[SF] Fly Free or Die AP - GM Ewok

Game Master EwokBanshee

Slides


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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

"One of you want to see if this engine has an any key just in case?"

bahaha goblin ninjas


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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

Sorry, got lost in the Drift.

Del looks wide eyed at the struts.

Does she think she could pull one of the levers by piloting her sub if she hooked it up with a tow cable or something?? Assuming no...

"Well, this is horrible! We've got to get these repair bots activated!" She approaches one of the emergency panels, expecting to look super confused. "Oooh! Instructions! And they mostly make sense! Thank you NautiKEA!"

Del will spend the three rounds to activate the repair bots on this strut, leaving Strek to handle the other repair bots.


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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 groans.

"I totally forgot that's where they sourced our initial equipment from. We always ended up with spare parts that made us worry we'd done some—"

*sees some bolts on the seafloor*

"—nevermind."

ROUND 1

Engineering: 1d20 + 16 ⇒ (3) + 16 = 19
• Add +4 if it's to Disarm a Trap
• Add +4 if it's to Disable a Lock
• Add +4 if it's to Arm or Disarm Explosives
• Add +4 if it's to Repair a Starship's Hull
• Lower DC by 5 to Repair, Hold it Together, Patch, & Quick Fix

Strek overestimates the remaining structural integrity, and a loud CRACK echoes underwater.

ROUND 2

Engineering: 1d20 + 16 ⇒ (8) + 16 = 24

And if that's still not enough... ROUND 3

Engineering: 1d20 + 16 ⇒ (8) + 16 = 24

*blink blink*

"Akh, have I ever told you how much I respect your accuracy?"


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 nods "I'm sure you've said that before Strek. Anyway, that crack probably means something critical is about to give way. Maybe we should warn the people inside?" He peers at the struts, then over into the yawning abyss. "Actually, warning them would be unkind at this point."

I'm hoping that 24 was sufficient, or that the Morlamaw can aid and a 26 will work. I don't have engineering to do so myself. I was considering swimming up to join the other group, but I'm sure it'd be several rounds before I could get there, so I'm sticking around in case one of Akh's abilities can help.

Grand Lodge

Slides

Outside Group: Rounds 1-6

Strek moves over to the farther strut and gets to work while Del handles the closer one. Both finish at the same time, thanks to Strek's engineering knowledge. The morlamaw engineer surveys the work, nodding. "Those emergency repairs will give us extra time for the evacuation. I'll keep working out here to patch up the holes. Can you move inside and help usher folks outside? I can't imagine why they wouldn't be out here already, if they could." She looks over at Akh and nods. "I don't share your dreary sentiment toward the Company, but your gloom may be appropriate. Let's just focus on getting the rest of the crew out before this whole thing goes into the abyss."

Del drives by, picking everyone (but the morlamaw) up and delivering the group up at the Moon Door right as the other half of the group finishes with the pump.

Inside Group: Rounds 5 & 6
Melissa snaps the pump back into working order with a few clever kicks realignments. The water in the two rooms you can see begin to slowly decrease as the pump gets to work. The water level in each room of Terra 5 begins to decrease by 1 every 5 rounds. The quartet makes their way back into the Moon Room to bring the group back together!

Nice successful split up! Time is ticking! You have four doors that lead to hallways (E, SE, S, W) awaiting you. You can guess some of the room's purposes from your limited map.

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

Head to A3--> A2 unless there's a strong objection?

"Alright, they're not responding very coherently, the leaks sealed. If they were in the un damaged sections they'd be doing better, so I'm betting their lives on them being in the damaged sections. Otherwise they'll keep. Also because the universe hates us, right ?"

"hey, sorry for that sudden crack. It was.. uhm.. all part of the plan from our c." even guess wouldn't use that pun "B team. The place is stabilized and the pumps working. But just to be safe we need should probably get everyone out. " she asks the android " You getting anything?"

To the group

"You might see someone dead, dying, or screaming for help. You HAVE to make sure that the place isn't going to fall on everyone before you pull them out. A collapse won't help them, us, or the other people we still have to rescue. " she repeats that to herself under her breath a few times, rubbing the top of her head where mom made SURE that lesson stuck...


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

"We should try to open as many doors at once. Then if one floods, the water gets spread out."

