as to why they are here.
Engineering: 1d20 + 10 ⇒ (3) + 10 = 13
Int: 1d20 + 2 ⇒ (8) + 2 = 10
| GM Quirk |
[dice=Life Science]1d20+10
Chiaiese scratches her head after examining the slain creatures. "Wish I knew," she answers Duncan.
Yoro flexes his muscle and pries the door, sparing her the need to open her engineering toolkit.
Actually, Chiaiese recalls that these are a fairly common pest aboard starships called electrovores. They tend to feed on wiring, conduit, and other small parts.
Duncan pokes around and sees that it appears they were chewing on some exposed wiring.
Yoro is able to shift the large bulkhead door, revealing a short corridor beyond. The end of the corridor is choked with rubble, making it impassable. There are two doors, one on either side of the corridor.
| Duncan Sangster |
"I was wondering why some o' my cable work kept getting chewed on by some critter. Must love this planet with all the charge always in the atmosphere."
Once rested, Duncan is ready to move on, pistol drawn and ready to provide backup ranged attacks to whoever takes the lead (usually Yoro).
Looking at the map, Duncan suggests, "Let's look in this large room first. N4 on the map. Maybe we have two groups on opposite sides so nothing inside can scarper off. Looks like we'll have ta goo through the other room ta get ta the rest o' the ship."
| GM Quirk |
Duncan and Yoro coordinate their efforts to open both doors to the northern room. Upon opening the doors, a stale, unpleasant odor issues forth.
Unlike most of the areas you have explored so far aboard this vessel, the room is completely unlit.
You'll need to move in to further explore this area. Place your tokens anywhere within the room (N4 on the map).
'Lucky' Sevens
|
Sevens waits until Yoro and Duncan have coordinated their efforts to open the northern door to peer into the dark room, their eyes adjusting to the lack of light as they scan the room for, well, anything.
As an Android, Sevens has both Low-Light and Darkvision
Perception Check: 1d20 + 6 ⇒ (5) + 6 = 11
Hmmm :/
| Chiaiese |
With some minimal knowledge about the electrovores recalled, Chiaiese joins her team in an adjacent room. She moves to a corner to poke at the old junk, cautious for more critters.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
| Duncan Sangster |
Dunkin enters the room first, checking for traps. He keeps his semi-automatic in hand, covering those entering the room, ready to fire at anything hostile in the room. His eyes can see in spite of the darkness.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
This result is 23 if detecting traps. See trap spotter operative ability.
| GM Quirk |
The room has several work benches within. There are various stains on the tables and floor, and broken glass and empty containers all around.
A dried out husk of a (former) humanoid creature lays on the floor. This corpse is wearing some sort of flight suit, and has clearly been here quite some time.
A quick search of the various cabinets and shelves turns up nothing of value and with those perception rolls, you would have found something if it was there!
| Yoromishtali |
"Well, I guess we're going through the other door in the corridor," Yoromishtali says. "I'm surprised the Azlanti didn't claim the body. It's strange to me to leave it here. They don't have to bury it, but I would expect them to take it back to Azlanti."
When everyone is ready, he'll attempt to open the door to the next room N6. If it opens he glances quickly from side to side through the door, before stepping into the room.
Perception: 1d20 + 1 ⇒ (19) + 1 = 20
| Osamiri Jūra |
Following behind everyone, Neap is not making much out of the ship besides its age. The appearance of natural electrical hazards are perhaps at the top of their concerns. The ecology on this planet is quite hostile in very creative ways. It would almost be enough to be appreciated, if they were not in immediate danger from it.
________________________________
Mysticism: 1d20 + 8 ⇒ (2) + 8 = 10
| Chiaiese |
Mysticism: 1d20 + 6 ⇒ (5) + 6 = 11 Not today!
Chiaiese kicks around but only finds dusty old junk, the purpose for which eludes her. She follows Yoro into the next room.
| Chiaiese |
Culture: 1d20 + 13 ⇒ (6) + 13 = 19 Too funny.
Chiaiese waits patiently for Yoro.
'Lucky' Sevens
|
Sevens makes sure to capture an image of the door and its emblem with their datapad before moving to provide cover with their laser rifle.
Having some trouble with my token, attempting to be behind Yoro to provide shooting cover
| GM Quirk |
This large chamber appears to have been luxurious
accommodations for a single occupant, with a single large
bunk in the northwest and a desk of smooth metal to the
east. Standing upright near the desk is a trident. The trident
balances on the end of its haft and glows with white flames.
There is an occupant within this room. It appears to be robotic in nature. This robot resembles a broad-chested
humanoid with four arms, tracked wheels in place of
feet, and a blank faceplate containing only a single eye and a
metal grill that resembles a full, curving mustache.
The robot speaks.
It attacks.
Bold may go. Round 1.
