| Osamiri Jūra |
The most expedient course of action would be removing the threat, though the proximity of everyone made approaching more of a hazard than a help, Neap supposed. This time, more fallen debris flew to pelt the creature, this time a scattered and aged piece of the fallen ceiling flying towards it. Seconds later, a large clump of dirt that looked solid merely crumbled upon impact with the robot.
______________________________________
R2:Attack: 1d20 + 3 ⇒ (12) + 3 = 15, Damage?: 1d6 ⇒ 4
R3:Attack: 1d20 + 3 ⇒ (1) + 3 = 4
'Lucky' Sevens
|
The robot and its continuous prattling about the Azlanti Empire started to grate on Seven's nerves - they take aim once again and fire.
Laser Rifle vs KAC: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
:/
| Chiaiese |
Chiaiese takes another wild slash at the chatty robot.
Stunt & Strike (Computers): 1d20 + 14 ⇒ (16) + 14 = 30 Off-target again
Attack: 1d20 + 1 ⇒ (11) + 1 = 12 Damage: 1d6 ⇒ 5 closer
| GM Quirk |
Going to go ahead and bot Yoro to keep this moving.
to hit, Yoro with flanking: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
damage: 1d12 + 3 + 3 ⇒ (1) + 3 + 3 = 7
Yoro and Duncan persevere and finish of the talkative and extremely racist robot.
I may have posted this before, but here's a description of the room.
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.
| Duncan Sangster |
Duncan sheaths his sword cane immediately upon disabling the robot and gets out his tool kit to make sure the 'bot stays off-line. He'll save the CPU if he can and access and save any memory files he may find. Later, if time allows, he retrieve whole assemblage. The next space voyage he's on, he'll work on reassembling the thing or use the various parts for other things.
Then he falls back on the bed and rests a moment.
| Yoromishtali |
"Team work!" Yoromishtali says, catching his breath at the end of the fight. He takes a drink of water then checks his doshko's teeth for nicks or other damage. "Do you think this is the captain's room?"
After a few moments, he approaches the trident but doesn't touch it. He looks for any insignia or identifying symbols.
Culture, identify the trident: 1d20 + 5 ⇒ (8) + 5 = 13
I'll spend a resolve point to get back to full SP.
| Duncan Sangster |
Duncan also rests a bit, waiting for his hyped up system to recover from his recent adrenaline rush. If there is a computer terminal in the room, he recommends the computer nerds of the group look it over. He'll do it after his rest if no one else does.
Spending resolve point to recover resolve.
| Chiaiese |
While her teammates rest, Chiaiese picks up the trident.
"This looks interesting."
Mysticism: 1d20 + 6 ⇒ (8) + 6 = 14
Thak Poorida
|
(Sorry I missed your wound, Duncan! I would’ve given you a stamina boost in combat.)
Thak steps closer to the flaming trident, then steps back a bit as the phrase “flaming trident” fully works into his mind.
Culture: 1d20 + 5 ⇒ (15) + 5 = 20 Hoping culture can tell us something useful
| Osamiri Jūra |
Slowly flowing into the room with a light step, it was uncertain where their attention went until they turned to regard the destroyed robot. The trident that the others were looking at garnered a motion of curiosity. A photo drone was raised, hovering a moment before it panned across the room.
_______________________________
Perception: 1d20 + 2 ⇒ (11) + 2 = 13
| GM Quirk |
This trident...it seems special.
Chiaiese finds that it will balance perfectly on its haft if gently placed on the floor. Clearly, this is the weapon of someone important, someone with station and influence. It's very likely magical.
Meanwhile, some of you find some items that almost certainly will be worth something on top of or within the desk in this room.