Strek will drink his Aquanaut Elixir now in case the whole place does end up flooding.


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? nods in agreement with both Melissa and Strek. "Agreed, let's head to the damaged room to the west, and opening doors to level out water levels makes sense."

Guess? runs counter clockwise around the room, bopping up and down like a Muppet, and flings open the northern, western, southwestern and southern doors!


Male Nuar Mercenary Soldier (bombard) 9 | SP 72, HP 69, RP 10/10 | EAC 22, KAC 24, CMD 32, 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

Verily, the universe hates us.

Jaraduk nods at Strek's idea.

Is there a way to make that happen automatically from the computer console?


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 leaves her sub parked in the moon pool and follows the others down the hall. She double checks that her aeon stone's still spinning around her head—just in case—then helps open the doors.


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

"We should probably place ourselves in front of different doors, then if someone washes out of that room, we have someone there to grab 'em."

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
Strek Armstrom wrote:
"We should probably place ourselves in front of different doors, then if someone washes out of that room, we have someone there to grab 'em."

"Less chatter more splatter doesn't matter. If they're alive when they start the slip and slide they'll be alive when they end it, everything else is fixable later "


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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 swooshes down into the moon pool area, then asks out loud "If you were Shan, where would you be? I don't want to risk missing our VIP by leaving them for last, accidentally." He stretches himself out but eyes the doorways dubiously, The whole place looks rather small and cramped and it would be exceedingly embarrassing to get stuck in a narrow passage before tumbling into the abyss.


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

"If this place serves poke, she'd be there."

Grand Lodge

Slides

Conduit pipes and maintenance gear clog the cramped corridors as you throw open ALL of the doors. It is immediately obvious that the design of Terra 5’s hallways prioritize spatial efficiency over easy movement, so Medium and larger creatures are considered squeezing (Core Rulebook 257) while moving through these hallways. Everyone gets to feel Akh and Del's pain. At the third doorway, Akh finds something a bit different. Three kalo soldiers with spears in hand turn to you with evil in their eyes. Over the public comms you hear, "The terrorists. Last kill buys beers."

Initiative Rolls:

Foes: 1d20 + 8 ⇒ (8) + 8 = 16
Jaraduk: 1d20 + 7 ⇒ (4) + 7 = 11
Guess?: 1d20 + 7 ⇒ (19) + 7 = 26
Akh: 1d20 + 5 ⇒ (17) + 5 = 22
Del: 1d20 + 4 ⇒ (14) + 4 = 18
Strek: 1d20 + 4 ⇒ (19) + 4 = 23
Melissa: 1d20 + 4 ⇒ (20) + 4 = 24

Melissa, Guess?, Akh, Del, and Strek RIP Jaraduk are faster than the kalos, and move first!

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
GM Ewok wrote:
Everyone gets to feel Akh and Del's pain. !

speak for yourself! I have not yet begun to squeeze

"NOW? You blew up a chittering building with civilians inside it, didn't help, and are attacking the people who ARE helping in a literal chittering war crime and WE"RE the terrorists?!?!?"

BZZZT on red and yellow hits EAC: 1d20 + 8 ⇒ (9) + 8 = 17
damage: 1d8 + 5 ⇒ (8) + 5 = 13 non lethal electric

"I HAVE HAD IT WITH MALIGNANT STUPID TODAY"


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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

Actually, we're still in the main room so none of us are squeezing yet but those Kalo are squeezed in, right?

Guess? yells at the shobhad, "Get behind us and stay out of the line of fire!" And to the android, Guess? mutters, "But you can feel free to get right IN the line of fire!"

Guess? fires at red, yelling, "Surrender now or we're gonna liquidate you!!"

Stunt and Strike (Bluff) vs CR: 1d20 + 17 + 4 - 20 ⇒ (17) + 17 + 4 - 20 = 18 or below is flat-footed
12-atm extrusion rifle vs KAC: 1d20 + 9 ⇒ (20) + 9 = 29 (Manual sight reduces range and AC cover bonuses by 2)
Damage (B), crit: 1d10 + 5 + 1d10 + 5 ⇒ (3) + 5 + (10) + 5 = 23 flat-footed to all and -2 to saves if Stunt and Strike succeed

Assuming the critical hit sticks, this rifle also has the knockdown crit effect.