1. Sevens
2. Enemy Black
3. Duncan
4. Thak
5. Chiaiese
6. Neap
7. Yoro
Neap: 1d20 + 2 ⇒ (7) + 2 = 9
Sevens: 1d20 + 6 ⇒ (12) + 6 = 18
Duncan: 1d20 + 3 ⇒ (14) + 3 = 17
Chiaiese: 1d20 + 1 ⇒ (15) + 1 = 16
Yoromishtali: 1d20 + 1 ⇒ (6) + 1 = 7
enemy black: 1d20 + 4 ⇒ (13) + 4 = 17
| Duncan Sangster |
Mysticism: 1d20 + 3 ⇒ (2) + 3 = 5
Culture: 1d20 + 8 ⇒ (3) + 8 = 11
Duncan can do no better than his allies in figuring out some of the features of the rooms.
As the fight begins, Duncan responds to the robot's statement,
| Yoromishtali |
Yoromishtali's scream is brief as he gets shot by the laser. He hurries into the room, moving alongside the wall to make it easier for his companions to engage. Seeing the metallic body of his opponent, he knows his doshko probably won't do as much damage to it compared to muscle and sinew. The wheeled base will make tripping or knocking it prone more difficult.
Yoromishtali opens his attacks with a high cut, used for attacking an opponent's head.
Round 1
Move action: move 30'
Standard action: Doshko attack
Doshko vs KAC: 1d20 + 6 ⇒ (4) + 6 = 10
Slashing Damage if needed: 1d12 + 3 + 3 ⇒ (3) + 3 + 3 = 9
| Duncan Sangster |
Duncan draws his sword cane and advances into the room from the north and jumps on what appears to be a bed to flank the robot with Yoro. He sets his gadgets flashing and a klaxon sounds.
Trick Attack, Engineering using gadgets: 1d20 + 10 + 4 ⇒ (13) + 10 + 4 = 27 [DC = 20 + target's CR]
Success = Trick Attack Damage: 1d4 ⇒ 2 + target is flat-footed against the attack (-2 to AC).
Sword Cane, vs KAC, flanking: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Damage, P: 1d4 + 1 ⇒ (2) + 1 = 3
He stabs at the robot, hoping his sword might cause some shorts if it can get to the underlying circuitry.
"Let's see how gooud yar at multi-tasking, ya crate o' boults!"
'Lucky' Sevens
|
Sevens isn't sure what they expected, but the strange robot wasn't it, nor the fact that it was still operating well enough to go from curiosity to danger in a moment.
Rather than respond in the Azlanti language, Sevens shifts to the side and brings up their rifle and takes a shot.
Laser Rifle vs KAC: 1d20 + 3 ⇒ (2) + 3 = 5
This is what I get for forgetting to post :/
| Chiaiese |
With the unlucky attacks by her teammates, Chiaiese finds her angle through the open door into the room beyond and shoots her finger at the robot.
Magic Missile: 3d4 + 3 ⇒ (3, 1, 2) + 3 = 9
| GM Quirk |
Chiaiese's magic is effective against the robot, as is Duncan's tricky maneuvering. It calls out "it is strictly illegal for alien beings to use any sort of magic. Prepare for a thrashing!"
Waiting for Neap and Thak. I do know that Thak has had a crazy couple of weeks with the local 4H-fair and Gen Con (Thak's player is a local friend of mine). I'm sure we'll be solidly back in business with posting soon.
| Osamiri Jūra |
The fight in motion, Neap moves to assess it, going back to familiar tactics rather than testing something new. A discarded and aged metallic part from the console lifted up and hurled itself at the robot.
______________________________
TK Projectile: 1d20 + 3 ⇒ (17) + 3 = 20, Damage: 1d6 ⇒ 4
Thak Poorida
|
Sorry for the extended silence... again... the local 4-h fair ate a big chunk out of my life for credit card terminal tech support, then we went off to Gen Con right after that, and just returned from a familiy jaunt to our favorite regional amusement park. No more travel for a few weeks!! YES!!!
------------------------
Earlier…
Thak spends an RP to recover stamina to full.
------------------------
At the door...
Thak looks at the trident emblem on the door.
Culture DC 20: 1d20 + 5 ⇒ (7) + 5 = 12
Trident… hmm… that seafood restaurant back on Absalom had a trident in their logo. And there was one on the wall behind the table. Yeah, that was the night Nip and I went for dinner after the concert… and then we went…oh…
He squeezes his eyes shut and smiles contentedly for no apparent reason. Hearing the door sqeal open, he jumps and mentally rejoins the moment.
“Nope, I don’t have anything on this. The trident, I mean. Thought I did, but… never mind.”
------------------------
And then the shooting started!
When shots are fired, he darts into the room and lines up on the robot, but changes his plan when he sees Yoro’s newly acquired laser burn.
“Smack the robot, Yoro!! Take it down!”
Move to get into the room.
Standard to give Yoro an Inspiring Boost for 9 stamina points.
| GM Quirk |
Neap's magic is annoyingly effective against the robot. He continues to communicate an air of superiority. "Soon you will feel a painful death. Of course, should you immediately surrender, you might only have a slow death while toiling away in the thasteron mines on Exegol-2."
