[SF] Fly Free or Die AP - GM Ewok

Game Master EwokBanshee

Slides


1,351 to 1,400 of 4,948 << first < prev | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | next > last >>
Silver Crusade

Female, CG Ysoki, Soldier1 Envoy 6 | SP /43 HP 29/45| RP 5/9 | EAC 15 KAC 15 | Fort +4; Ref +11; Will +7 | Init: +5 | Perc: +7, SM: +4+1d6 Blindsense Scent 30 | Speed 30ft | Active conditions: Ramen

melissa Winces as she sees Del and heads on down to the defrexes "Heeeere guys. Sorry about that, the scary undead minotaur guy is dead...er? Rehorizontalized. Come on back this way. Pretty please? Try not to step in any more Del she's having a bad day. "

critter diplomacy: 1d20 + 8 + 1d6 ⇒ (16) + 8 + (4) = 28


Female Sarcesian Witchwarper 9 | SP: 45/45, HP: 49/49, RP: 5/5 | EAC 26, KAC 26, CMD 31 | DR: -- Res: Elec 5, Fire 5 | F:+4 R:+10 W:+5 | Init +4 | Perc +0, Diplomacy +14, Social +4, Sense Motive +0 | Acrobatics +16, Culture +13, Life Science +5, Mysticism +16, Physical Science +5, Piloting +20, Profession (chef) +20 | Speed 30 ft., Fly 60 ft. (vacuum) | Spells: 3rd: 4/4, 2nd: 5/5, 1st: 6/6 | InfWrld: 3rd: 4/4, 2nd: 5/5, 1st: 6/6 | Alt. Outcome 1/1, OverloadR 1/1, SeekBr 3/3 | Active Conditions: None

Del zooms off after Melissa in an effort to help her guide the herd back—or at least prevent them from fleeing completely.

Rolling Piloting (+12) to herd them, if I can, otherwise this will be a Diplomacy to aid Melissa (at a +8 bonus instead).
Piloting: 1d20 + 12 ⇒ (6) + 12 = 18

If she has time when the herd's back under control, Del will take a 10-minute rest to regain her SP.


Male Nuar Mercenary Soldier (bombard) 9 | SP 72, HP 69, RP 10/10 | EAC 26, KAC 29, CMD 37, Resist fire 9 | F+7 R+8 W+7 | Init +11 | Perc+1 Social+0 Sense Motive+1 | Acrobatics+15 Athletics+19 Culture+10 Engineering+13 Survival+15 | Speed 50ft | grenade launcher: frag grenade ii (1) | aurora storm doshko: 10/20 | Salvage Grenade: web grenade i | Active Conditions: None

Jaraduk shudders.

Finally. That was no nuar. That was an abomination. Kreech and his smelly meat-baths...

He shakes it off and re-mounts his own defrex so that he can help round up the herd again.

Survival: 1d20 + 8 ⇒ (11) + 8 = 19


Male, CN Space Goblin, Corporate Agent Operative (Free Trader) 9 | SP 54/54 HP 47/47 | RP 10/10 | EAC 27 KAC 28 | Fort +4; Ref +13; Will +8 | Init: +13 | Perc: +16, SM: +16 | Speed 55ft, Swim 20ft | Active conditions: none

Seeing so many others take off to secure the herd, Guess? hikes up to Kreech's body and searches for loot.

"You'd better have some alcohol..." mutters Guess?.

Guess? will also keep an eye out for clues as to who may have hired Kreech.


Male Android (xeno-Dragonkin) Vanguard 9 | SP 99/99 HP 67/67 RP 8/8 | EAC 27 KAC 28 | F +10 R +12 W +5 (+2 vs. paral, pois, disease, mental. Evasion)| Immune Sleep, Flat-footed | Resist Fire 5, Cold 5, DR5/- | EP 1/4 | Init +6 | Perc +13 | Status: --

With the capable members of the party getting the defrex herd back under control, Akh rifles through Kreech's pockets. When he sees Guess? on his way over, he comments "He seemed more the sort to commit wholeheartedly to drinking the blood of his enemies and the tears of their children." Unlike Guess?, Akh focuses his search for any keys that might correspond to a vehicle that got Kreech out here.


NG Male Brakim Mechanic (5) | EAC 22, KAC 24 | SP 40, HP 36, RP 5 | Fort +6, Ref +8, Will +3 (+4 vs Contact & Injury Diseases & Poisons; +8 vs Radiation; Immune to Low & Medium Radiation) | Perc +13 (Add +4 to Search) | Darkvision | Initiative +4 | Speed 30 feet | See Profile for Skills

Strek helps the group up and down the cliff walls with a combination of tech and stretchy appendages.

"Whaddya think the looks are gonna be on their faces when we show up with the whole 100 head herd?"

Grand Lodge

Slides

Akh and Guess? head over to the undead nuar, ready to put his gear to better use. The pair kneel down beside him, working through his armor. Then, giving you a heart-stopping fright, the undead mercenary twitches! His head quickly turns upright, an evil smile on his face. Faster than you're ready for, his hands move to his waist, pulling the pin on a frag grenade II! He coughs, black ichor spraying over both Guess? and Akh's faces. Gurgling in his own blood, he stammers, “It’s EJ Corp—you don’t just get to quit.” A large explosion rocks the plateau, throwing both of your teammates off the now very dead mercenary.

Frag Grenade 2 vs Akh and Guess?: 2d6 ⇒ (1, 4) = 5 Reflex DC 14 for half!

:)

After you get back on your feet and ensure Kreech is dead for real this time, you search his body. His gear is a little singed but salvagable.
The nuar was wearing golemforged plating II and was armed with a maze-core merc minelayer and tactical rail cannon with 60 heavy rounds, a frag grenades II, and 2 web grenades I. Most importantly of all, he has two bottles of exotic liquors that somehow survived the conflict. You also find a locked datapad. Computers check to hack it!

After that frightful encounter, you are able to round up the herd and lead them back to your ship. The three goblins wait for you outside the ship, the Last Chance's air circulators on full blast. Apparently they had a small mishap in the kitchen, trying to make the perfect mac and cheese. You load the defrexes into the ship's hold and prep to go back to town to drop off your rented equipment before heading back to Skitterhaven Ranch for your paycheck. Alright, I've got Del down for a 10 minute rest at some point in there. Akh and Jaraduk, do you want one? Does anyone have any business they want to take care of in the small town outside the reservation prior to heading back to the ranch?

Silver Crusade

Female, CG Ysoki, Soldier1 Envoy 6 | SP /43 HP 29/45| RP 5/9 | EAC 15 KAC 15 | Fort +4; Ref +11; Will +7 | Init: +5 | Perc: +7, SM: +4+1d6 Blindsense Scent 30 | Speed 30ft | Active conditions: Ramen

Comes back and sees undead minotaur chunks all over the place

"GUESS...what on earth did you do? If he hid the liquor in there just BUY some when you get to town. I JUST got Akh de gunked." grumbles and starts to re de gunk Akh.


