"The Darkness" |
The Darkness readies his weapons before moving with ʀːi˧i˩ro towards the front of the ship. "We should drift together, so we don't get pulled apart," he offers in response to Zint's question.
The Darkness took the Tight Fit feat, so he is not entangled while squeezing, and only loses 5 feet of movement instead of having it halved.
XperimentalDM |
The party advances throught the hallway.
I have revealed more corridor, let me know if you open any doors.
Durlok Stonegrinder |
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"You know, it doesn't really matter much whether you're on a planet, an asteroid, a space station or a ship. All you have to do is just go up a little bit and you're dangling in the weightless nothingness of space. Solid ground is just an illusion, man," the sarcesian quips as Durlock complains about going on yet another starship voyage
" 'Weightless nothingness of space' is why I prefer not going up," Durlock replies. "And as for 'solid ground', I'd be happy to hit you wiht a rock sometime, just to show you how real it is."
“I wonder if we could modify the ship sensor to scan the inside of the ship. We will have to look through the whole ship. Keep a look out for smuggler’s caches.” As they say that, the advance slowly toward the forward of the ship.
"Wouldn't trust'em if we could," replies the dwarf. "Now, if ye intend to scry on the other hand, that could work."
The dwarf heads to the nearest door, gives it a look over for any traps or hazards.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Assuming he finds none... he attempts to open the door.
Engineering to Disable lock, if necessary: 1d20 + 5 ⇒ (2) + 5 = 7
Durlok Stonegrinder |
Durlock has found a restroom.
"We may be needin' that later," Durlock mutters as he closes the door. He turns to his allies, "Yer welcome to search it, if you'd like."
He heads to the next room, repeating his tactics.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Engineering to Disable Lock, if necessary: 1d20 + 5 ⇒ (2) + 5 = 7
Durlok Stonegrinder |
That is a cargo airlock, it looks like it leads to one of the cargo bays.
"Cargo airlock. This seems more likely to lead to somethin' worth inventoryin'." Durlock declares. He enters the airlock and heads to the next door, repeating his tactics.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Engineering to Disable Lock, if necessary: 1d20 + 5 ⇒ (9) + 5 = 14
ʀːi˧i˩ro |
In the restroom, the quorlu takes the time to look around, trying to find anything suspicious.
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
They move in the cargo bay and go on searching.
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
XperimentalDM |
This loading dock is filled with an assortment of crates. You spend at 20 minutes going through these crates, they find one filled with credsticks.
You can tell that the credsticks are fraudulent. They appear to work, but no actual credits can be transferred from them.
Durlok Stonegrinder |
Engineering: 1d20 + 5 ⇒ (11) + 5 = 16
"These cred gadgets, like most so-called tech, have no value," Durlock notes. "Guess we should write that down for the inventory."
Durlok Stonegrinder |
Disappointed in the find, Durlock moves to the next closed door he can find that doesn't appear to exit into space.
He looks it over. Once satisfied it is safe, he tries to open it.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Engineering to Disable Lock, if necessary: 1d20 + 5 ⇒ (3) + 5 = 8
XperimentalDM |
This area contains comfortable seating and leisure activities as a place for crew to relax on long missions. As the crew left abruptly, there are board games set up on the tables mid-play, and four glasses of alcoholic drinks rimmed with salt sit on a long table by the eastern edge.
Durlok Stonegrinder |
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
"Now, this looks to be of more interest," notes Durlock as he enters the room. He picks up one of the drinks, gives it a sniff and then a taste.
ʀːi˧i˩ro |
“The false credstick are quite certainly illegal.”
Perception DC 18: 1d20 + 5 ⇒ (1) + 5 = 6
The quorlu looks around without finding anything of interest.
"The Darkness" |
Perception: 1d20 + 0 ⇒ (8) + 0 = 8
"Looks like they were boarded in the middle of the game. I wonder who was winning," the Darkness says, picking up a game piece to examine it.
Kadef |
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
What are the odds that we all miss that roll or roll under 10?
Kadef records his teammates observations by typing on his comm unit. He sees nothing besides the obvious.
Durlok Stonegrinder |
Durlock follows the others out of the room. He, too, looks over the door where the kasathan stopped.
Once satisfied it is safe, he tries to open it.
