
cmlobue |

If you try to force Kurson to strip, he will fight back. At this point, you can easily overpower him, leaving you with essentially the same choice about whether to kill him or not.
On the ride back, Sefel has cause to regret mentioning how easy it was, as the group hears a revving of engines, and soon they see to pursuit cruisers behind them.
Once again, you have options. You can try to fight them, but they will not conveniently disembark, so it will be a vehicle combat. Or you can try to outrun them and have a vehicle chase instead.

Yargnod Kir'eed |

"If Kurson messes with us again, either he or I am going to end up dead. I don't care what any of the rest of you say. I don't have ammo to waste on someone that many times."
An odd statement given his gun uses batteries.
As the cruisers roar into pursuit, Yargnod leans out the window to look at them.
"Let's lose these losers!"

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How fast are the vehicles? Can I make a check to know that? Mordack has a speed of 70 with the bolt graft. So he can run at a speed of 350.
Kurson just kidding. Thy shalt not warn anyone about us.

cmlobue |

350 ft/6 sec is just a hair under 40 mph. Your vehicle goes 55 mph. Not that chases use measurements that granular, but Mordack definitely can't keep up.

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Sefel's antennae sink on his head as new pursuers appear.
Oh... darn. Can we outrun them? I'm out of my spheres for today, unfortuantely.

cmlobue |

Chase it is!
You try to shake the enforcers off your tail. To do so, you must get two zones ahead of all enemies. No map unless you want it.
Smoke Screen: The driver or passenger in the front seat can take a move action to activate the truck’s smoke screen, emitting a dense cloud of steam from the truck’s rear that lasts for 1 round. This grants the truck concealment from all foes in zones behind it and grants its driver a +1 circumstance bonus on Piloting checks to evade or do tricks.
Topple Tree (Trick): The driver attempts a DC 25 Piloting check to knock over a tree in the vehicle’s path, giving all other vehicles in that zone a –4 to Piloting.
Round 1 - pilot may go!
Smuggler's Truck (zone 0)
Red Pursuit Vehicle (zone 0)
Blue Pursuit Vehicle (zone 0)
Red Piloting, Evade: 1d20 + 16 ⇒ (14) + 16 = 30
Blue Piloting, Evade: 1d20 + 16 ⇒ (17) + 16 = 33

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Mordack will attepmt the foliage shield trick piloting: 1d20 + 20 ⇒ (19) + 20 = 39

cmlobue |

Mordack drops a tree in the pursuers' way, forcing them to dodge out of the way.
Round 1 - everyone may go! (only a standard for Mordack)
Smuggler's Truck (zone 1, HP 128/132)
Red Pursuit Vehicle (zone 1)
Blue Pursuit Vehicle (zone 1)
Two agents fire at your truck from each vehicle.
Frostbite-Class Zero Pistol: 1d20 + 13 - 1 ⇒ (20) + 13 - 1 = 32
Cold Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Concealment: 1d100 ⇒ 26
Frostbite-Class Zero Pistol: 1d20 + 13 - 1 ⇒ (1) + 13 - 1 = 13
Cold Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Concealment: 1d100 ⇒ 100
Frostbite-Class Zero Pistol: 1d20 + 13 - 1 ⇒ (3) + 13 - 1 = 15
Cold Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Concealment: 1d100 ⇒ 92
Frostbite-Class Zero Pistol: 1d20 + 13 - 1 ⇒ (7) + 13 - 1 = 19
Cold Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Concealment: 1d100 ⇒ 38
Three of the shots strike various branches before they reach you, but one hits the gas tank. Fortunately, the vehicle's plating absorbs most of the impact.

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piloting: 1d20 + 20 ⇒ (2) + 20 = 22 to drive forward I suppose I need another piloting check to move forward?