Male Nuar Mercenary Soldier (bombard) 9 | SP 72, HP 69, RP 10/10 | EAC 26, KAC 29, CMD 37, Resist fire 9 | F+7 R+8 W+7 | Init +11 | Perc+1 Social+0 Sense Motive+1 | Acrobatics+15 Athletics+19 Culture+10 Engineering+13 Survival+15 | Speed 50ft | grenade launcher: frag grenade ii (1) | aurora storm doshko: 10/20 | Salvage Grenade: web grenade i | Active Conditions: None

Does that explosion not set off his other grenades?!

What the!

Jaraduk cowers for a moment and then turns back to see the aftermath of the blast.

That a&#~!$* had to get one last laugh... He grunts derisively.

He approaches his teammates kneeling next to the... pile of body.

Dibs on his grenade collection! What?! This is it?! Sad...

Yes! Jaraduk will take a 10m rest.


Male Nuar Mercenary Soldier (bombard) 9 | SP 72, HP 69, RP 10/10 | EAC 26, KAC 29, CMD 37, Resist fire 9 | F+7 R+8 W+7 | Init +11 | Perc+1 Social+0 Sense Motive+1 | Acrobatics+15 Athletics+19 Culture+10 Engineering+13 Survival+15 | Speed 50ft | grenade launcher: frag grenade ii (1) | aurora storm doshko: 10/20 | Salvage Grenade: web grenade i | Active Conditions: None

Lol, I didn't know they auto-censored :P Or if I knew I forgot.

Grand Lodge

Slides
Jaraduk Cometrunner wrote:
Does that explosion not set off his other grenades?!

Somehow... no.


Male Android (xeno-Dragonkin) Vanguard 9 | SP 99/99 HP 67/67 RP 8/8 | EAC 27 KAC 28 | F +10 R +12 W +5 (+2 vs. paral, pois, disease, mental. Evasion)| Immune Sleep, Flat-footed | Resist Fire 5, Cold 5, DR5/- | EP 1/4 | Init +6 | Perc +13 | Status: --

Reflex: 1d20 + 8 ⇒ (7) + 8 = 15

Akh basically takes the grenade to the face, but the naturally deflective metal plates that make up his body manage to avert more serious damage. He shakes a little to get ichor off himself, commenting "Well, that is reassuring. If all EJ wanted to throw at us was this relatively mediocre assassin slash mercenary, then they clearly don't mind too much that we quit and stole their fancy ship. They could have spent a bit more cash for a nice orbital bombardment, or even a real professional execution squad, but they decided to skimp."

"Oh, thank you Melissa. That is very nice of you." He lowers down to get the more gunked up parts of his chassis closer to the ysoki.

I'll definitely rest on the starship trip back.


1 person marked this as a favorite.
Male, CN Space Goblin, Corporate Agent Operative (Free Trader) 9 | SP 54/54 HP 47/47 | RP 10/10 | EAC 27 KAC 28 | Fort +4; Ref +13; Will +8 | Init: +13 | Perc: +16, SM: +16 | Speed 55ft, Swim 20ft | Active conditions: none

Reflex: 1d20 + 8 ⇒ (1) + 8 = 9

"Well that mutha... grrrrr... But on the bright side... ALCOHOL!!! WooHOO!"

Guess?, covered in undead nuar guts, stands up straight and holds the two bottles up high in triumph!

---------

Melissa_Norveg wrote:

Comes back and sees undead minotaur chunks all over the place

"GUESS...what on earth did you do? If he hid the liquor in there just BUY some when you get to town. I JUST got Akh de gunked." grumbles and starts to re de gunk Akh.

Similar to a dog soaked in water shakes itself to dry off, Guess? shakes himself to throw off nuar gunk onto the newly re-de-gunked Akh.

"kekeke"

---------
Speaking to the rest of the entire party, "So guys, good news and bad news. Good news is we know who sent Kreech after us. Bad news is that it is a multi-billion credit megacorp with deep pockets who also happen to have all of our personal information within their HR files. It's EJ. They sent Kreech to kill us. I suppose EJ doesn't want other employees getting the idea that they can quit and actually cash in on shares.

"Akh, you wanna add EJ to the list of entities / people who want us dead? Have we exceeded a half dozen high-powered enemies yet?"

Guess? hands Kreech's datapad to Melissa and Strek, "Think you can hack this? Kreech was carrying it around. Maybe we can impersonate Kreech and find out who within EJ hired him. Or better yet, fake our deaths and collect Kreech's payday!"

Silver Crusade

1 person marked this as a favorite.
Female, CG Ysoki, Soldier1 Envoy 6 | SP /43 HP 29/45| RP 5/9 | EAC 15 KAC 15 | Fort +4; Ref +11; Will +7 | Init: +5 | Perc: +7, SM: +4+1d6 Blindsense Scent 30 | Speed 30ft | Active conditions: Ramen

Melissa glares. Takes out the goblin hygine kit, loads in the soap container and CHUNKCHUNKS the supersoaker like pump to power it up to "Deluge" .... "NEITHER of you are coming on board with bits of mad cow on you. "

For the datapad

"For the password. Lets see. I want my babybackbabybackbabyback ribs...."

computers: 1d20 + 9 ⇒ (9) + 9 = 18


Male, CN Space Goblin, Corporate Agent Operative (Free Trader) 9 | SP 54/54 HP 47/47 | RP 10/10 | EAC 27 KAC 28 | Fort +4; Ref +13; Will +8 | Init: +13 | Perc: +16, SM: +16 | Speed 55ft, Swim 20ft | Active conditions: none

Haha! I didn't expect defrex herding would be such dirty business! And I forgot to mention earlier. Guess? will also take a 10 min rest.


1 person marked this as a favorite.
NG Male Brakim Mechanic (5) | EAC 22, KAC 24 | SP 40, HP 36, RP 5 | Fort +6, Ref +8, Will +3 (+4 vs Contact & Injury Diseases & Poisons; +8 vs Radiation; Immune to Low & Medium Radiation) | Perc +13 (Add +4 to Search) | Darkvision | Initiative +4 | Speed 30 feet | See Profile for Skills

Strek bends over Melissa's shoulder and points to the bottom right of the digital keypad.

"Any key."

Computers, Aid: 1d20 + 9 ⇒ (6) + 9 = 15

Silver Crusade

Female, CG Ysoki, Soldier1 Envoy 6 | SP /43 HP 29/45| RP 5/9 | EAC 15 KAC 15 | Fort +4; Ref +11; Will +7 | Init: +5 | Perc: +7, SM: +4+1d6 Blindsense Scent 30 | Speed 30ft | Active conditions: Ramen

OHS....and flicks away a bit of necrotic nuar nugget that was covering the all important key and gives it a poke.