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

"And here I thought it might actually be an intelligent species."

Swift Action: Call Weapon, Move Action: Combat Tracking on Yellow, Standard Action: Overcharge

Called Blaze Agitator vs EAC: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Damage (F): 2d6 + 5 ⇒ (6, 4) + 5 = 15
Overcharge: 1d6 ⇒ 1

I didn't see Melissa say "Get 'em", but if she meant to, add +1 to that. And I can't remember if Cover bonuses cancel out Squeezing penalties.

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
Strek Armstrom wrote:


I didn't see Melissa say "Get 'em", but if she meant to, add +1 to that. And I can't remember if Cover bonuses cancel out Squeezing penalties.

I had to scurry between Aks claws to get a good shot to the opening, as melissa was heading for/ opening another door.

Grand Lodge

Slides
Guess? wrote:
Actually, we're still in the main room so none of us are squeezing yet but those Kalo are squeezed in, right?

True!

Melissa's lightning arcs across the hallway, shocking the closest kalo fighters. "Did she just confess to being the terrorists? ... Yeah, I think she did!" Guess? fires into the back of the kalo's knee, knocking him to the ground! Strek, thanks to the tight quarters of the corridor pressing in on the enemies, slides a microwave blast across his target's armor.

The trio of kalo, dressed like mercenaries who knew they were going to spend some time underwater, slip into the room like a pack of eels. Triggering an AoO from Akh. The leader stabs at Akh with a shining spear right in a joint. The other kalo stabs as well, distracting from the serious wound.

underwater soprano singing spear @ Akh: 1d20 + 11 ⇒ (20) + 11 = 31
P & So Damage: 1d8 + 9 ⇒ (2) + 9 = 11
Crit Damage: 1d8 + 9 ⇒ (7) + 9 = 16

underwater soprano singing spear @ Akh: 1d20 + 11 ⇒ (9) + 11 = 20
P & So Damage: 1d8 + 9 ⇒ (3) + 9 = 12

The third kalo draws a rifle, training it on Del. "She's ours. Leave off."

underwater frostbite-class zero rifle @ Del: 1d20 + 8 ⇒ (4) + 8 = 12
C Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Everyone is up!
Guess? SP 30/30, HP 27/27, RP 6/6
Akh x2 SP 23/50, HP 39/39, RP 4/4
Melissa SP 31/31, HP 33/33, RP 5/5
Del x2 SP: 25/25, HP: 29/29, RP: 5/5
Strek SP 40/40, HP 36/36, RP 5/5
Jaraduk SP 40/40, HP 41/41, RP 5/5

Red Kalo Mercenary 36 Damage PRONE, flat-footed to all and -2 to saves
Yellow Kalo Mercenary 29 Damage
Blue Kalo Mercenary 0 Damage

Grand Lodge

Slides

ALSO... I definitely forgot to mention...

When Strek opened the door to his hallway, it was dry as a bone. When Melissa opened the door to her hallway, she was almost drowned by the onslaught of water from within! She peeks beyond, noticing that a window's seal is broken and is quickly leaking water into the room. Started at 4, which immediately spread to some of the other rooms.

As Akh opened the door to his hallway, revealing the kalos within, his knees were also flooded by water. The rooms are now at a 2! So that's difficult terrain and your max speed is reduced by 5 feet. (Not enough to swim yet.) He notices that a seal is leaking ocean water into this hallway as well.


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

Does a dry room reduce the level of water in the other rooms?

Strek continues to focus on the Kalo in the yellow armor, but this time adds an extra boost to his overcharged shot...

Called Blaze Agitator vs EAC: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Damage (F): 2d6 + 5 ⇒ (5, 6) + 5 = 16
Overcharge: 1d6 ⇒ 1
Boost: 1d6 ⇒ 2

"I'm betting people retreated to the drier rooms. I'll check this one after we're done with these fish-for-brains."


Male Nuar Mercenary Soldier (bombard) 9 | SP 72, HP 69, RP 10/10 | EAC 22, KAC 24, CMD 32, 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

This is not the place to be unloading grenades into...

He draws his doshko and awaits for the nearest foe to approach.