The robot lashes out at Duncan.
to hit: 1d20 + 9 ⇒ (6) + 9 = 15
damage, B: 1d6 + 5 ⇒ (3) + 5 = 8
Hit!
Changed the order just a little to make this easier. Bold may go. Round 2.
1. Enemy black (-18)
2. Sevens
3. Duncan (-8)
4. Thak
5. Chiaiese
6. Neap
7. Yoro
Thak Poorida
|
“I never heard a more talkative robot in my life.”
First shot
Pulsecaster vs Robot EAC: 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Electrical
Second shot
Pulsecaster vs Robot EAC: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Electrical
Still distracted by the memories of his date on Absalom Station, Thak's shots go wide.
He shakes his head and tries to refocus for next round.
| Duncan Sangster |
Trick Attack, Engineering using gadgets: 1d20 + 10 + 4 ⇒ (19) + 10 + 4 = 33 [DC = 20 + target's CR]
Success = Trick Attack Damage: 1d4 ⇒ 2 + target is flat-footed against the attack (-2 to AC).
Sword Cane, vs KAC, flanking: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage, P: 1d4 + 1 ⇒ (2) + 1 = 3
Duncan swears as he feels the laser burn his torso. "Ach! Ya oil leakin', trash-talkin' calculator! Yer gonna spend yer days as back-up parts fer a fauoorkin' trash coompacter!"
As he speaks, his gadgets begin flashing in unison, gradually changing color from green to red. The robot seems almost mesmirized by the display. Duncan takes advantage and feints, stabs, and laughs as the sword elicits a few more sparks.
| Yoromishtali |
"Yeah Thak! Let's do it Duncan!" Yoromisthali says, invigorated by Thak's encouragement. He takes a breath then swings his doshko at his opponent's torso.
Round 2
Standard action: Doshko attack, flanking (+2)
Move action: none
+9 temporary stamina points
Doshko vs KAC: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Slashing Damage if needed: 1d12 + 3 + 3 ⇒ (3) + 3 + 3 = 9
'Lucky' Sevens
|
Sevens can feel their jaw clench as once again the shot goes wide; calibrations be damned, they might need to replace the whole weapon at this rate.
But with little other options available, Sevens shuffles to the side and brings their rifle to bear and fires again.
Laser Rifle vs KAC: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 1 ⇒ (4) + 1 = 5
| Chiaiese |
The idea of toiling makes Chiaiese perspire, which makes her face shiny, and she hates that.
She charges into the room, sword held high to bring crashing down on the robot's head.
"Stick this in your Exogel-2!"
**Computers Stunt: Dirty Trick Whenever you attempt a Computers check as part of your stunt and strike and succeed, you can cause the target to gain one of the following conditions until the start of your next turn instead of the flat-footed condition: deafened, off-target, shaken, or sickened (your choice).
Computers: 1d20 + 14 ⇒ (15) + 14 = 29 don't know if robots can be sickened or shaken, so I'll choose off-target
Attack: 1d20 + 1 ⇒ (2) + 1 = 3 welp
| GM Quirk |
Though the robot has clearly taken a fair amount of battering from all of you, it fights on. "You may destroy me, but the empire will never die! Justice will prevail!"
With that, it strikes out at Yoro.
to hit: 1d20 + 9 ⇒ (13) + 9 = 22
damage, B: 1d6 + 5 ⇒ (2) + 5 = 7
Hit!
Neap may still take their round 2 turn. Bold may go. Round 3.
1. Enemy black (-28)
2. Sevens
3. Duncan (-8)
4. Thak
5. Chiaiese
6. Neap
7. Yoro (-7)
| Duncan Sangster |
Trick Attack, Engineering using gadgets: 1d20 + 10 + 4 ⇒ (20) + 10 + 4 = 34 [DC = 20 + target's CR]
Success = Trick Attack Damage: 1d4 ⇒ 2 + target is flat-footed against the attack (-2 to AC).
Sword Cane, vs KAC: 1d20 + 3 ⇒ (14) + 3 = 17
Damage, P: 1d4 + 1 ⇒ (2) + 1 = 3
Duncan's distraction gadgets shift with random white light flashes going off like camera flashes at a celebrity red carpet walk. It seems to be effective. Evidently, the robot's operating system prioritizes such events as potentially significant, so it's busy trying to evaluate the situation as Duncan's sword cane finds another opening to exploit.
"We ARE justice prevailin', ya idjit! This is fer Cedona!"
Thak Poorida
|
Pulsecaster vs Robot EAC: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
Damage: 1d4 + 1 ⇒ (3) + 1 = 4 Electrical
Pulsecaster vs Robot EAC: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4
Damage: 1d4 + 1 ⇒ (4) + 1 = 5 Electrical
Thak squeezes off two shots, neither of which come vaguely close to hitting.
“C'mon, Thak! Head in the game!”