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Ouch! Critted!
Recoiling from the pain but using it as proof their distraction idea was working, Sevens ignores the burning pain and moves again to be ahead of Thak and Chiaiese and snaps off another shot at he Azlanti above them.
Moved token, shooting at blue
Laser Rifle vs KAC: 1d20 + 3 ⇒ (14) + 3 = 17
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

GM Quirk |

Sevens draws a bead on one of the Azlanti and sears him with his laser!
I've noticed that your dice rolls have a bit friendlier lately, Sevens. Hope me noticing doesn't jinx you!
Bold may go. Round 3.
1. Sevens (-8)
2. Enemy black (DEAD)
3. Neap
4. Duncan (-10)
5. Enemy blue (-4)
6. Enemy orange (-3 and prone)
7. Enemy red
8. Thak
9. Yoro (-2)
10. Chiaiese

Osamiri Jūra |
That seemed to be a positive result, so Neap gave the same attention to the next one that could be seen from the doorway. Again, the small form shimmered, the incomprehension of the black of the deep momentarily prominent in their minds.
______________________________________
Daze @ Blue, Will(14)

Duncan Sangster |

Duncan laughs as the cadet falls on the slippery catwalk. He reaches out with his left hand. A small holo image projector on his left wrist causes what appears to be a white mist to expand around his hand, with sparks playing throughout. While the cadet looks at this, Duncan stabs at him with his sword cane.
Trick Attack, Engineering using gadgets: 1d20 + 10 + 4 ⇒ (8) + 10 + 4 = 22 [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 ⇒ (5) + 3 = 8
Damage, P: 1d4 + 1 ⇒ (2) + 1 = 3
Assuming the trick worked and factoring the AC penalty for prone targets, I think that hits. If so, that's 5 damage.
Damage, P: 1d4 + 1 ⇒ (2) + 1 = 3

GM Quirk |

will save, blue: 1d20 + 1 ⇒ (5) + 1 = 6
Neap's magic once again proves to be effective. One of the Azlanti is stunned.
The soldier in front of Duncan attempts to stand, hoping not to slip on the grease again.
reflex save vs. Grease: 1d20 + 3 ⇒ (4) + 3 = 7
He can't make it up due to the grease. He's barely holding onto the catwalk. He looks back toward his buddy behind him, hoping for help.
Luckily for him, Duncan's AoO fails--and thanks for putting that in you last turn, Duncan.
This guard aims his pistol at Duncan.
to hit KAC: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d6 + 1 ⇒ (4) + 1 = 5
Wow. Another crit!
crit damage: 1d6 + 1 ⇒ (3) + 1 = 4
Bold may go. Round 3.
1. Sevens (-8)
2. Enemy black (DEAD)
3. Neap
4. Duncan (-19)
5. Enemy blue (-4 and stunned)
6. Enemy orange (-3 and prone)
7. Enemy red
8. Thak
9. Yoro (-2)
10. Chiaiese

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Thak considers his options for a moment and decides on a direct approach. He draws his semi-auto pistol and moves across the room to slip under the catwalk and get a line on the stunned guard.
Semi-auto vs Blue KAC: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 1 ⇒ (2) + 1 = 3 Piercing

Yoromishtali |

Being on the catwalk limits Yoromishtali's choices for tactical maneuvering but does provide an direct route to his next opponent. The vesk bellows as he strides forward, pulling his doshko from its holder. Five feet from the soldier he thrusts then pulls back, attempting to slash his opponent with both motions.
Round 3
Move action: move 15'
Standard action: Doshko attack
Doshko vs BLUE KAC: 1d20 + 6 ⇒ (10) + 6 = 16
Slashing Damage if needed: 1d12 + 3 + 3 ⇒ (12) + 3 + 3 = 18

Chiaiese |

"That's pretty slick," observes Chiaiese. She casts another Grease spell, this time targeting Red.