Grand Lodge

Slides

Melissa and Strek manage to hack into the datapad without much effort. It seems the device was recently factory reset, about two days ago. The stock email (What is the Starfinder version of email? Interdrift comms?) application has only one message from an encrypted source, sent just a few hours ago.


Mr. Nakkan,

I hope your journey to Vesk-2 was pleasant. The "weather-monitoring" satellites above the planet have tracked the Last Chance to Yiti Preserve. Vesk cultural consultants say they are likely heading through Kahrudi Canyon using a local predator as mounts. The ship will return for you in 72 hours. Good luck.

Remember, the Sarcesian must be brought in alive. The others are disposable.

-ER

Status!
Akh SP 27/27 HP 20/25 RP 1/3
Strek SP 20/20 HP 24/24 RP 2/3
Guess? SP 18/18 HP 17/17 | RP 4/5
Jaraduk SP 21/21, HP 25/27, RP 3/4, Latent Radiation Sickness
Del SP: 15/15, HP: 17/19, RP: 3/5
Melissa SP 19/19 HP 21/21 | RP 4/4

After taking a breather, you head back to town where you return your borrowed and loaned equipment. The sun is beginning to set as you board your ship. There's about six more hours left in the day, plenty of time to deliver the defrexes and get paid before settling into the plush guest cottages at the Skitterhaven Ranch. After throwing out Fleagreeb, Rattlesnarp, and Goog's failed macaroni (which more closely resembles burnt clay at this point) you start your trip around the planet. The ship can easily make the several hour journey on auto-pilot so you all gather at the kitchen for some well-earned grub.

DC 14 Perception check:

From your location in the ship, you hear several of the defrexes howling, barking, and scraping at the walls of the cargo hold. What do you do?


1 person marked this as a favorite.
NG Male Brakim Mechanic (5) | EAC 22, KAC 24 | SP 40, HP 36, RP 5 | Fort +6, Ref +8, Will +3 (+4 vs Contact & Injury Diseases & Poisons; +8 vs Radiation; Immune to Low & Medium Radiation) | Perc +13 (Add +4 to Search) | Darkvision | Initiative +4 | Speed 30 feet | See Profile for Skills
The encrypted message wrote:
The others are disposable.

"Ha! Joke's on them. Brakim are so irradiated we take centuries to decompose."

Perception (3 ranks): 1d20 + 7 ⇒ (9) + 7 = 16

"Uhh.. do we need to give them water, or something?"

Silver Crusade

Female, CG Ysoki, Soldier1 Envoy 6 | SP /43 HP 29/45| RP 5/9 | EAC 15 KAC 15 | Fort +4; Ref +11; Will +7 | Init: +5 | Perc: +7, SM: +4+1d6 Blindsense Scent 30 | Speed 30ft | Active conditions: Ramen

"Only if they spilled the three bowls I left in there...

She'll HORMPH as much non goblin dinner into her cheekpouch as she can fit for later and head down to the cargo hold.

"Hey guys whats wrong? " she'll try to hear if the wildwise can translate the growling at all. Thoughts on platos republic are out but "hey you!" or "FOOD" or "water" or "ow stop biting me" should be translatable.

Is there an airvent or something an especially squishy ysoki can squeeze through to take a peek?


Male, CN Space Goblin, Corporate Agent Operative (Free Trader) 9 | SP 54/54 HP 47/47 | RP 10/10 | EAC 27 KAC 28 | Fort +4; Ref +13; Will +8 | Init: +13 | Perc: +16, SM: +16 | Speed 55ft, Swim 20ft | Active conditions: none
GM Ewok wrote:

Mr. Nakkan,

I hope your journey to Vesk-2 was pleasant. The "weather-monitoring" satellites above the planet have tracked the Last Chance to Yiti Preserve. Vesk cultural consultants say they are likely heading through Kahrudi Canyon using a local predator as mounts. The ship will return for you in 72 hours. Good luck.

Remember, the Sarcesian must be brought in alive. The others are disposable.

-ER

"Heya Del. I guess it's safe to say that your sister figured us out and wants the ship back. Oh and except for you, wants the rest of us dead as well.

"But hey!! Look at the bright side! If it were any of my three dozen siblings, they'd just want me dead along with the rest of the crew. HOWEVER, your sister actually wants you alive! That's good news, amirite?!?"

Does the datapad have any indication of where that ship will land in 72 hour's time?

"Heya Melissa and Strek, not sure if it's possible but ya might want to see if there's some way to jam those "weather-monitoring" satellites to prevent them from tracking us. That'd probably help slow down any additional assassins gunnin' for us."

Grand Lodge

1 person marked this as a favorite.
Slides

Looking at the datapad, it doesn't have any indication of where the dropoff or pickup location were. It seems Kreech just had to find his way back to wherever it was in the next three days to catch a ride. Looking up those satellites on the net, you find that the Evgeniya-Jaimisson sells weather satellites to many planetary governments for less than their cost. Multiple think pieces online point out that the contracts give EJ corp "full ownership over all incidental surveillance data captured during typical weather monitoring activities". The EJ firewall is tight enough to keep you out, though you can use this knowledge to fly differently, on planets with the EJ system installed, to throw them off your scent. You can make a piloting check when travelling around a planet to avoid detection. You can also make a Scan check when approaching a new planet to detect the satellite presence.

Melissa heads into the cargo hold, closing the doors behind her so no defrexes head out to explore the rest of the ship. Does anyone else head into the cargo hold with her? I've marked everybody's places on the map, for reference. (Galley is on the second floor, connected to the first floor - with the cargo hold - via a hover lift.) The defrexes are crammed into the space, completely filling the bay. Most of the animals cries roughly translate to fear and concern. There is a small group of five defrexes near the door of the room that are being avoided by the remainder of the herd - who push against the walls to get away from them. These five are the most distressed, howling in pain from where they lay on the floor. The mold in Melissa's brain translates their cries to pain, stomach, and burning.

Wildwise is so OP and it isn't even that niche! I've placed a defrex model in the cargo hold to represent the area the hurt defrexes are taking up. The remainder of the cargo hold is jam packed with the other 95 defrexes.