[move] draw weapon
[standard] ready an action

Any foe comes within reach:
aurora storm doshko attack, E damage: 1d20 + 9 ⇒ (14) + 9 = 232d8 + 9 ⇒ (8, 7) + 9 = 24

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 looks at the kalo calling Del out

"Del, does your entire family attract stalkers or something?

to the android she asides No offense, I just have to take her word on this she has WAY more experience dating than I do..."

Yellow is only one square out of alignment with a straight line between red and blue, SO i'm pretty sure I can have the lightning bolt turn there to get all three.

"GET EM! The scene is NOT safe till they're not moving...
EAC: 1d20 + 9 ⇒ (2) + 9 = 11 1 higher on Red

One of the eels isnt sure exactly where they should go and winds up taking too long to make the shot....


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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

Since red is prone right in front of Akh and will get smacked hard in melee, Guess? will target yellow. But if yellow is already down, then Guess? will target blue.

"Del is with us, not you! What porpoise can you possibly have with her?"

Stunt and Strike (Bluff) vs CR: 1d20 + 17 + 4 - 20 ⇒ (11) + 17 + 4 - 20 = 12 or below is flat-footed
12-atm extrusion rifle vs KAC: 1d20 + 9 ⇒ (7) + 9 = 16 (Manual sight reduces range and AC cover bonuses by 2)
Damage (B): 1d10 + 5 ⇒ (10) + 5 = 15 flat-footed to all and -2 to saves if Stunt and Strike succeed


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

Am I still in the moon pool?

Del clambers out of the moon pool and onto solid-ish ground, sputtering at the weird kalo that apparently wants to kill her specifically. Hearing Melissa mention stalkers, she calls back over her shoulder, "Apparently! And no, I don't get it either!"

Sorry for getting in front of you Strek, needed to see down the hallway and there's not many places she can stand.

Del casts out her hands, increasing the pressure in an area around the kalos.
Casting pressurize. It deals damage in a sphere as noted on the map, and it'll last longer than one round, so stay out of that space, folks! Deals damage when when someone enters the area and when someone starts their turn in the area. Damage isn't reduced when in water.

Initial Bludgeoning Damage: 2d10 ⇒ (1, 6) = 7
Hits the three kalo. DC 16 Fortitude save for half damage.
A creature that fails its saving throw by 10 or more must immediately attempt a Constitution check to hold its breath as if it had run out of air; if it fails, it becomes unconscious but stable and continues to suffocate normally unless moved out of the area or the spell ends.

----

And on her second turn...
Del keeps focusing on the spell...

At the start of each kalo's turn, that kalo will take the damage again. Rolling them in advance for you now. DC 16 Fortitude save for half damage, same as above.
Bludgeoning Damage (Kalo 1): 2d10 ⇒ (10, 1) = 11
Bludgeoning Damage (Kalo 2): 2d10 ⇒ (6, 9) = 15
Bludgeoning Damage (Kalo 3): 2d10 ⇒ (1, 6) = 7


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: --

Oops, missed updating yesterday! As a heads up, Akh is continuously flying while in atmosphere, so his knees are high and dry ;)

Last Round:
Seeing how small and narrow the corridors are after opening the door, Akh drew his lens pistol and fired at the first of the kalo in line.

Cylindrical Lens Pistol vs. EAC: 1d20 + 11 ⇒ (10) + 11 = 21 Damage (F): 1d8 + 2 ⇒ (1) + 2 = 3
"I'm confused, are these guys not the ones who blew this place up? Is there a group of terrorists down here right now, in another room? Because it seems to me like these guys are more Reisora fan club groupies."
---
This Round:
Despite his confusion, Akh is happy to defend himself and the group against the attacking kalo. He swipes at the first kalo to rush in with his claw...

Entropic Claw AoO vs EAC: 1d20 + 11 ⇒ (8) + 11 = 19 Damage (A, force): 1d6 + 9 ⇒ (3) + 9 = 12

before getting brutally stabbed by the vibrating spear. (Pops me to 3/4 EP) He fends off the remaining kalo trying to attack him, then focuses his claw swipes on the most injured kalo mercenary in range. (If this is vs. red because they're still up, the attack rolls get a +1)

Entropic Claw AoO vs EAC: 1d20 + 11 - 4 ⇒ (19) + 11 - 4 = 26 Damage (A, force): 1d6 + 9 ⇒ (6) + 9 = 15
Entropic Claw AoO vs EAC: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11 Damage (A, force): 1d6 + 9 ⇒ (4) + 9 = 13


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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
Del Reisora wrote:
Sorry for getting in front of you Strek, needed to see down the hallway and there's not many places she can stand.