GM Quirk |

Following an accurate shot from Thak, the Azlanti facing Yoro crumples under his blow, and he won't be getting back up.
More grease magically spreads under and around the Azlanti back in the corner.
I'm not sure I have ever seen a better encounter for the use of this spell.
Bold may go. Round 4.
1. Sevens (-8)
2. Enemy black (DEAD)
3. Neap
4. Duncan (-19)
5. Enemy blue (DEAD)
6. Enemy orange (-3 and prone)
7. Enemy red
8. Thak
9. Yoro (-2)
10. Chiaiese

Duncan Sangster |

Duncan currently has 0 stamina and 12/16 hp. The GM forgot about one hit and then Thak gave Duncan some stamina back.
Duncan takes a careful step back from the prone Azlanti, drawing his rifle as he does. Then he fires at the soldier who just shot him, hoping to give as good as he got.
If, as part of his move action (guarded step), he can kick away the pistol the Azlanti dropped when he drew his taclash, he will do so. If this would prevent his readying his rifle in the same move action, he'll draw the rife instead.
Tactical Diasporan Rifle, vs. EAC: 1d20 + 3 ⇒ (15) + 3 = 18
Fire damage: 1d8 ⇒ 3
Not as good as he hoped, but something.
Duncan calls out in Azlanti, "Who wants to survive and surrender so we can find out what where you sent Cedona? Death is the other option."

Osamiri Jūra |
Only one more to go, most likely. A couple of steps into the room, just enough to see the next Azlanti on the catwalk. That same shimmer and a glimpse into the infinite vast of space was all they needed.
__________________________
One more Daze@ Red Will(14)

GM Quirk |

will save, red: 1d20 + 1 ⇒ (11) + 1 = 12
Neap, you have found their Achille's Heel! Will saves!
Duncan steps back, kicking an Azlanti weapon to the ground as he does. He then shoots the soldier furthest back.
At nearly the same time, Neap uses his magic once again, dazing the same soldier.
Just waiting for Sevens.

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As the Azlanti crumble under the weight of numbers against them, Sevens spies the prone soldier and hoping for an easy target, aims and fires.
Late nite post to shoot Orange
Laser Rifle vs KAC: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Burn Damage: 1d6 ⇒ 2
ALL PRAISE DICEBOT!

GM Quirk |

Sevens shot is so effective it sets one of the soldiers on fire!
He attempts to roll around where he is to put the fire out.
reflex save to put out fire: 1d20 + 3 ⇒ (16) + 3 = 19
Bold may go. Round 4.
the fire is out, but not before he takes 2 more points of damage. With red being stunned, we'll move on!
1. Sevens (-8)
2. Enemy black (DEAD)
3. Neap
4. Duncan (-19)
5. Enemy blue (DEAD)
6. Enemy orange (-14 and prone)
7. Enemy red (-3 and stunned)
8. Thak
9. Yoro (-2)
10. Chiaiese

Chiaiese |

Chiaiese moves to the end of the catwalk and looks for ways to sabotage it.
Engineering: 1d20 + 14 ⇒ (7) + 14 = 21

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GM Q -- I think Duncan should have more SP than the tally shows. He was at -10 on 9/10, then Thak gave him 9 stamina back with Inspiring Boost back on 9/12. On 9/13 he was still -10 SP. Apologies for just now noticing.
Thak darts across the open area to a spot next to Sevens so he can target both of the remaining Azlanti.
"I officially cede my 'Stone Cold Killer' title to you, Sevens. You're doing great. Keep it going!"
Move action to shift positions.
Standard action to give Inspiring Boost to Sevens for 9 SP back, which takes them to full health.

Yoromishtali |

For a moment, Yoromishtali thinks of jumping to the other catwalk, but putting himself between two opponents isn't smart. Instead the vesk steps over the body and moves to where the two catwalks are closer together. He bellows a battle cry before swinging his doshko toward the soldier.
Round 4
Move action: move 15'
Standard action: Doshko attack versus RED
Doshko vs RED KAC: 1d20 + 6 ⇒ (19) + 6 = 25
Slashing Damage if needed: 1d12 + 3 + 3 ⇒ (4) + 3 + 3 = 10

Duncan Sangster |

Unfortunately, Thak's assessment is flawed because some of the damage Duncan took was not listed in the initiative order in parentheses, unless I am not understanding how Inspiring Boost works. See spoiler for blow by blow details.
(SP 12 HP 16)
Duncan took 2 (SP 10 hp 16)
Round 1
Orange does 6 (SP 4 hp 12)
Thak attacks
Round 2
Orange: does 8 (SP 0 hp 8)
Thak Inspiring boost of 9, but Duncan only lost 4 stamina in the round since Thak's last action, so I think he only gets 4 back.
(SP 4 hp 8)
Round 3
Red does 9 (SP 0 hp 3 hp)
If the SP regained by IB is not limited to SP lost since the start of the envoy's last turn, then Duncan would be SP 9 hp 8 before the last damage he took. Taking 9 would take him down to 0 with 8 hp.