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Engineering to Disable Lock, if necessary: 1d20 + 5 ⇒ (2) + 5 = 7
XperimentalDM |
This room contains seating for over a dozen people. There are hand-drawn electronic diagrams on the walls.
Durlok Stonegrinder |
Engineering: 1d20 + 5 ⇒ (10) + 5 = 15
"Seems the writin' on the wall is plans to improve the junk cred sticks," Durlock notes. Then he instructs, "Write that down."
"The Darkness" |
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"Durlok, if you don't have a pencil and paper on you, then nobody else is likely to either."
The Darkness instead takes several pictures of the diagrams with his comm unit.
ʀːi˧i˩ro |
“That’s one more things to add to the list of illegal contents.”
The quorlu watch the designs a bit before taking a look at the room.
They feel ready to move on.
Durlok Stonegrinder |
Seeing the sarcesian employing some device, Durlock follows Zint to another door. He glances at it.
Once satisfied it is safe, he tries to open it.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Engineering to Disable Lock, if necessary: 1d20 + 5 ⇒ (14) + 5 = 19
XperimentalDM |
These living quarters were abandoned suddenly. Dirty laundry has been piled up on one of the beds.
"The Darkness" |
The Darkness sifts through the clothes on the bed telekinetically; so that he doesn't have to touch them with his hands. "Maybe they left something behind in their dirty laundry."
Perception: 1d20 + 0 ⇒ (6) + 0 = 6
XperimentalDM |
For a moment Zint thinks the laundry might be possesed by the spirits of the damned, but no no that's just a sweat stain.
"The Darkness" |
"We've gotta be close to the bridge. They usually put those in the front of the ship, right? Maybe these ones right here?"
The Darkness quickly scans the doors on the west side of the hall before opening them up telekinetically.
Perception: 1d20 + 0 ⇒ (15) + 0 = 15
XperimentalDM |
The Darkness might have not seen much in the laundry, but he as indeed located the bridge. The computer systems seem operational and can be accessed.
Durlok Stonegrinder |
For a moment Zint thinks the laundry might be possesed by the spirits of the damned, but no no that's just a sweat stain.
Durlock gives the laundry a poke and a sniff in an effort to spot any possible contraband or items of note.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15The Darkness might have not seen much in the laundry, but he as indeed located the bridge. The computer systems seem operational and can be accessed.
"Nothin' to see here," he shrugs.
ʀːi˧i˩ro |
As soon as they see the bridge, Rlee-eelo get to the computers “Exactly what I was looking for”.
Computers: 1d20 + 9 ⇒ (14) + 9 = 23
“I found out the navigation log. That should help the Stewards.”
Afterwards, the quorlu tries to see if there is a way to use the ship’s scanner toward the inside of the hull.
XperimentalDM |
The ships scanners are not very good and are likely to be fooled by any countermeasures the alleged smugglers have in place, but you can give it a try with a computers check.
Kadef |
Kadef follows the others from quarters unto the bridge, still faithfully recording.
"Very good, ʀːi˧i˩ro . They should be pleased."
Perception: 1d20 + 5 ⇒ (1) + 5 = 6 Totally absorbed by stenographic duties.
XperimentalDM |
You don't scan any hidden compartments but your confirm the layout of the ship and get some life signs from the Starboard cargo hold. Not enough to determine what it is though, the sensors really are cut rate garbage.
Kadef |
"Interesting. It could be contraband, some kind of infestation, or a hidden smuggler. In either case you are correct. We should check it out. Activating environmental seals on our armor would be a simple precaution."
Kadef will close up his suit, draw his pistol and a smoke grenade, and holding his staff ready, approach the door to the hold.
I've moved him over by the hold. I'll go in first if you guys want, but first entry is probably more in one of your idioms.
"The Darkness" |
The Darkness might be an appropriate PC to go in first.
The Darkness crouches his way through the tight corridors, following Kadef to the starboard hold's door.
XperimentalDM |
Assuming everyone is ok with their position and that you open the airlock cargo doors after the usual procautions
This loading dock is filled with pieces of plastic from the remains of large shipping crates, as well as strange shards of metal. There’s a glass panel on the wall just inside the door labeled “Break glass in case of emergency” with two pistols visible inside.