Silver Crusade

Female, CG Ysoki, Soldier1 Envoy 6 | SP /43 HP 29/45| RP 5/9 | EAC 15 KAC 15 | Fort +4; Ref +11; Will +7 | Init: +5 | Perc: +7, SM: +4+1d6 Blindsense Scent 30 | Speed 30ft | Active conditions: Ramen

"Hey guys, Five of the defrex aren't feeling so good. Can I get Akh and Narduck down here? Strek, can you Google "bad enough to make a defrex sick" and hope it's a short list? And uhm.. did we ever establish who's the doctor? These guys seem to have eaten something pretty bad....they didn't get any of the necronuarnuggets off the ground or lick Guess did they? It's probably something they ate but armor seals up just in case. At the least it will keep the Defrexupchuck out of your fur. OH, and if any face huggers burst out of their stomachs I'll be the gray colored blur heading THATAWAY. "

Melissa will take her own advice with the armor seals and take a look

medicine: 1d20 + 8 ⇒ (9) + 8 = 17

"Think we could move the sick guys into the hallway? Its Akh sized so there's plenty of room for them. They couldn;t make guess' room worse... "

"It's alright. Did you eat anything unusual. Did anyone see them eat anything weird? Anyone seen this before? No need to panic and trample anyone short and furry"

dr doolittlediplomacy: 1d20 + 7 + 1d6 ⇒ (4) + 7 + (1) = 12

The player is so used to talking to critters it feels weird when my character can't. :)


NG Male Brakim Mechanic (5) | EAC 22, KAC 24 | SP 40, HP 36, RP 5 | Fort +6, Ref +8, Will +3 (+4 vs Contact & Injury Diseases & Poisons; +8 vs Radiation; Immune to Low & Medium Radiation) | Perc +13 (Add +4 to Search) | Darkvision | Initiative +4 | Speed 30 feet | See Profile for Skills

Having gotten used to being surrounded by the death furballs, Strek checks the ship's available medical supplies and hands them to Melissa as she needs them, given the tight space.

Medicine, Aid: 1d20 + 6 ⇒ (18) + 6 = 24


2 people marked this as a favorite.
Male Nuar Mercenary Soldier (bombard) 9 | SP 72, HP 69, RP 10/10 | EAC 26, KAC 29, CMD 37, Resist fire 9 | F+7 R+8 W+7 | Init +11 | Perc+1 Social+0 Sense Motive+1 | Acrobatics+15 Athletics+19 Culture+10 Engineering+13 Survival+15 | Speed 50ft | grenade launcher: frag grenade ii (1) | aurora storm doshko: 10/20 | Salvage Grenade: web grenade i | Active Conditions: None
GM Ewok wrote:
(What is the Starfinder version of email? Interdrift comms?)

Infosphere => SphereMail (is what I've used a couple of times)


Male Nuar Mercenary Soldier (bombard) 9 | SP 72, HP 69, RP 10/10 | EAC 26, KAC 29, CMD 37, Resist fire 9 | F+7 R+8 W+7 | Init +11 | Perc+1 Social+0 Sense Motive+1 | Acrobatics+15 Athletics+19 Culture+10 Engineering+13 Survival+15 | Speed 50ft | grenade launcher: frag grenade ii (1) | aurora storm doshko: 10/20 | Salvage Grenade: web grenade i | Active Conditions: None

Sooooo... somebody is returning for Kreech. I wonder if we should intercept them or steer clear. Of course we don't know where... It sure would be sweet to send a message back to EJ.

-----------------

Jaraduk reports for duty down in front of the cargo bay.

Um, I'm not exactly a vet. What's the plan here? Did we uh, forget to feed or water them?

The nuar looks them over to see if anything else stands out to him, or if it looks like they've eaten something bad that was laying around in the hold.

Survival: 1d20 + 8 ⇒ (17) + 8 = 25 maybe?


M Large Canine Level 3 druid

Photonmail?


2 people marked this as a favorite.
Female Sarcesian Witchwarper 9 | SP: 45/45, HP: 49/49, RP: 5/5 | EAC 26, KAC 26, CMD 31 | DR: -- Res: Elec 5, Fire 5 | F:+4 R:+10 W:+5 | Init +4 | Perc +0, Diplomacy +14, Social +4, Sense Motive +0 | Acrobatics +16, Culture +13, Life Science +5, Mysticism +16, Physical Science +5, Piloting +20, Profession (chef) +20 | Speed 30 ft., Fly 60 ft. (vacuum) | Spells: 3rd: 4/4, 2nd: 5/5, 1st: 6/6 | InfWrld: 3rd: 4/4, 2nd: 5/5, 1st: 6/6 | Alt. Outcome 1/1, OverloadR 1/1, SeekBr 3/3 | Active Conditions: None

Del groans loudly, and slumps over the table, forehead resting on her heads. "Oh, I'm the worst sister ever!"

A short time late, when they mention the weather satellites, Del raises her head, remarks, "No worries. Now that I know I can fly to avoid them. As long as someone can pick them up on the scanners, that is." Then she slumps her head back down on the table and groans some more.

At hearing some of the defrex are sick, Del pops her head up from the tabletop and looks worried. "Hope it's not contagious..." She activates her armor seals and heads down to take a look. "I think you're right. It might be better to isolate those defrex from the others... Thoughts?"

Mysticism: 1d20 + 8 ⇒ (2) + 8 = 10

If it's not magical...
Del shrugs and remarks, "I'm not a doctor. But, I can whip up some tasty food for the other defrex."

Del goes to prep some defrex chow for the other (healthy) defrex to eat when they're less panicked.
Defrex Chow (Chef): 1d20 + 10 ⇒ (2) + 10 = 12

Wooo! Rolling in the 2s today. It's clearly gonna be a good day.

Grand Lodge

Slides

As the rest of the group heads down to investigate, your three goblin stowaways decide to stay in the galley to enjoy the unburnt meal that was prepared for them.

Unfortunately, no good deed goes unpunished...

As the group looks over the injured defrexes, the sound of distressed predators builds to a terrifying volume before tremendous, deafening explosions reverberate through the starship. The five injured defrexes explode, spraying gore all over the room. Jaraduk, Strek, and Melissa are knowledgeable enough to notice that the explosions came from the animal's stomachs - though they seemed to come from a large area within each defrex rather than one isolated charge. Unfortunately for those trying to tend to the animals, the explosion singes their armor and knocks them prone! Behind you, the doors between the cargo bay and the remainder of the ship blow off their hinges from the force of the blast.

Fire damage, Reflex DC 14 for half: 5d6 ⇒ (2, 6, 5, 2, 3) = 18 Let's say... Looks like Jaraduk, Strek, Melissa, Del get hit.

5 Defrex Dead. 95 Remaining.

As the explosion rocks the ship, two alarms go off. One, the fire alarm, you've heard before - mainly in the galley. The other is a delicate elven woman's voice. ELECTROMAGNETIC PULSE DETECTED. POWER LOSS IMMINENT. Seconds later, the ship's lights flicker and the starship temporarily loses power. Due to the explosions, the sudden darkness, or the raw fear in the room, the surviving herd stampedes out into the hallway of the Last Chance, thrashing over one another and barreling down the starship’s cramped corridor. As the defrexes stampede through the ship, anyone caught in the way must withstand the animals as they bite, claw, and slam into each other as they stampede throughout the ship.

slashing, piercing, and bludgeoning damage (Reflex DC 14 half): 3d6 ⇒ (5, 2, 4) = 11 This one hits everybody.