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Unfortunately, Thak's assessment is flawed because some of the damage Duncan took was not listed in the initiative order in parentheses, unless I am not understanding how Inspiring Boost works. See spoiler for blow by blow details.
** spoiler omitted **
I missed seeing one of those attacks. Sorry about that. And I screwed up with Sevens this round because he didn't take damage last turn. Dangit... that's what I get for hurrying.
Concerning your IB, the ability gives you the full amount of possible stamina back (9, in this case), up to your max. The limitations are distance (within 30 feet) and that you took damage from a significant enemy since my last turn (where I screwed up with Sevens).
"As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.
Link to Inspiring Boost on Nethys
----------
Corrected turn for Thak
Thak darts across the open area to a spot next to Sevens so he can target both of the remaining Azlanti.
Move action to shift positions.
“I officially cede my 'Stone Cold Killer' title to you, Sevens. You're doing great.”
He looks up to the catwalk and takes a shot at the last standing guard.
Semi-auto vs Red KAC: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 1 ⇒ (2) + 1 = 3 Piercing
“Yup, so much for my ‘killer’ role in our team… at least for now.”

GM Quirk |

I think the exact number of SP/HP is unimportant at this point. The two remaining unfortunate guards are about to join the BLEEDIN' CHOIR INVISIBLE. At that point, you'll all be able to use an RP if you wish. That said, I think Thak basically has it right as far as his ability. The requirement is that someone must have taken damage since Thak's last turn. After that, he can heal his full SP damage, even if a portion of it didn't happen that turn.
Chiaiese: due to the crash that happened all of those years ago, the catwalk is not in particularly good shape. It would take a DC 18 strength check to bring down a large portion of the catwalk. Others may assist with this roll. Of course engineering and explosives are also possibilities, but would be difficult while in combat.
Yoro lands a punishing blow, though the azlanti continues to try to fight. Thak misses with his pistol shot.
Bold may go. Round 5.
1. Sevens (-8)
2. Enemy black (DEAD)
3. Neap
4. Duncan (-19)
5. Enemy blue (DEAD)
6. Enemy orange (-14 and prone)
7. Enemy red (-13 and stunned)
8. Thak
9. Yoro (-2)
10. Chiaiese

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With the danger of standing and active targets now gone, Sevens makes the decision to shoot the prone soldier again, Thak's comments brining the slightest hint of a smile to their face.
Laser Rifle vs KAC: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Duncan Sangster |

Duncan moves toward the center of the room, drawing his pulsecaster pistol. His gadget makes a sound like a klaxon as a distraction and then he gets off a shot.
Trick Attack, Engineering using gadgets: 1d20 + 10 + 4 ⇒ (16) + 10 + 4 = 30 [DC = 20 + target's CR]
Success = Trick Attack Damage: 1d4 ⇒ 3 + target is flat-footed against the attack (-2 to AC).
Pulsecaster Pistol, vs EAC: 1d20 + 3 ⇒ (19) + 3 = 22 (range 30 ft.)
Damage, E, nonlethal: 1d4 ⇒ 4
I'm thinking the trick attack damage would be of the same type as the weapon used in the attack, in this case nonlethal shock damage. It would be nice to interrogate at least one of these mugs.

GM Quirk |

Sevens and Duncan combine to take one of the Azlanti out of action.
Orange is indeed unconscious. Now only red remains!
The final azlanti soldier turns to face Yoro, having shaken off Neap's stunning magic. Brandishing his knife, he slashes at Yoro--perhaps a final act of defiance!
to hit: 1d20 + 8 ⇒ (11) + 8 = 19
damage, S: 1d4 + 5 ⇒ (1) + 5 = 6
Hit!
Bold may go. Round 5.
1. Sevens (-8)
2. Enemy black (DEAD)
3. Neap
4. Duncan (-19)
5. Enemy blue (DEAD)
6. Enemy orange (Unconscious)
7. Enemy red (-13)
8. Thak
9. Yoro (-8)
10. Chiaiese

Chiaiese |

@GM, I don't think you ever rolled a reflex save for Red against grease.