No worries at all! Eventually we'll have 4 large-sized party members (when Jaraduk and I are in our Power Armor). I think my soonish plan is to buy a scope or sight that negates Cover bonuses ^_^

Grand Lodge

Slides
Strek Armstrom wrote:
Does a dry room reduce the level of water in the other rooms?

Yepp all open rooms will average out their water levels within a round of a new room opening. So if you open a dry 0 room and you have three 4 rooms then each room would now be at a 3. You can close off rooms, like those with active leaks, with a standard action by their door. Their levels will continue to rise, but won't spread to the other rooms until the room is reopened.

Akh strikes at the closest Kalo, striking accurately but at a strong point in their armor. The mercenary spouts back, "Stop your lies! We know you b-" but is cut off by a gurgling sound as their armor compresses enough to cut off vital supply lines within the kalo's armor.

Initial Damage, Round 1
Fortitude Save, DC 16: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
Fortitude Save, DC 16: 1d20 + 5 ⇒ (5) + 5 = 10
Fortitude Save, DC 16: 1d20 + 5 ⇒ (2) + 5 = 7

Akh's claws flash, further wounding the offending kalo nearest him. The two kalo continue to struggle against the over-pressurized water, the closest one barely holding onto consciousness.

Their turn, Round 1
Fortitude Save, DC 16: 1d20 + 5 ⇒ (11) + 5 = 16
Fortitude Save, DC 16: 1d20 + 5 ⇒ (7) + 5 = 12

---

Strek's beam travels across the room, knocking the heavily wounded kalo to the floor. Melissa's arc lights up the room, but only dances over the remaining mercenary's armor. Guess?'s comment and bullet land, with the last kalo looking at the goblin with confusion. "Who's Del?!" Akh moves in (I think you'd have to move in; the claws don't have range, right? This will put you within the Pressurize spell's AoE.) and rakes a gash in the chestplate of the mercenary's armor. The kalo grunts and his eyes steel themselves. He pushes with the spear back against Akh, but is unable to penetrate the android's armor.

Their turn, Round 2
Fortitude Save, DC 16: 1d20 + 5 ⇒ (10) + 5 = 15
Bludgeoning Damage (Kalo 3): 2d10 ⇒ (3, 4) = 7

underwater soprano singing spear @ Akh: 1d20 + 11 ⇒ (6) + 11 = 17
P & So Damage: 1d8 + 9 ⇒ (2) + 9 = 11

As you battle, the water below you slowly continues to rise as currents flow in from the two hallways with broken windows...

Everyone is up! Round 3!
Guess? SP 30/30, HP 27/27, RP 6/6
Akh SP 23/50, HP 39/39, RP 4/4
Melissa SP 31/31, HP 33/33, RP 5/5
Del SP: 25/25, HP: 29/29, RP: 5/5
Strek SP 40/40, HP 36/36, RP 5/5
Jaraduk SP 40/40, HP 41/41, RP 5/5

Red Kalo Mercenary 58 Damage, DEAD
Yellow Kalo Mercenary 63 Damage, DEAD

Blue Kalo Mercenary 44 Damage ENTANGLED


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

With two of the three threats thoroughly filleted, Strek moves further into the hallway. "GUMBI, access Door Panel."

Move Action: Stride at half Speed
Standard Action: Remote Hack

I can do Computers and Engineering checks at a range of 20 feet, so I assume I can open the door from within the hallway?

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

"Oh chitter chittering chitter STOP FIGHTING If they think we blew up the place and they're not after Del like every other chitter chitteringchitter on the planet we have nothing to fight for. YOU get the hell out of the...crushy whirlpool of death. YOU, pretty boy, explain to him we were blowing up the OTHER people trying to kill us when this place went boom and our former enemy health insurance policy. Sorry about your friends. " nope nope nope dead people she helped deadify out of her brain now people not deadified need the processing power.