This is a magical weapon
called a whitefire trident. Its two side tines
are predominantly ornamental, and the
weapon functions as a tactical pike with the
illuminating and ominous weapon fusions. In
addition, the weapon is carefully weighted to
balance indefinitely when standing on its haft,
although it can be pushed over with sufficient
force or picked up again as normal. Various
valuable trinkets neatly secured within the
large desk (mithral datapad holders, ornamental
styli, heavy gold bracelets, and the like) are
worth 3,500 credits in total, and will be eagerly
purchased by any scholars of Azlanti history
in the Pact Worlds.
| Chiaiese |
"This would make an awesome weapon... for someone who knows how to use it," observes Chiaiese. "Anyone want to wield this in a fight"
| Yoromishtali |
Yoromishtali attaches his doshko to its holder on his back. He hefts the trident and considers its balance and craftsmanship. "It might be fun to use for a little," Yoromishtali admits. "Plus it might be psychologically damaging to Azlanti people to see a vesk using their weapon." After making sure he has enough space, the vesk stabs the trident forward three times and spins it in his hands.
"Do you think this was the ship's captain's weapon? A pre-Gap relic? Or 'relics' I should say," he indicates the trinkets taken from the desk. "Gold is always in style," he laughs.
When everyone is ready, Yoromishtali opens the door to the south.
Thak Poorida
|
Never being one to leave cultural treasures undiscovered, Thak collects the items from the desk and stows them in his pack.
He picks up his pulse caster, sets it on stun, and follows Duncan and Yoro. “Let’s see what awaits us within.”
| GM Quirk |
The corridor beyond the southern door reveals itself to be mangled and twisted as it leads toward the front of the ship. It is, however, quite clear and open to your passage.
You may arrange your tokens along that corridor if you are ready to head to the forward part of this vessel.I will go ahead and place you all on slide 3 with Yoro, Thak, and Duncan in the corridor.
| Duncan Sangster |
"Accordin' ta the map, I expect this area to have a large crew quarters an' the bridge. If any o' the 'Zlants are alive, they'll probably be hidin' there. It'd be good if we can capture one of 'em ta find out what happened ta Cedona." Saying that Duncan thinks better of his semi-auto pistol and replaces it with his non-lethal pulsecaster.
| Yoromishtali |
"Take a prisoner," Yoromishtali says, nodding. "That's smart." He looks at the trident he's holding.
"For Cedona," he says and crosses the room quietly. He presses his back against the wall and looks at the wrecked area of the ship.
| GM Quirk |
Yoro perception: 1d20 + 1 ⇒ (1) + 1 = 2
Duncan perception: 1d20 + 6 ⇒ (7) + 6 = 13
stealth, Azlanti: 1d20 + 4 ⇒ (11) + 4 = 15
Yoro says "Take a prisoner--that's smart."
Unfortunately, walking into an ambush isn't smart.
You can see the rolls above. I gave ya'll a fighting chance to spot them! The enemies are up on a catwalk, as marked on the slide. There is a ladder at one of the slide.
The northern end of this partially
destroyed area is a tangled mess
of debris. Catwalks stretch above
from the wreckage, with ladders
bolted to the walls underneath.
The ceiling here is 20 feet high
and passages lead out to the northeast and west. An enormous airlock door stands to the south, bent badly out of shape, with a glowing computer terminal on the wall next to it.
Up on the catwalks are four Azlanti soldiers. They open fire as soon as they see Yoro and Duncan.
black vs. Duncan: 1d20 + 5 ⇒ (17) + 5 = 22
damage, P: 1d6 + 1 ⇒ (1) + 1 = 2
red, orange, blue vs. Yoro: 1d20 + 5 ⇒ (2) + 5 = 71d20 + 5 ⇒ (18) + 5 = 231d20 + 5 ⇒ (6) + 5 = 11
damage, P: 1d6 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (1) + 1 = 21d6 + 1 ⇒ (6) + 1 = 7
Looks like you're each hit once. Wow! Minimum damage to both of you!
Sevens hears gunfire and is first to hustle forward!
Bold may go. Round one. I have moved Sevens and Chiaiese closer to the corridor leading into the cargo hold.