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Sefel sends a burst of electricity back at one of the pursuers.
[standard] Cast Arcing Surge on RED
E damage, DC18 reflex half, spell resistance: 10d6 ⇒ (4, 3, 1, 3, 6, 5, 5, 2, 4, 2) = 35
IF blue and red are in a line from Sefel's PoV then they both take damage

Yargnod Kir'eed |

"Oh, you want to shoot? I'll show you shooting!" Yargnod says, leaning out the window and somehow firing Justifier with only one hand after making some range and speed adjustments related to Red to it.
Justifier (Doom Caller Desperation Cannon): 1d20 + 12 ⇒ (20) + 12 = 32
Electricity and Fire (Calibrate): 3d12 + 10 + 10 ⇒ (8, 8, 10) + 10 + 10 = 46
Electricity and Fire (Calibrate)Crit: 3d12 + 10 + 10 ⇒ (12, 12, 7) + 10 + 10 = 51

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Telirix groans inwardly. Obviously Kurson has not been dissuaded from harassing them. The only way off planet is an all-out fight. "Attack the lead vehicle. If we disable it, it may block the other."
He takes his own advice, and opens up with his rifle on the nearest pursuer.
Hailcannon, Ultracold Cryo v EAC lead vehicle, get'em: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 ... damage: 4d8 + 10 ⇒ (6, 6, 6, 6) + 10 = 34 C & P
Get'em provides a +2 bonus for attcks on that vehicle.

cmlobue |

Chases don't have enough detail about locations for area effects, picking a "lead vehicle", etc. You are either engaged, in the same zone, or in different zones.
Mordack drives the truck forward. It's odd that most core maneuvers include moving forward, but not the special ones in the module. Guess you will need to double maneuver if you want to advance and use a special trick.
Reflex save: 1d20 + 7 ⇒ (14) + 7 = 21
Telirix calls out an attack on the red vehicle, then hits it with an icy blast.
Sefel puts some electricity into the red vehicle.
Yargnod hits the red vehicle right in the gas tank. It explodes spectacularly.
Round 2 - pilot may go
Smuggler's Truck (zone 1, -4 HP)
Red Pursuit Vehicle
Blue Pursuit Vehicle (zone 1)

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Mordack will attempt the foliage shield trick piloting: 1d20 + 20 ⇒ (13) + 20 = 33

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It worked well enough the first time, so Sefel attempts to take out the other pursuer.
[standard] Cast Arcing Surge on BLUE
E damage, DC18 reflex half, spell resistance: 10d6 ⇒ (2, 2, 4, 2, 4, 4, 1, 2, 1, 4) = 26

cmlobue |

Mordack, you need to Double maneuver if you want to do both that and move forward.
Piloting, Evade: 1d20 + 16 ⇒ (18) + 16 = 34

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Oh, right double manuever, so here is piloting check to move forward piloting: 1d20 + 20 ⇒ (20) + 20 = 40

Yargnod Kir'eed |

Yargnod giggles like a toddler tormenting a toad with a sharp stick as the red hued cruiser goes up in a fireball after he hits its fuel cell.
He has to wipe laugh tears from his eyes before he can recalibrate Justifier to take a shot at the blue one.
Justifier (Doom Caller Desperation Cannon): 1d20 + 12 ⇒ (18) + 12 = 30
Electricity and Fire (Calibrated): 3d12 + 10 + 10 ⇒ (9, 5, 1) + 10 + 10 = 35

cmlobue |

Mordack dashes forward, knocking more trees over into the pursuer's path. They follow as best they can.
The enemies lean out of the windows and shoot at the smuggler's truck's tires. Or they would, if a combination of Yargnod's cannon and Sefel's magic electricity didn't wreck their vehicle.
Even if they succeeded, there is nothing left stopping you from getting back to town on flats, though it would be somewhat slower.
Once the pursuit ends (spectacularly, you can return to Mersall. Zefne is alarmed that Ayleth’s agents knew their route. She promises to investigate the matter immediately. It’s obvious she’s troubled as she stalks out of the meeting in a hurry.
The crates contain 30 elite semi-auto pistols, 30 combat rifles, and 15 suits of white carbon skin armor. The resistance needs equipment but Zefne allows each of you to take one item of your choice from the cache.
Which mission would you like next?

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End of the chase
"Nice work, team. Nice driving, Mordack."
But his heart might not be in it. He stares back at the wrecked cruisers until a bend obscures them from view.
Back at the hideout.
"What do you guys think? Check the power source?"
One vote for Power Supply
The power flickers, and Zefne curses. “Our energy issues have been getting worse lately,” she says, gesturing at the half-lit room. “Twenty years ago, we had to ration but we kept the lights on most of the time. Now? We’re lucky if we even get our full energy allotment every month. Ayleth claims nothing’s changed and we can last if we all work together but we can all see the civic hall and the claw’s house don’t seem to have any problems staying powered.”
She nods to a map of Genrovis’s continent on the wall with an area west of Mersall circled in red. “That’s the location of our nearest wellspring fissure, our power source. I’d like you to check it out. If I’m right, something’s causing problems beyond the wellspring’s usual diminishment. Just be careful—Ayleth forbids anyone besides her people from going near there.”