Having getting to swim now melissa is going to turn on her swim jets and Slip her tiny keister down the hallway towards the leak.

The entire mechdragon has reach regardless of the body part.

"crushy whirlpool of death" is probably not what the rescuees want to hear during an under water rescue but she really hasn't had time to get the email of person number 8 trying to kill us today.

"Strek once I'm in be ready to close it. If there's no one to rescue i'll wriggle out the hole and come back in through the moon pool. "


Male Nuar Mercenary Soldier (bombard) 9 | SP 72, HP 69, RP 10/10 | EAC 22, KAC 24, CMD 32, 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

Terrorists?! You guys suck, do you have any nice people in here?

Jaraduk steps up to flank Del's foe and lays into him with his lightning doshko.

[move] 5 ft N
[standard] attack GREEN
aurora storm doshko attack, flank, E damage: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 152d8 + 9 ⇒ (3, 8) + 9 = 20

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

jaraduk, as much as dels sister would appreciate that, the kalo we're still ? fighting is down the hall at 7ish o clock on the map (and he's a maybe we're fighting him maybe we're not) . The one next to del is our semi cooporating captive/ press ganged rescuer android

Grand Lodge

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Slides

Clarification time:
Jaraduk, you're trying to attack the stalker android who is pacified rather than the kalo. I'm guessing that's not what you meant to do?

Strek, A3a and A3b are the leaky sections. So the hallway you just walked into is dry. Would you still like to close the door behind you?


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, sorry if I missed it but is it possible to patch the leaks in A3a and A3b? Or is the damage beyond all hope of repair?

Melissa, is your plan to now have A3a closed so that water stops leaking in to other rooms and you'll exit through the ruptured hull in A2, then re-enter the facility from the outside via the moon pool room?

Jaraduk, as Melissa mentioned, the 2 green tokens are non-hostile NPCs although the android will backstab us as soon as he has a chance. Blue is the last remaining hostile.

"Hey, you're last kalo standing and that's gotta be stressful. So how about we stop fighting and instead have some sea-weed and salty snacks??" lies Guess? as he fires at blue!
Stunt and Strike (Bluff) vs CR: 1d20 + 17 + 4 - 20 ⇒ (17) + 17 + 4 - 20 = 18 or below is flat-footed
12-atm extrusion rifle vs KAC: 1d20 + 9 ⇒ (3) + 9 = 12 (Manual sight reduces range and AC cover bonuses by 2)
Damage (B): 1d10 + 5 ⇒ (2) + 5 = 7 flat-footed to all and -2 to saves if Stunt and Strike succeed


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Male Nuar Mercenary Soldier (bombard) 9 | SP 72, HP 69, RP 10/10 | EAC 22, KAC 24, CMD 32, 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

Whoops. Now I get why multiple of them are green. In that case...

Jaraduk crosses the room under Akh, approaching the Kalo.

[move] double move


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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: --

(I have 10ft reach with claws, 15ft with taclash. My potential targets were, I think, all within 10ft reach except for one of 'em. I wasn't planning on moving into the pressurize to attack anyone, though)

Can Akh close the door to A3b? It seems we're getting water in that way and there aren't any people to rescue (presumably the kalo can swim to freedom through the broken window). Do I need a check to close the door/ is it a move action?

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
Guess? wrote:

Melissa, is your plan to now have A3a closed so that water stops leaking in to other rooms and you'll exit through the ruptured hull in A2, then re-enter the facility from the outside via the moon pool room?

Eyup! Like all all but one of our plans (we're getting better!) I'm expecting it to go sideways but that is the plan as far as she has one.


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 walked into the hallway that was previously dry, but now wet and difficult terrain (hence the half speed). I was hoping to open the door at the end of the hallway. In my dialogue up thread, Strek was rationalizing that there might be people up there, because it was dry and safe.

Grand Lodge

Slides

Strek runs down a hallway, closing the door behind him. Melissa heads into her own hallway, working through her own emotional turmoil. She looks around, noticing three things. Firstly, there's a door interface on both sides. Thankfully this isn't necessary, because the shobhad wades over behind Melissa. "Sure, enjoy drowning I guess." Next, she notices that the window leak isn't something she's going to be able to fix with her tools on hand. Between the intense pressure of an entire ocean of water and the unique sealant used here, it's out of your grasp today. Finally, that the leak point is too small for anyone bigger than a gnome child to escape.