The animals are soon bursting into the arcane laboratory (area 2) and tech workshop (area 5). Several stagger into the ship’s hover lift (area 7) — which has been damaged by the EMP and is moving erratically up and down between decks — and reach the holographic amusement chamber (area 14). You immediately realize the ship has lost power, and are witnessing the wild animals charging through the corridors in real time. However, you can’t detect the specific malfunctions in each of the ship’s chambers from where you are, especially with the ship’s computer shut down. It seems the crew must discover the explosive consequences firsthand as you regain control of the ship room by room! But, time is against you! Just hearing the chaos within the vessel, you guess that the defrex herd will continue to suffer fatalities as time goes on - either slain by the various hazardous malfunctions on the ship, exploding from whatever just happened, or simply harming themselves in their panic. Thankfully the gravity is still on, the ship still has atmosphere, and the ship electronics are slowly coming back on. Though, the EMP seems to have short-circuited a few pieces of technology that are now acting haywire.

Alright... Amid the panic and confusion, the crew must disable the hazards in areas 2, 5, 10, and 14. Each failed attempt to disable any of the four traps results in the deaths of 5 defrexes. Time is also against the crew; every 5 turns, 5 more defrexes perish. And therein lies the issue... If you stick together, you'll be able to tackle each room's hazard easily. If you move about the ship individually, you will be attempting difficult checks on your own - never mind possibly encountering a hazard you're untrained in.

The crew takes a few seconds to devise a plan as the emergency lighting flickers back on... How will you split up? Which rooms will you clear first? How will you restore order to this ship?!

Grand Lodge

Slides

...

Silver Crusade

1 person marked this as a favorite.
Female, CG Ysoki, Soldier1 Envoy 6 | SP /43 HP 29/45| RP 5/9 | EAC 15 KAC 15 | Fort +4; Ref +11; Will +7 | Init: +5 | Perc: +7, SM: +4+1d6 Blindsense Scent 30 | Speed 30ft | Active conditions: Ramen

reflex 1: 1d20 + 6 ⇒ (15) + 6 = 21

reflex 2 : 1d20 + 6 ⇒ (3) + 6 = 9

Melissa hits the deck and then springs back up to her feet, wipes the defrex gore off her visor just in time to see a herd of defrex trampling down on top of her and then gets knocked back down again.

"What the... WHO or WHAT gave them belly bombs?!?!? Someone re re animate that strip of leather so I can sandstone his **chittering** **chitter** into his **chitter!**"

"Two groups The boys Jarduck Strek and Guess, then Me Del and Akh for group 2. That sound good? " She starts walking towards the back of the cargo area, then turns around and heads for the elevator. "Or does someone without a concussion have a better idea?"


NG Male Brakim Mechanic (5) | EAC 22, KAC 24 | SP 40, HP 36, RP 5 | Fort +6, Ref +8, Will +3 (+4 vs Contact & Injury Diseases & Poisons; +8 vs Radiation; Immune to Low & Medium Radiation) | Perc +13 (Add +4 to Search) | Darkvision | Initiative +4 | Speed 30 feet | See Profile for Skills

Reflex #1: 1d20 + 6 ⇒ (16) + 6 = 22

Reflex #2: 1d20 + 6 ⇒ (9) + 6 = 15

Will have to post again when I'm done with my shift, but, we no longer have an Arcane Laboratory. It's one of the sections we cannibalized for Build Points during our last retrofit.

Grand Lodge

1 person marked this as a favorite.
Slides
Strek Armstrom wrote:
... we no longer have an Arcane Laboratory. It's one of the sections we cannibalized for Build Points during our last retrofit.

RIGHT! Then... they're... in... the... Power Core! Close enough, methinks.


4 people marked this as a favorite.
Male, CN Space Goblin, Corporate Agent Operative (Free Trader) 9 | SP 54/54 HP 47/47 | RP 10/10 | EAC 27 KAC 28 | Fort +4; Ref +13; Will +8 | Init: +13 | Perc: +16, SM: +16 | Speed 55ft, Swim 20ft | Active conditions: none

Guess? tries to comfort Del, "Oh don't feel so bad! You're not the WORST sister ever! Have you ever hired assassins? No! Have you ever stolen someone else's life's wor.... Have you ever hired assassins? NO!!"

Seeing the results of Del's defrex chow, Guess? steers her away from the autochef and says, "How about we leave the autochef on auto mode for now, yah? Here, have some mac and cheese, it'll make you feel better, goblin's honor!"

------

After the defrexes explode, Guess? says, "Strek, Melissa, you know I was JUST KIDDING about that exploding cattle as mobile mines weaponry business idea, right? Well, sort of - but I didn't expect you two to whip up a prototype so fast... and not ON our ship!

"On the bright side, Akh wasn't there for the defrexplosion and doesn't need a gore de-gunking, amirite?!?!?"

Guess? then whispers to Akh, "Hey when the emergency is over, can you do me a favor and go roll around in some of the defrex gore to coat yourself, then do a little dance in front of Melissa? Thanks buddy!!"

Responding to Melissa's proposal to split into two teams, "Sounds good to me, let's get on it!" Guess? moves to team up with Jaraduk and Strek.

Y'know, considering we were looking like we were in pretty good shape to deliver this cargo, I was wondering how the adventure path was going to not let us get away with earning all those build points. Now that the shoe has dropped, I see we'll be spending all our earnings on repairing the ship!


1 person marked this as a favorite.
Male Android (xeno-Dragonkin) Vanguard 9 | SP 99/99 HP 67/67 RP 8/8 | EAC 27 KAC 28 | F +10 R +12 W +5 (+2 vs. paral, pois, disease, mental. Evasion)| Immune Sleep, Flat-footed | Resist Fire 5, Cold 5, DR5/- | EP 1/4 | Init +6 | Perc +13 | Status: --

Just double checking, but defrexes aren't naturally explosive, are they? We did succeed on some life science checks earlier.

Reflex: 1d20 + 8 ⇒ (1) + 8 = 9

Akh peeks out of the side room where he had been coiled up and zoning out, only to have three rambunctious defrexes clawing him as they run past. He stares down both sides of the corridor. After a long delay he says "Oh, that seems like it shouldn't be happening. I wonder how long we will stay airborne after an EMP pulse. Probably not very long." He sinuously weaves through the hall until he joins Melissa "Yes, I am here. Where are we going first?"

That group split seems pretty good. I imagine multiple hazards will benefit from engineering/computers.


Male Nuar Mercenary Soldier (bombard) 9 | SP 72, HP 69, RP 10/10 | EAC 26, KAC 29, CMD 37, Resist fire 9 | F+7 R+8 W+7 | Init +11 | Perc+1 Social+0 Sense Motive+1 | Acrobatics+15 Athletics+19 Culture+10 Engineering+13 Survival+15 | Speed 50ft | grenade launcher: frag grenade ii (1) | aurora storm doshko: 10/20 | Salvage Grenade: web grenade i | Active Conditions: None

Reflex DC 14: 1d20 + 3 ⇒ (13) + 3 = 16

Jaraduk moves quickly to shield his face, but it doesn't matter and he soon lands on the ground like the others.