1. Sevens
2. Enemy black
3. Chiaiese
4. Neap
5. Enemy blue
6. Duncan (-2)
7. Enemy orange
8. Enemy red
9. Thak
10. Duncan (-2)
Neap: 1d20 + 2 ⇒ (11) + 2 = 13
Sevens: 1d20 + 6 ⇒ (19) + 6 = 25
Duncan: 1d20 + 3 ⇒ (9) + 3 = 12
Chiaiese: 1d20 + 1 ⇒ (17) + 1 = 18
Yoromishtali: 1d20 + 1 ⇒ (4) + 1 = 5
enemy black: 1d20 + 1 ⇒ (20) + 1 = 21
enemy blue: 1d20 + 1 ⇒ (12) + 1 = 13
enemy red: 1d20 + 1 ⇒ (8) + 1 = 9
enemy orange: 1d20 + 1 ⇒ (9) + 1 = 10
| GM Quirk |
What would be the DC of an acrobatics check to jump high enough to grab the catwalk edge and climb up?
DC15 and 10 feet of movement. Assuming a success (and assuming you have the movement), you will have grabbed the catwalk edge and thrown yourself over. A fail, and you are stuck at the bottom for the time being.
'Lucky' Sevens
|
The sound of weapon fire snaps Sevens attention back to their surroundings; it was above them - Ambush!
Rushing forward to provide help to Yoro and Duncan, Sevens ducks into a (hopefully) safe alcove and fires up into the group of soldiers.
Laser Rifle vs KAC: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
| GM Quirk |
Sevens: going to assume you shot at black since he's probably the first one you would see as you approach the room.
Sevens hustles toward the cargo hold and brings his rifle to bear. Firing up at the catwalk, he inflicts white-hot laser wound on one of the soldiers.
Although in pain, this soldier still manages to level his pistol and return fire at Sevens.
to hit vs. Sevens: 1d20 + 5 ⇒ (4) + 5 = 9
damage, P: 1d6 + 1 ⇒ (1) + 1 = 2
Miss!
Bold may go. Round one. I have moved Sevens and Chiaiese closer to the corridor leading into the cargo hold. Yoro: I have corrected the initiative order below to include you.
1. Sevens
2. Enemy black (-7)
3. Chiaiese
4. Neap
5. Enemy blue
6. Duncan (-2)
7. Enemy orange
8. Enemy red
9. Thak
10. Yoro (-2)
| Chiaiese |
"Good shot, Sevens! That will teach these Azlanti scum to ambush us!"
Though she has the impulse to move ahead, the problem is that her teammates occupy the immediate area of the doorway. Charging through would merely give the Azlanti something else to shoot at while depriving her of a meaningful counterattack. She waits the few extra seconds for Duncan and Neap to act.
Bummer - a move action puts me on Duncan's square. Chiaiese will hold her action until after Duncan for the remainder of combat.
| GM Quirk |
The soldiers up on the catwalk call out to each other.
Blue shoots at Yoro.
to hit vs. KAC: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d6 + 1 ⇒ (2) + 1 = 3
Miss!
Skipping ahead a little, but Neap can still go. Bold may go. Round one. I have moved Sevens and Chiaiese closer to the corridor leading into the cargo hold. Yoro: I have corrected the initiative order below to include you.
1. Sevens
2. Enemy black (-7)
3. Neap
4. Enemy blue
5. Duncan (-2)
6. Enemy orange
7. Enemy red
8. Thak
9. Yoro (-2)
10. Chiaiese
| Duncan Sangster |
Duncan warns Sevens he is going to jump up on the catwalk, so she can keep out of his way.
Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20
Duncan holsters his pistol and he moves to the area below the catwalk end. He leaps nimbly and grabs the edge and draws himself up to stand face to face with the soldier. He draws his sword cane and grins, showing his feline teeth.
He replies in Azlanti,
| Osamiri Jūra |
The sounds ahead are Not Good.
Moving with a purpose, Neap strides down the hallway, one arm going rigid as they shift the particles suspended in the water. A different approach to the tool they used. A series of colors ripple from the collar of the watery form as the room starts to come into view.
_______________________________
Std: Gear Array(Rifle)
| GM Quirk |
The Azlanti now standing in front of Duncan sneers. "Both of you will be rotting corpses out in the jungle soon enough!"
With that, he steps back, dropping his pistol and pulling out a whip as he does.