Jaraduk moves in next to Akh, deciding not to kill the android - no matter how creepy. The android waves goodbye, before closing the door on the kalo. You wait a second, but - oddly enough - the kalo does not reopen the door. As you wait, you hear the pump turn on for about six seconds and notice the water around your legs go down slightly. Melissa, in her filling hallway, notices that the water gets sucked away at about the same pace as it is coming in.

Everyone is up! Round 4!
Guess? SP 30/30, HP 27/27, RP 6/6
Akh SP 23/50, HP 39/39, RP 4/4
Melissa SP 31/31, HP 33/33, RP 5/5
Del SP: 25/25, HP: 29/29, RP: 5/5
Strek SP 40/40, HP 36/36, RP 5/5
Jaraduk SP 40/40, HP 41/41, RP 5/5

Red Kalo Mercenary 58 Damage, DEAD
Yellow Kalo Mercenary 63 Damage, DEAD

Blue Kalo Mercenary 44 Damage ENTANGLED


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
GM Ewok wrote:
Strek runs down a hallway, closing the door behind him.

Didn't close any doors. Just opening the next one?


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

I'm a bit confused. Sigma Seven, the android closed the door in front of Jaraduk and Akh? This makes it not possible to attack blue anymore, correct? I'm not sure why he did that. I think for all we know, that blue kalo may now be making his way to A3a, A3 or A11.

With the line of sight on the last kalo hostile now obscured, Guess? readies an attack to shoot the kalo if it comes back within line of sight.

Readied attack:
12-atm extrusion rifle vs KAC: 1d20 + 9 ⇒ (20) + 9 = 29 (Manual sight reduces range and AC cover bonuses by 2)
Damage (B), crit: 1d10 + 5 + 1d10 + 5 ⇒ (5) + 5 + (2) + 5 = 17

"Hey, re-open that door! We can't safely locate and rescue Shan if hostiles are wandering around ready to shoot us!"

I guess Strek will check out area A6 and Melissa will check out A2 while the rest of us mop up the last blue kalo?

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

"Thanks big guy!"

GM Ewok wrote:
Finally, that the leak point is too small for anyone bigger than a gnome child to escape.

scurry:
Benefit(s): You gain the compression universal creature rule (Starfinder Alien Archive 153). In addition, you can occupy the same space as an ally of your size or larger without you or your ally taking any penalties for your doing so.

compression:
The creature can move through an area as small as one-quarter of its space without squeezing or one-eighth its space when squeezing.

Gnome children and their weirdly round heads that wont compress because THEY get the non expired vitamins have nothing on a rat with a fur coat full of grease Quasi trained rescue miner.

The room can be isolated with the doors apparently but another solution briefly occurs to the rodent...

Do the series of tubes connecting the different sections offer any way to travel between them for someone that's effectively tiny or are they just structural?

Melissa puts some duct tape up against the window and it slides off

"Strek, tell your old bosses that if you're going to make your structure incompatible with Ion tape you need to keep a supply of SOMETHING its compatible with lying around. Like, where are the emergency UPBs? This hole is fubbared. Thankfully no ones in here. CLEAR Guess, its not like we don't rescue people while being shot at all the time."

"Attention Rescuees. If you could name the room where you're staying or tap three times on the hull with a hard object we could get you out of here faster. The pump is going, the leak is...well isolated. We think we got this!" She can't keep the surprise out of her voice.

Guess? wrote:
I'm not sure why he did that.

Might be melissas fault. She DID say stop fighting and that.. well stops the fighting.

Either way melissa has Moved so she's done.


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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

"Well, it's true we're constantly getting shot at. Deliver cargo - get shot at. Negotiate a deal - get shot at. Herd some cattle - get shot at. Go to a night club - get shot at. Walk down the street - get shot at.

"So why not add: trespass into a corporate facility - get shot at. No wait, we already did that when we: Reisora'd a starship - get shot at."

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

"Sorry if you're losing goblin bingo but we're in this facility under completely legitimate circumstances. how we got here might be worth some points.... "


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? is agreeing with Melissa. ;-)


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

What's in Area A6? Strek opened the door last round, so his actions this round depend on what's in there.