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Sefel defers the choice.
I am well equipped. Please use this to ensure the resistance is equipped.
He thinks on the options and nods, concurring with his fellow Lashunta.
I think it would be best we take a crack at those energy issues.

cmlobue |

You rest for the evening as the resistance starts allocating the gear you retrieved.
Zefne loads a map into your data pads. It looks like it will be about half a day's walk to get there, and the resistance can't spare a vehicle for this just now. She asks if you have any questions before departing.

Yargnod Kir'eed |

Yargnod is not one to pass up anything free and he takes one of the pistols. You can't have too many guns, after all.
"Yeah, yeah, we'll just fix all this world's problems before we fix the ship," he says to Telirix, which is the close to active agreement anyone's going to get to any plan.

cmlobue |

The fissure’s easy to find by following the main northern highway from town. The heroes see few vehicles on the road, but pass people walking between farmhouses and villages. Most of the terrain is farmland, tended with lowertech, labor-intensive methods.
The heroes pass through a few farming communities, some scarcely more than a cluster of buildings along the road, though a tavern is present in even the smallest and most ramshackle settlement.
At the bottom of a deep ravine lies a chasm in the earth, forked in a wishbone shape and emitting a soft white glow. Glass tubes reinforced with metal struts surround the chasm, connecting to a network of copper pipes. The surrounding rocky terrain is vividly green compared to the barren cliffside above. A melodic hum emanates from the area, though it’s difficult to pinpoint the sound’s source.
Anyone who can fly can descend easily. Otherwise, you must make DC 20 Athletics check to climb down or a DC 25 Survival or DC 30 Perception check to find an easier route.

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Mordack will just climb down athletics: 1d20 + 22 ⇒ (7) + 22 = 29

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Telirix waits at the lip of the ravine. "I'll follow you after you're all down."
If the ravine's not too deep, he can also belay a cable if anyone has one and wants the help.
cmlobue, please check my questions in the discussion thread.

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Sefel casts Flight and begins a leisurely descent. He gets out his datapad, squaring it up to various views and sightings along the way and snapping pictures.
Oooh! Good stuff here for the SphereGram.

cmlobue |

Yargnod takes 10d6 ⇒ (5, 5, 5, 1, 1, 1, 1, 5, 6, 2) = 32 bludgeoning damage as he hits the ground unless someone can intervene.

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Yarnod, you should have just used your Jetpack or whatever you have, I'm just that good. I rolled cause I'm guaranteed to not fail, so why waste 1 charge of that battery. Although we could 10 minute rest here, I still got to get to full from the last fight, and you will probably need that 32 points.

cmlobue |

You did rest, so you were full coming here. Telirix still needs to either fly or make a roll to get down.

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Telirix has a last look around the rim and surrounding area. Then he checks his armor's systems and leaps into the chasm. About halfway down he triggers the hover suit's boosters to slow his descent, and makes a gentle landing.
"Yargnod, are you all right?"
Perception on the rim, is anyone watching: 1d20 + 13 ⇒ (14) + 13 = 27
Perception in the ravine: 1d20 + 13 ⇒ (2) + 13 = 15
That's one problem with jumping into high level characters with lots of fancy gear and abilities. You forget exactly what you have available. Heaven knows I'm not on top of everything Telirix.

Yargnod Kir'eed |

"Yeah, yeah, I'm fine. I'm not a baby. A little fall doesn't hurt," Yargnod growls.
He stands up and checks his gear then pats his armor and scowls when his hand touches the jet pack. He forgot he'd gotten it from the body of that helmeted human.
I even looked through my gear list and still forgot I had it.

cmlobue |

You find yourself in what looks like an abandoned city.
Each of you may attempt a DC 15 Will save.

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"Something here tugs at my mind. Can you feel it, Sefel?"
Telirix swings his rifle into his hands and looks around.
Perception: 1d20 + 13 ⇒ (5) + 13 = 18

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will save: 1d20 + 12 ⇒ (7) + 12 = 19
perception: 1d20 + 19 ⇒ (1) + 19 = 20, I also do have electrolocation, so if they are in contact with a metallic or crystalline floor or surface, which I doubt they are.