Chiaiese |

DC10 for half normal movement. I guess if it hasn't moved it wouldn't need to roll.

Chiaiese |

It should have made a save when cast though. DC 16. 10+1+5. I assume it would have gotten up by now, so whatever makes sense.

Yoromishtali |

When the knife cuts him, Yoromishtali gnashes his teeth. "You could've done better!" The vesk snaps a kick at the soldier's knee then follows with a headbutt to the chest.
Round 5
Full action: Full attack
Unarmed attack vs Red's KAC: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14 Damage: 1d3 + 3 + 4 ⇒ (2) + 3 + 4 = 9
Unarmed attack vs Red's KAC: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22 Damage: 1d3 + 3 + 4 ⇒ (3) + 3 + 4 = 10
extra damage in case the second hit is a critical...
Damage: 1d3 + 3 + 4 ⇒ (1) + 3 + 4 = 8

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Thak braces and lines up his pistol, then squeezes off a shot at the guard.
Semi-auto vs Red KAC: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 1 ⇒ (5) + 1 = 6 Piercing
“Just die already.”

Duncan Sangster |

"Finally. I hope that's the last of 'em." Duncan sighs and climbs the ladder to the east catwalk to work his way along, checking the fallen Azlanti for signs of life and if dead, removing any weapons, and dumping the remains to the floor.

Yoromishtali |

Good sound effect!
Yoromishtali gives a nod of appreciation to Thak. Seeing that Duncan is dropping the corpses to the floor, the vesk does that for the one just killed. When he reaches the next Azlanti, he realizes the soldier is still breathing. "Uh, this soldier is still alive," he announces. "Let's bind and question him." Yoromishtali takes away the soldier's communication device and checks for any hidden weapons.

GM Quirk |

The soldiers are all armed similarly to others you encountered back at the settlement.
You find 4 taclashes, 4 survival knives, 4 tactical semi-auto pistols (there are about 25 rounds of ammo left between the four of them), and 4 suits of troop ceremonial plate armor.
The soldier who is alive is easily constrained. He should come around anytime. You can do a medicine check to bring him to consciousness sooner.

Duncan Sangster |

Duncan will spend his last RP and rest to regain SP. His HP should be 12/16.
Then he'll try to bring the prisoner around, if no one else has already done so.
Medicine: 1d20 + 7 ⇒ (1) + 7 = 8
Once the prisoner has come around, Duncan will interrogate him or her. He will start by being diplomatic. He'll act as translator and let Thak do the diplomatic part.
He'll assist as he thinks of things that might help.
Diplomacy, aid: 1d20 + 3 ⇒ (8) + 3 = 11
If that doesn't work, he'll recommend resorting to threats to see if intimidation can succeed where diplomacy failed. Again, he'll translate and let those better at intimidation do the talking.
Intimidate, aid: 1d20 + 3 ⇒ (14) + 3 = 17
Duncan recommends we focus on finding out what has been done with Cedona. Secondary goal: find out if there are other Azlantis not left behind at the garrison.

Chiaiese |

Sorry, I would have jumped in here but spent the last hour on a review of the Rings of Power finale.
Chiaiese joins Duncan by the captive Azlanti soldier. She
Medicine: 1d20 + 12 ⇒ (2) + 12 = 14 Uh-oh.
"I am not familiar with Azlanti physiology," she admits.

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Thak watches the team work on the unconscious Azlanti for a moment.
“I guess we could rest for a bit and hope he comes around on his own. Our front line needs a few minutes to catch their breath.”
He turns his attention to the gear assembled assembled from the soldiers.
He picks up a taclash and weighs it in his hand, giving a couple of tentative strikes toward the wall. To his shock, he manages to almost hit Neap in the process.
“Oops! Uh, sorry about that, Neap. I was just… um… trying this thing out. Guess I'd better stick with my pistol.”
He quickly puts the taclash back into the pile with its mates and begins restocking his ammo supply from the pistol rounds.