Male Nuar Mercenary Soldier (bombard) 9 | SP 72, HP 69, RP 10/10 | EAC 22, KAC 24, CMD 32, 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

Assuming the door wasn't closed, I think, per the discord discussion...

Jaraduk rolls up on the kalo. Time for sushi! Stand still!

[move] 10 ft
[standard] attack
aurora storm doshko: 1d1d20 + 9 ⇒ (16) + 9 = 252d8 + 9 ⇒ (2, 8) + 9 = 19


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: --

I closed the SW door last round Jaraduk, rather than the NPC android closing it. Looks like Ewok is in the middle of putting in purple lines over all the closed doors on the map right now, if you want to check.

Rather than just scatter-shot opening stuff, I'm inclined to join Strek so we can do a clockwise sweep of the complex starting from the north & northwest.

Grand Lodge

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Slides

Phew! Sorry for the confusion y'all! Lets just clarify last round here, then restart this round.

STILL ROUND 9.

Strek flings the door in front of him open. Machine parts are strewn about this dark, crowded workshop. The only light emanates from a control console showing a video feed of the terraforming base as seen from right outside. The smell of oil and grease fills the air. Next to the lit control console is another console, this one's screen dark. Beside that... is a human body slumped on the floor! Strek is quickly able to see that the man is unconscious and just needs to be roused with a standard action. The shut down console looks separate from the lit one, and can be turned on with a standard action. Whereas, the lit console appears to be controlling... something. You'll need to investigate that to understand more. Secured to the wall are three advanced emergency repair kits, each full of limited-use nanites designed to adapt to and repair a variety of machinery. These kits have light bulk; a character can use one as a standard action to restore up to 2d8 Hit Points to an adjacent construct (including an android or a mechanic’s drone); a construct can use a kit on themself.

Seeing how Strek is the only one in the room, you really only get to play with one of these options at a time! So open the spoiler below that you want to interact with in your next round.

Lit Controls:

You realize that you can use this room’s control station to pilot a Remote-Operated Vehicle (ROV) to conduct makeshift repairs outside the base, reducing the flooding in other rooms with breaches. Only one character can operate the ROV at a time, which requires a full action and a successful DC 17 Piloting or Engineering check. Failing this check twice in a row results in a malfunction that renders the ROV unusable for 1d4 rounds. With a successful check, the operator can either move the ROV to a different room’s exterior or repair a breach in an adjacent room using the ROV’s built-in welders. (This could be used to heal the leaks in Area A3a and A3b, for example.)

Dark Controls:

A second large console, currently turned off, controls the entire base’s locomotion. In ordinary circumstances, Terra 5 can “walk” across the seafloor on multiple legs, which are currently damaged. This console can be used, with a Standard action, to move the underwater facility away from the crevice.

Waking up the man:

The man, dressed in a simple mechanic's outfit, is unconscious and slumped over in a folding chair. His forehead, unarmored, is covered in a massive swollen bruise. You manage to wake him, but he's quite groggy in his voice. "Uh... h-what? Whoa, who are you? What happened?" He blinks some of the pain from his eyes.

Rounds: 3d4 ⇒ (4, 1, 1) = 6

He's not going to be able to do anything other than advise for 6 rounds. Embarrassed and rubbing his head, he points to the lit console.
"That controls our Remote-Operated Vehicle. The ROV should still be working, I hope. Them things are damn-near indestructible—can’t say the same for my skull.” He points to the dark console. "That controls the station's legs. If they're busted, leave it alone, that will just make things worse." He looks at the water around his legs. "And seems like things are bad already..."

Akh Xi wrote:
Can Akh close the door to A3b? It seems we're getting water in that way and there aren't any people to rescue (presumably the kalo can swim to freedom through the broken window).

Sorry, y'all! Poor description on my part, I was closing the door on behalf of Akh. I've now marked all of the closed doors in purple. Unless otherwise said, all doors can be opened on either side with a Move action interaction.

EDIT: Melissa looks out the window of the hallway, seeing a series of utility conduits that run between some of the rooms on the western edge of the facility. They are only about a foot wide, and a bit small for even Melissa to pass through.

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