Oh that is just groooss! I just got this cowboy hat. I wonder if it's machine wash or if these defrex guts stain. It's the important things, y'know.

Then the thundering herd comes in the dark.

No no no no no no! Watch the hat! Ow ow ow.

Reflex DC 14: 1d20 + 3 ⇒ (11) + 3 = 14

Jaraduk mutters back to Melissa I have a concussion and I have no ideas.

He falls in with his new "team" anyways.

I never thought I'd die in space, trampled by livestock in a powerless ship. Tell the world my story...

I assume team "dudes" is heading to one of the rooms to learn what our skill challenge is, as Jaraduk takes on a little of Akh's Eeyore.


NG Male Brakim Mechanic (5) | EAC 22, KAC 24 | SP 40, HP 36, RP 5 | Fort +6, Ref +8, Will +3 (+4 vs Contact & Injury Diseases & Poisons; +8 vs Radiation; Immune to Low & Medium Radiation) | Perc +13 (Add +4 to Search) | Darkvision | Initiative +4 | Speed 30 feet | See Profile for Skills

Strek extendo-stands up and practically molds himself to the bulkhead to avoid as much contact with the defrexes as possible.

"I say Power Core first. If we let it simmer too long we lose everything."


1 person marked this as a favorite.
Male Nuar Mercenary Soldier (bombard) 9 | SP 72, HP 69, RP 10/10 | EAC 26, KAC 29, CMD 37, Resist fire 9 | F+7 R+8 W+7 | Init +11 | Perc+1 Social+0 Sense Motive+1 | Acrobatics+15 Athletics+19 Culture+10 Engineering+13 Survival+15 | Speed 50ft | grenade launcher: frag grenade ii (1) | aurora storm doshko: 10/20 | Salvage Grenade: web grenade i | Active Conditions: None

Let's do it before more of those defrex'nades go off! Totally not my style! I reckon. The cowboy hat is fading. There's little time left...

Three-point stance: nailed it

Yeah power core sounds good.

Silver Crusade

Female, CG Ysoki, Soldier1 Envoy 6 | SP /43 HP 29/45| RP 5/9 | EAC 15 KAC 15 | Fort +4; Ref +11; Will +7 | Init: +5 | Perc: +7, SM: +4+1d6 Blindsense Scent 30 | Speed 30ft | Active conditions: Ramen

"Boys, power core. Gir..well not boys Elevator. Guess, we investigate your war crimes later. The rec area should be safe right? WHo was there last and what sim was it set to? "

Grand Lodge

2 people marked this as a favorite.
Slides

Status!
Akh SP 16/27 HP 20/25 RP 1/3
Strek SP 5/20 HP 24/24 RP 2/3
Guess? SP 12/18 HP 17/17 | RP 4/5 Reflex DC 14 to avoid 5 damage.
Jaraduk SP 6/21, HP 25/27, RP 3/4, Latent Radiation Sickness
Del SP: 0/15, HP: 17/19, RP: 3/5, Reflex DC 14 to avoid 9 damage. Reflex DC 14 to avoid 5 damage.
Melissa SP 0/19 HP 20/21 | RP 4/4

Whether due to your knowledge of native vesk wildlife, or referencing the Taming the Herd: The Secrets of Kamazren Ranch book, you are quite convinced that defrex do not naturally explode. This was something artificial, and intentional. Thoroughly beat up from the explosion and stampede, you split up to tackle the ship's problems. You can have multiple people attempt to solve these skill challenges, or one person with up to two aids. In order to attempt the roll you must enter the room and likely suffer a trap attack.

Round 1
The group splits up and heads to the respective rooms.

Round 2: holographic amusement chamber (14): Melissa, Del, Akh
You head into the erratic elevator, upstairs to where a number of defrexes at milling about. The electromagnetic pulse has severely damaged the HAC; it now runs a combat simulation of three skittermander commandos and a vesk warrior, all of whom furiously attack the panicked defrexes. To make matters worse, the Last Chance's hybrid magic has made the holograms into hard light, capable of inflicting real harm. When the crew arrive in this room, the holograms turn away from the animals and focus their attacks on them. Melissa immediately recognizes the holograms as characters from a popular children’s trivid, Skittersoldiers: Nufriends of Destruction. You realize that to disable the trap, you must either destroy the hardlight holograms in combat, disassemble the malfunctioning projectors, or reprogram the computer. Disable Computers DC 20 (to reprogram the simulation) or Mysticism DC 20 (to dispel the magical energies making the holograms physical) or fight the simulations.

Folks who head into the room to disable the hazard...:

hardlight rounds @ Poster 1: 1d20 + 14 ⇒ (17) + 14 = 31
P: 2d6 ⇒ (3, 6) = 9

hardlight rounds @ Poster 2: 1d20 + 14 ⇒ (10) + 14 = 24
P: 2d6 ⇒ (3, 5) = 8

hardlight rounds @ Poster 3: 1d20 + 14 ⇒ (2) + 14 = 16
P: 2d6 ⇒ (3, 4) = 7

---

Round 2: power core, (4): Strek, Jaraduk, Guess?
The panicked and wounded defrexes that ran down the port branch of the ship’s corridors were forced into this area, knocking over containers of sensitive fuel and maintenance oils and damaging the techno-magical hybrid equipment that has released harmful energies. The chaos further fuels the herd’s panic, and the defrexes rend and claw each other amid the confusion. You quickly realize that to disable the trap, you must calm the beasts to get them to stop fighting or diffuse the effects of the damaged power core to end the chaos. Disable: Survival DC 20 (to calm the animals down) or Mysticism/Engineering DC 20 (to dispel the techno-magical energies stirring the defrexes into a frenzy).

Perception, DC 23:

1d6 ⇒ 5
You notice a strobing white light emenating from the power core! The defrexes must have knocked off a safety panel. If you head into the room, you'll be blinded for 1 round (Fortitude DC 13 negates). If you're blinded, you won't be able to calm the animals down or fix the power core! There's not much you can do to avoid this one, other than sending in multiple people and hope one of them will be able to see.

Folks who head into the room to disable the hazard...:

The strobing white light from the power core nearly blinds you! Pass a Fortitude DC 13 or be blinded for 1 round!

---

Also, I was incorrect earlier. There isn't a hazard in the elevator. Right now there's just the HAC, Power Core, Tech Workshop, and herding the defrexes back to the cargo hold.