Using guarded step, the his taclash.
to hit: 1d20 + 8 ⇒ (19) + 8 = 27
damage, S, nonlethal: 1d4 + 5 ⇒ (1) + 5 = 6
Hit!
The Azlanti behind the one fighting Duncan keeps plugging away with his pistol, once again at Yoro.
to hit: 1d20 + 5 ⇒ (4) + 5 = 9
damage, P: 1d6 + 1 ⇒ (6) + 1 = 7
Miss!
Bold may go. Round one/beginning round 2. Chiaiese, I did shift you down in the order.
1. Sevens
2. Enemy black (-7)
3. Neap
4. Enemy blue
5. Duncan (-2)
6. Enemy orange
7. Enemy red
8. Thak
9. Yoro (-2)
10. Chiaiese
| Yoromishtali |
"More Azlanti to fight!" Yoromishtali calls, excitement in his voice. He stands the trident on its haft then he strides to the ladder. His hands grip the sides of the ladder for balance and uses his legs to propels himself up the rungs. As he approaches the top of the ladder he gets ready to dodge an opponent's attack.
Round 1
free action: standing trident on its end
Move action: stride to the ladder
Move action: climb the ladder
Athletics (Climb): 1d20 + 9 ⇒ (5) + 9 = 14
| Chiaiese |
Chiaiese runs into the chamber with the Azlanti snipers, giving them someone else to shoot at, if nothing else. She hears the exchange between the enemy and Duncan but can't make anything from it. She adds a reminder in common:
"We wiped out a town full of scum like you. What makes you think the four of you have any chance against us?"
2x move
Thak Poorida
|
Thak draws his semi-auto pistol and follows Chiaiese into the chamber with much the same goal — provide a distraction to take some pressure off Yoro and Duncan.
Cubber growls toward the Azlanti. “Stay down for now, Cubber. But I may need you in a moment.”
He snaps a shot at the Azlanti above him.
Semi-auto vs Black KAC: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 Piercing
(Thak finally hits something!)
'Lucky' Sevens
|
Following Chiaiese's lead, Sevens rushes further into the chamber while keeping their distance from Chiaiese, hoping that two different running bodies would cause some confusion while taking snap shots up at their first target.
Moving and then shooting at black
Laser Rifle vs KAC: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
| GM Quirk |
Sevens fires his rifle, and it strikes true. His target grunts in pain, but is determined to go out in a blaze of glory. He drops his pistol and draws a wicked looking knife.
He slashes at Yoro.
to hit against Yoro: 1d20 + 8 ⇒ (2) + 8 = 10
damage, S: 1d4 + 5 ⇒ (3) + 5 = 8
Miss! No blaze of glory here!
Bold may go. Round 2. I'll move blue down in the order and move Duncan up to make this a little easier.
1. Sevens
2. Enemy black (-18)
3. Neap
4. Duncan (-2)[/b]
5. Enemy blue
6. Enemy orange
7. Enemy red
8. Thak
9. Yoro (-2)
10. Chiaiese
| Duncan Sangster |
Duncan locks eyes on the cadet and steps forward when his whip is not ready to swing, drawing his sword cane as he moves into stabbing range.
"Hello!" he says in heavily accented Azlanti as he advances. "My name is Duncan Sangster. You kidnapped my friend. Prepare to die!" Then he lunges for the cadet's heart.
Guarded step, followed by an attack.
Sword Cane, vs KAC: 1d20 + 3 ⇒ (19) + 3 = 22
Damage, P: 1d4 + 1 ⇒ (2) + 1 = 3
| Osamiri Jūra |
Simplicity was best.
Neap approached the doorway just enough to see what was going on in the immediate area. With them seeing Yoro engaged, a shimmer of light ran across the Stelliferan, just as a similar shimmer crossed the eyes of Yoro's opponent.
_______________________________
Daze cast on Yoro's Target, Will(14).
| GM Quirk |
will save: 1d20 + 1 ⇒ (11) + 1 = 12
The Azlanti soldier facing down Yoro is already at death's door. Now he is also dazed.
So...no action for him in the coming round. Not that he was going to make it that far anyway...