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DC15 Will: 1d20 + 9 ⇒ (9) + 9 = 18 another +2 if this is a spell or magical effect
Something in here is trying to enthrall all of us. Resist!
Perception: 1d20 + 14 ⇒ (4) + 14 = 18

cmlobue |

Most of the team can recognize and resist the compulsion, but are unable to determine its source.
No contact for electrolocation.
Yargnod, feel any odd compulsions?

cmlobue |

Yargnod feels the tug of the strange humming, but manages to resist. He turns his technology toward the source and sees a number of tiny glowing balls, seeming to draw energy from the ground.
Their color seems to change from a calm blue to an angry red as they realize that their trap is not working. The mechanic shouts a warning.
”Sefel Lamunesh Initiative”: 1d20 + 8 ⇒ (2) + 8 = 10
”Yargnod Initiative”: 1d20 + 7 ⇒ (2) + 7 = 9
”Telirix Sporestorm Initiative”: 1d20 + 13 ⇒ (13) + 13 = 26
”Red Initiative”: 1d20 + 3 ⇒ (6) + 3 = 9
”Orange Initiative”: 1d20 + 3 ⇒ (14) + 3 = 17
”Yellow Initiative”: 1d20 + 3 ⇒ (3) + 3 = 6
”Green Initiative”: 1d20 + 3 ⇒ (1) + 3 = 4
”Blue Initiative”: 1d20 + 3 ⇒ (16) + 3 = 19
”Purple Initiative”: 1d20 + 3 ⇒ (12) + 3 = 15
Round 1 - bolded may go
Telirix
Mordack
Blue
Orange
Purple
Sefel
Yargnod (-32 SP)
Red
Yellow
Green
Only Yargnod knows the location of the creatures now.

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Until Yargnod takes his/turn action to point them out, I'm guessing, also I'll know when they attack. I will take the total defense action to up my defense.

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Reacting to the shout, Telirix turns toward the kanabo, then toward where the goblin is looking.
"What?"
If we can't see them, I'd like to delay until Yarg shows their location. Then toss a grenade their way.

cmlobue |

Telirix and Mordack wait to be shown the enemy.
There is a burst of light from three seemingly empty points, and energy from the wellspring slams into the team.
Force Damage: 6d6 ⇒ (5, 4, 1, 4, 2, 3) = 19
Force Damage: 6d6 ⇒ (4, 3, 5, 3, 6, 3) = 24
Force Damage: 6d6 ⇒ (6, 5, 1, 4, 3, 3) = 22
DC 15 Fortitude save for half damage against each. If you fail any, you are also blinded 1 round. If you make them all, you are instead dazzled 1 round.
Round 1 - bolded may go
Telirix (delay, 3 Fort saves)
Mordack (delay, 3 Fort saves)
Blue
Orange
Purple
Sefel (3 Fort saves
Yargnod (-32 SP, 3 Fort saves)
Red
Yellow
Green
The spaces that Blue, Orange and Purple in are known, but they are still invisible to anyone but Yargnod.

Yargnod Kir'eed |

Fort: 1d20 + 10 ⇒ (18) + 10 = 28
Fort: 1d20 + 10 ⇒ (19) + 10 = 29
Fort: 1d20 + 10 ⇒ (8) + 10 = 18
"Hey! That's just rude!" Yargnod declares.
He orients on the nearest one (Yellow), calibrates and blasts.
Justifier (Doom Caller Desperation Cannon): 1d20 + 12 ⇒ (2) + 12 = 14
Electricity and Fire (Calibrated): 3d12 + 10 + 10 ⇒ (11, 3, 3) + 10 + 10 = 37
On the off chance that hits...Justifier has the Aurora property so that particular invisible dude will glow and be visible for 1 minute.

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fort: 1d20 + 8 ⇒ (15) + 8 = 23
fort: 1d20 + 8 ⇒ (13) + 8 = 21
fort: 1d20 + 8 ⇒ (15) + 8 = 23
Move up to blue and use my dragon breath, which is electricity in a 15 foot cone, which affects all creatures in that cone, regardless of who sees them. dmg: 3d6 ⇒ (6, 4, 2) = 12 DC 20 for half. Those other enemies might be in different spots, I'm guaranteed to get at least 2 blue and purple and hoping I do get more, at least that is how the character would see it, but won't be disappointed if they moved 5 feet after the attack and he only gets 1.