Silver Crusade

1 person marked this as a favorite.
Female, CG Ysoki, Soldier1 Envoy 6 | SP /43 HP 29/45| RP 5/9 | EAC 15 KAC 15 | Fort +4; Ref +11; Will +7 | Init: +5 | Perc: +7, SM: +4+1d6 Blindsense Scent 30 | Speed 30ft | Active conditions: Ramen

"Oh hey it's Garbleblast...erm. I mean. That guy from that show that's totally for kids...Hey is that his octo barreled diaphasic proton " wathutnkthuawatunk ...."Omffs....yes..Yes it is..Computer run Melissa Cheesey Oh One.... how much trouble could they get into in a ball pit. "

computers: 1d20 + 9 ⇒ (15) + 9 = 24


1 person marked this as a favorite.
Male Nuar Mercenary Soldier (bombard) 9 | SP 72, HP 69, RP 10/10 | EAC 26, KAC 29, CMD 37, Resist fire 9 | F+7 R+8 W+7 | Init +11 | Perc+1 Social+0 Sense Motive+1 | Acrobatics+15 Athletics+19 Culture+10 Engineering+13 Survival+15 | Speed 50ft | grenade launcher: frag grenade ii (1) | aurora storm doshko: 10/20 | Salvage Grenade: web grenade i | Active Conditions: None

Oh no, they're riled up again, I reckon! Hang on little cowboy hat!

Jaraduk rushes into the room with intentions of calming them down.

Whoa... those lights.

Fortitude, DC13: 1d20 + 3 ⇒ (11) + 3 = 14

He's able to fight off the effect and retain his vision, but struggles mightily with calming down the beasts.

Survival DC 20: 1d20 + 8 ⇒ (7) + 8 = 15


1 person marked this as a favorite.
Male, CN Space Goblin, Corporate Agent Operative (Free Trader) 9 | SP 54/54 HP 47/47 | RP 10/10 | EAC 27 KAC 28 | Fort +4; Ref +13; Will +8 | Init: +13 | Perc: +16, SM: +16 | Speed 55ft, Swim 20ft | Active conditions: none

Guess? dives in after Jaraduk...

Fort: 1d20 + 2 ⇒ (17) + 2 = 19

Reacting to the lights, "Gobbammit that's bright!"

Then wielding some mac n cheese (notably not the defrex chow), Guess? offers some food to try and calm down the rampaging animals.

Survival: 1d20 + 8 ⇒ (15) + 8 = 23


Male Android (xeno-Dragonkin) Vanguard 9 | SP 99/99 HP 67/67 RP 8/8 | EAC 27 KAC 28 | F +10 R +12 W +5 (+2 vs. paral, pois, disease, mental. Evasion)| Immune Sleep, Flat-footed | Resist Fire 5, Cold 5, DR5/- | EP 1/4 | Init +6 | Perc +13 | Status: --

Akh's mostly no good with either skill and I think fighting the holograms seems very incorrect. Do we *need* have all have actions each round or can we cheer for Melissa on the sidelines?


NG Male Brakim Mechanic (5) | EAC 22, KAC 24 | SP 40, HP 36, RP 5 | Fort +6, Ref +8, Will +3 (+4 vs Contact & Injury Diseases & Poisons; +8 vs Radiation; Immune to Low & Medium Radiation) | Perc +13 (Add +4 to Search) | Darkvision | Initiative +4 | Speed 30 feet | See Profile for Skills

Fortitude: 1d20 + 4 ⇒ (17) + 4 = 21

"Kinda reminds me of that club we went to. There could even be a bloodbath if we don't get this all fixed."

While Jaraduk distracts the herd, Strek gets to work.

Engineering (3 ranks): 1d20 + 14 ⇒ (9) + 14 = 23

Strek has lots of circumstantial bonuses so I'll just list them all here in the hopes one might apply:
• +4 vs Traps
• +4 to Repair a starship's hull
• DC –5 to Repair, Hold it Together, Patch, & Quick Fix

Grand Lodge

Slides

Cheering is a very valid choice in this situation, since everyone in the room gets hit by whatever the hazard is!

Melissa dives into the holographic amusement chamber as Akh and Del cheer her on. The ysoki goes in and out of defrex legs and hardlight skittermander arms, only taking one hardlight blade during her passage. On the other side of the room she makes a few keystrokes to switch the program back to holo-light. The children's program continues as normal, fighting and dancing around and through the defrexes without any more danger. Though Melissa plays off the hardlight attack, you do see a pool of blood staining her armor around the newly-sealed wound.

Below, the gang avoids looking directly into the power core (no matter how tempting) and gets to work. Guess? calms down the defrexes just as Strek patches up the power core. The flickering light stops and the engines begin to turn back on. Yepp, the trap circumstance bonus definitely counts, and the hull-fixing almost counts too! Not that you needed them both, lol.

Guess Reflex, Round 1: 1d20 + 8 ⇒ (19) + 8 = 27
Del Reflex, Round 1: 1d20 + 6 ⇒ (17) + 6 = 23

The ship is slowly recovering from the EMP as you work. At this point the regular lights come on, the emergency lights turn off, and the emergency fire alarm begins blaring again.


Akh SP 16/27 HP 20/25 RP 1/3
Strek SP 5/20 HP 24/24 RP 2/3
Guess? SP 12/18 HP 17/17 | RP 4/5
Jaraduk SP 6/21, HP 25/27, RP 3/4, Latent Radiation Sickness
Del SP: 0/15, HP: 17/19, RP: 3/5
Melissa SP 0/19 HP 11/21 | RP 4/4

Round 3
The group on the upper level herd their defrexes down to the main floor while the lower group pushes their defrexes out into the hallway, closing the doors behind them. Having handled their problem so quickly, the lower group looks inside the tech workshop on the way to regroup with Akh, Del, and Melissa. It seems the defrexes that fled down the starboard branch of the ship’s corridor were forced into the workshop, damaging the laser welders. Now, two robotic arms erratically swing about, arcing laser beams in all directions. As you reconvene near the doors of the tech workshop, you hear a secondary explosion rock the ship - coming from the rear, near the cargo hold!

Engineering, DC 18:

That EMP may have upset one of the hybrid systems that support the null-space cargo hold. Perhaps an electrical system or a magical linkage blew.