Duncan aggressively moves forward, and his sword cane finds its mark.
The soldier that Duncan has asked to dance with obliges him. He drops his whip and pulls out his knife.
to hit: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d4 + 5 ⇒ (3) + 5 = 8
Hit!
Blue fires at Thak, red fires at Sevens.
to hit, on Thak: 1d20 + 5 ⇒ (4) + 5 = 9
damage, P: 1d6 + 1 ⇒ (3) + 1 = 4
Miss!
to hit on Sevens: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d6 + 1 ⇒ (5) + 1 = 6
Oh no! Crit!
additional crit damage on Sevens: 1d6 + 1 ⇒ (1) + 1 = 2
Bold may go. Round 2.
1. Sevens (-8)
2. Enemy black (-18)
3. Neap
4. Duncan (-10)
5. Enemy blue
6. Enemy orange (-3)
7. Enemy red
8. Thak
9. Yoro (-2)
10. Chiaiese
| Chiaiese |
Chiaiese can see the tactical situation is not in her favor. She targets an area of the catwalk between two of the Azlanti soldiers and coats it with a layer of slippery Grease.
Cast Grease, square between red and orange.
"Watch your step, Duncan!"
| Yoromishtali |
With a guttural bellow, Yoromishtali balls his fists and throws a punch at the soldier's torso then pivots on his back foot and launches a kick at the soldier.
Round 2
Full action: Full attack
Unarmed attack vs KAC: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18 Damage: 1d3 + 3 + 4 ⇒ (1) + 3 + 4 = 8
Unarmed attack vs KAC: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17 Damage: 1d3 + 3 + 4 ⇒ (3) + 3 + 4 = 10
| Duncan Sangster |
Chiaiese can see the tactical situation is not in her favor. She targets an area of the catwalk between two of the Azlanti soldiers and coats it with a layer of slippery Grease.
Cast Grease, square between red and orange.
"Watch your step, Duncan!"
That should be a 10 foot square so does it extend from the square between red and orange and into red's square or into Orange's square? Thanks, by the way. Hope it helps.
| Chiaiese |
That should be a 10 foot square so does it extend from the square between red and orange and into red's square or into Orange's square? Thanks, by the way. Hope it helps.
With 5-foot squares, I'm not sure if it is centered on a square or if it floods a four-square area. I leave it to GM's discretion.
Thak Poorida
|
Thak winces at the Azlanti soldier’s slash into Duncan.
“Take the advantage, Duncan. You’ve got him,” he yells up to the catwalk battle.
Standard: Inspiring boost on Duncan to regain 9 stamina points.
Move: Holster the pulsecaster pistol and get ready to draw the survival knife if I get an enemy on the main floor.
| Duncan Sangster |
With 5-foot squares, I'm not sure if it is centered on a square or if it floods a four-square area. I leave it to GM's discretion.
I think it must be a square ten feet on a side. The spell description says: one 10-ft. square. The general magic rules on areas says, "A spell’s area may also be shapable, which is indicated with “(S)” after the listed area." Since this designation is absent, I would assume the area must be two adjacent squares of the catwalk with the other two squares of the spell area not affecting anything.
Standard: Inspiring boost on Duncan to regain 9 stamina points.
Thanks! Duncan's back to normal. He's smiling, because he knows something the Azlanti does not know. :)
| GM Quirk |
I will assume that the grease affects the square orange in in and the square directly behind him. The other part of the 10' area of effect falls harmlessly to the floor below, too spread out to be effective. Orange will immediately have to make a reflex save or fall prone. I'm going to rule that if he fails it too badly, he'll fall off the catwalk! Because that's fun!
reflex save: 1d20 + 3 ⇒ (6) + 3 = 9
I'm sure that's a fail, so he falls prone. He didn't totally blow this save, so we won't say he falls off the catwalk.
Bold may go. Round 3.
1. Sevens (-8)
2. Enemy black (-18)
3. Neap
4. Duncan (-10)
5. Enemy blue
6. Enemy orange (-3 and prone)
7. Enemy red
8. Thak
9. Yoro (-2)
10. Chiaiese