Duncan Sangster |

I'd suggest Thak make an attempt at either diplomacy or intimidation to see if we can make the soldier talk. Duncan's roll was just to aid something with more persuasive abilities. If no one wants to spend time on that now, we can tie him securely and keep exploring.
"We haven't found any one with authority over these mooks. Probably more this way." Duncan will take a share of the ammo. Unless someone else wants to wield one of the semi-auto pistols, there are three with such weapons so we can divvy 8 rounds each.
Duncan looks at a copy of the ship map from earlier that he put in his comm unit. "Looks like we got barracks in the big area an' the bridge at the front. Could be more in either, but since a firefight didnae rouse any mair from the nearest room, we check it first. Then we can pincer the bridge from two directions."

Yoromishtali |

Yoromishtali checks the bindings of the prisoner. He grins at him and says in vesk,
He listens to Duncan's plan. "Good reasoning. Do you have ideas about who is in which group?"
Yoromishtali will spend an RP to heal his SP. He has one left.

Duncan Sangster |

"Let's explore the big room together first. We can split up before we approach the bridge. We can leave someone oot here ta watch fer anyone sneakin' up or away."

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Thak confers with Duncan and the two approach the Azlanti captive.
Thak mentally prepares his plan:
* focus the first questions on determining Cedona’s whereabouts
* get an idea of how many troops are here and where they are
* get more information about the Azlanti troop leaders (we killed one in the barracks, but it seems like there should be more, and they should be higher level)
* see if he recognizes the trident we liberated from the barracks and can give us any information about it (depending on his reaction, our possession of the trident might convince him that we’re people to be obeyed)
Sense motive with expertise: 1d20 + 7 + 1d6 ⇒ (3) + 7 + (5) = 15 Size him up and look for any weaknesses
Diplomacy with support: 1d20 + 12 + 2 ⇒ (14) + 12 + 2 = 28 Dive into questioning

GM Quirk |

The soldier is at first uncooperative. He is professional, only reminding all of you that he is not interested in providing any useful information.
Thak is patient, though. The soldier finally slips, offering the following: his commanding officer is aboard this vessel, and there are plenty of soldiers still with her to "utterly destroy all of you."
He only shrugs when it comes to the issues of Cedona and the trident.

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With the fighting done and the surviving Azlanti being interrogated by their friends, Sevens spends a few minutes scavenging whatever could be useful off the defeated soldiers before approaching Thak.
"What do we do with this one?" They ask while pulling a roll of electrical tape from their person.

Yoromishtali |

"Alright, let's do that," Yoromishtali says climbing down from the cat walk. He walks over to the trident and picks it up. He gives a few practice thrusts, watching the soldier to see if he is offended a vesk is using the trident.
"So, we're done here?" Yoromishtali asks, moving to the next door.

Chiaiese |

Having watched the short interrogation, Chiaiese is suddenly conflicted by Sevens' question. This Azlanti is only alive because they allowed him to live for the purpose of providing intelligence on the remaining areas of the ship. To suggest he gave them anything they could not have reasonably assumed was a stretch.
"He is the enemy." she replies bluntly.
Then to the Azlanti soldier she asks, "Should we kill you now, or take you as a prisoner for the indigenous population to treat as they see fit?"

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”What do we do with this one?” they ask while pulling a roll of electrical tape from their person.
…to the Azlandi soldier she says, ”Should we kill you now, or take you as a prisoner for the indigenous population to treat as they see fit?”
Thak thinks for a moment, then smiles toothily toward their prisoner.
“I think leaving him and anyone else we take alive to the locals is a fitting punishment. Let’s make sure he’s securely bound and unconscious before we go wipe out the bridge crew.”

Duncan Sangster |

"He may be tellin' the truth about the CO, but if there were other soldiers, they'd have ta be in the next room and if they didn't come out after all that fightin' their either dead, asleep, or non-existent. Still, let's be cautious and prepare fer the worst."

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”He may be tellin' the truth about the CO, but if there were other soldiers, they'd have ta be in the next room and if they didn't come out after all that fightin' their either dead, asleep, or non-existent. Still, let's be cautious and prepare fer the worst.”
Thak listens and nods.
“Sounds wise to me, Duncan."
With his pistol up and ready, he nods toward the door off the catwalk.
"If everyone’s ready, let’s finish this and find our friend.”

GM Quirk |

The door to N8 is actually at ground level UNDER the catwalk. Assuming someone opens the door and looks in. You may all move into the room then.
This room contains enough bunk beds for a dozen people. Next to each bunk is a pair of personal lockers, each with a small keypad terminal. Several doors exit the area.
There does not appear to be any occupants in this room.