The air immediately begins being sucked out of the hallway, towards the cargo hold. If you were still working on a task, you would have to pass a Fortitude save to not be pulled off your feet. A new alert - again voiced by the serene elven woman - echoes over the repetitive muah, muah, muah of the regular alarm. SHIP IS UNDERGOING A DECOMPRESSION EVENT AT THE AFT AIRLOCK. REMAIN CALM. SEALING CARGO HOLD DOORS IN 6...5...4... You immediately look at each other in alarm. About half of your defrex herd is still in the cargo hold! If that door locks with you in the hallway, it will take you several minutes to spacewalk around the ship and fix the airlock door. All of the defrexes in the cargo hold would be dead by then! If you are to save those fifty animals, you need to get into the cargo hold before those doors close!Alright!!! Time to split again. One group needs to handle the tech workshop while the other investigates the new problem(s) in the cargo hold. This is extra challenging, because the cargo hold has two problems - the blown airlock and whatever caused the explosion. AND, whoever goes to the tech workshop will be locked out of the cargo hold, having to go around the outside of the ship through the other airlocks. You've received some clues about each of the three skill challenges remaining, use them wisely. :)

Silver Crusade

2 people marked this as a favorite.
Female, CG Ysoki, Soldier1 Envoy 6 | SP /43 HP 29/45| RP 5/9 | EAC 15 KAC 15 | Fort +4; Ref +11; Will +7 | Init: +5 | Perc: +7, SM: +4+1d6 Blindsense Scent 30 | Speed 30ft | Active conditions: Ramen

"Same groups, We'll get the airlock you get the tech lab. Worse comes to worse Del can fly is back in and Akhs gone forever withous oxygen. You'll fly us back in right?

engineering: 1d20 + 9 ⇒ (14) + 9 = 23
Its an ED cargo hold that's kept from giving itself a null space tail wedgie by magitech, what could an EMP have POSSIBLY done...tell your sister those parts need more shielding. Maybe she can write us off as an extreme beta test.


Male Android (xeno-Dragonkin) Vanguard 9 | SP 99/99 HP 67/67 RP 8/8 | EAC 27 KAC 28 | F +10 R +12 W +5 (+2 vs. paral, pois, disease, mental. Evasion)| Immune Sleep, Flat-footed | Resist Fire 5, Cold 5, DR5/- | EP 1/4 | Init +6 | Perc +13 | Status: --

"Yes, I will be just fine if I get sucked out. If I can't fly back, you can come pick me up." Akh seems in pretty good spirits, all told. "Here we go!" He scoops Melissa up, places her atop his snout, and flies through the corridors with her toward the cargo bay airlock.

Grand Lodge

1 person marked this as a favorite.
Slides

Round 4!

Guess?, Strek, and Jaraduk head towards the Tech Workshop. Within, two robotic arms erratically swing about, arcing laser beams in all directions. Their burning lines are scarring the walls and defrexes alike. With just a little analysis you can tell that to disable the trap, you must dismantle, reprogram, or destroy the arms outright. Disable Athletics DC 20 (to rip off one arm and jam it into the other) or Computers DC 20 (to access the computer console and reprogram the arms to stop) or Engineering DC 20 (to disconnect the power source of the arms).

Those attempting the Trap:

LASERS - F: 2d6 ⇒ (3, 2) = 5 Reflex DC 13 half. If you fail, you gain Burning 1d4.

---

Del, Melissa, and Akh run through the corridors and into the null-space cargo hold. As they pass into the large space, the alert finishes up. ... 2... 1... SEALED. As the elf's voice fades away, doors seal behind the smaller group, trapping them in the cargo hold. Several things happen at once. After the doors seal, the environment within the rest of the ship stabilizes. However, the cargo hold's environmental protections shut down. As the artificial gravity turns off, the open airlock quickly sucks out the remaining air. The whirlwind whips small objects around, which knock into you.

Bludgeoning: 3d6 ⇒ (1, 2, 4) = 7

Status
Akh SP 9/27 HP 20/25 RP 1/3
Strek SP 5/20 HP 24/24 RP 2/3
Guess? SP 12/18 HP 17/17 | RP 4/5
Jaraduk SP 6/21, HP 25/27, RP 3/4, Latent Radiation Sickness
Del SP: 0/15, HP: 10/19, RP: 3/5
Melissa SP 0/19 HP 4/21 | RP 4/4

Melissa and Del stay standing throughout the pain, though barely. Though standing is a relative term as you begin to float in the vacuum. At least you're not being pulled towards the open airlock anymore. However... now that the winds have subsided you notice another force acting on you.

NULL-SPACE FLUCTUATION: 1d2 ⇒ 2
Dimensional Elongation - S: 2d6 ⇒ (1, 1) = 2 plus pass a DC 13 Fortitude save or become Entangled!

A supernatural force pulls on your body, attempting to warp and stretch it beyond your base shape. The defrexes in the room begin to warp in freakish ways, like something you would see in a horrible Drift nightmare.

Status
Akh SP 7/27 HP 20/25 RP 1/3
Strek SP 5/20 HP 24/24 RP 2/3
Guess? SP 12/18 HP 17/17 | RP 4/5
Jaraduk SP 6/21, HP 25/27, RP 3/4, Latent Radiation Sickness
Del SP: 0/15, HP: 8/19, RP: 3/5
Melissa SP 0/19 HP 2/21 | RP 4/4
Phew, Melissa was real close to passing out there...

The trio are barely standing, but they have no choice but to move forward. A panel on the port side of the hold is emitting purple sparks and pastel yellow clouds - surely the source of the null-space fluctuations. You can use Engineering or Mysticism DC 20 (repair or replace the damaged components) or Physical Science DC 20 (to recall knowledge regarding how to nullify extradimensional anomalies) to end this trap. Despite the fireworks display, you can't help but notice the suffocating defrexes all around you. If you could reseal the airlock doors, the cabin would begin to repressurize. DC 21 Athletics check (to do it manually), Computers check (to hack the damaged system on the aft wall), or Engineering check (to repair the doors themselves). You can only attempt/aid one of the two traps this round.

No pressure but... at the end of Round 5, 5 more defrexes die. And if you fail a check... 5 defrexes die. And in the very unlikely situation where 40 rounds pass without that airlock closing... all remaining defrexes in the hold (currently 50) die. Good luck. :)

Silver Crusade

3 people marked this as a favorite.
Female, CG Ysoki, Soldier1 Envoy 6 | SP /43 HP 29/45| RP 5/9 | EAC 15 KAC 15 | Fort +4; Ref +11; Will +7 | Init: +5 | Perc: +7, SM: +4+1d6 Blindsense Scent 30 | Speed 30ft | Active conditions: Ramen

Melissa is going to try to put reality back in place. Running out of air is at least normal, having your reality turned inside out is just no...

"Ok...i don't mind.. HORMPH.. getting spun upside down but ugh.. ʞɔᴉs ǝɯ ǝʞɐɯ oʇ ƃuᴉʇɹɐʇs sᴉ ʇɐɥʇ ǝʞᴉl ƃuᴉdɹɐʍ ʎʇᴉlɐǝɹ Duct tape. One for the leaking hydraulics, one for the machine. One strip for the leaking hydraulics, one for the machine..."

engineering: 1d20 + 11 ⇒ (10) + 11 = 21

I keep forgetting Akh isn't a muscle Vanguard and doesn't have a good athletics. Maybe fix the normal door and let the witchwarper deal with the wrong reality
?

fort: 1d20 + 2 ⇒ (8) + 2 = 10

1,351 to 1,400 of 4,948 << first < prev | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [SF] Fly Free or Die AP - GM Ewok All Messageboards

Want to post a reply? Sign in.