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DC 15 Fortitude: 1d20 + 3 ⇒ (20) + 3 = 23
DC 15 Fortitude: 1d20 + 3 ⇒ (18) + 3 = 21
DC 15 Fortitude: 1d20 + 3 ⇒ (2) + 3 = 5
Well, it could have been worse
Sefel conjures a Corrosive Haze onto one of them and then backs away in an attempt to avoid more of the force damage.
[standard] Cast Corrosive Haze, creating it on PURPLE
[move] 15 ft
acid damage PURPLE, DC19 reflex negates, spell resistance: 4d6 ⇒ (1, 4, 3, 2) = 10
Corrosive Haze round 1/10

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Dreading these rolls
Fort: 1d20 + 6 ⇒ (9) + 6 = 15
Fort: 1d20 + 6 ⇒ (11) + 6 = 17
Fort: 1d20 + 6 ⇒ (13) + 6 = 19
Yea! Nice surprise.
Dazzled : You are unable to see well because of overstimulation of your eyes. You take a –1 penalty to attack rolls and sight-based Perception checks.
Tel steps up behind Mordak and lobs a shock grenade over the half-orc android into the apparently empty space beyond.
What are they? Where are they?
shock grenade, target blue circle center v 5, range, dazzled : 1d20 + 9 - 4 - 1 ⇒ (5) + 9 - 4 - 1 = 9
damage: 1d8 ⇒ 2 electrical. Ref save DC 14 for half

cmlobue |

Telirix tosses a grenade into the space with the enemies.
Red Reflex: 1d20 + 8 ⇒ (10) + 8 = 18
Orange Reflex: 1d20 + 8 ⇒ (12) + 8 = 20
Green Reflex: 1d20 + 8 ⇒ (18) + 8 = 26
Purple Reflex: 1d20 + 8 ⇒ (5) + 8 = 13
Mordack adds his electrical breath weapon.
Blue Reflex: 1d20 + 8 ⇒ (15) + 8 = 23
Purple Reflex: 1d20 + 8 ⇒ (20) + 8 = 28
Sefel continues to ruin Purple's day.
Purple Reflex: 1d20 + 8 ⇒ (14) + 8 = 22
Yargnod missed the memo that he was supposed to target Purple and misses.
Yellow comes out of hiding and fires a blast of light at Mordack.
Wisp Flare vs. Mordack: 1d20 + 10 ⇒ (9) + 10 = 19
Fire Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Blue, Orange and Purple each attack a different target.
Wisp Flare vs. Sefel: 1d20 + 10 ⇒ (2) + 10 = 12
Fire Damage: 1d4 + 5 ⇒ (3) + 5 = 8
Wisp Flare vs. Yargnod: 1d20 + 10 ⇒ (20) + 10 = 30
Fire Damage: 1d4 + 5 ⇒ (1) + 5 = 6
Wisp Flare vs. Telirix: 1d20 + 10 ⇒ (15) + 10 = 25
Fire Damage: 1d4 + 5 ⇒ (1) + 5 = 6
They then spread out.
Red and Green unleash bursts of force.
Force Damage: 6d6 ⇒ (1, 1, 5, 6, 3, 3) = 19
Force Damage: 6d6 ⇒ (6, 2, 6, 5, 2, 3) = 24
Same saves as above.
DC 15 Fortitude save for half damage against each. If you fail any, you are also blinded 1 round. If you make them all, you are instead dazzled 1 round.
Round 2 - bolded may go
Blue (-6 HP)
Orange (-2 HP)
Purple (-10 HP)
Telirix (-38 SP, 2 Fort saves)
Mordack (-32 SP, 2 Fort saves)
Sefel (-43 SP, 2 Fort saves)
Yargnod (-70 SP, 2 Fort saves)
Red (-2 HP)
Yellow
Green (-2 HP)
Yellow, Blue, Orange and Purple are now visible to all. Red and Green are only visible to Yargnod.

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Fort: 1d20 + 6 ⇒ (2) + 6 = 8
Fort: 1d20 + 6 ⇒ (5) + 6 = 11 That's what I was dreading.
"There they are!" Telirix's thriumph is momentary. New blasts of light blind him. He claws for another grenade to lob over Mordack.
Frag grenade, target blue circle center v 5, range, blinded : 1d20 + 9 - 4 - 4 ⇒ (9) + 9 - 4 - 4 = 10
damage: 1d6 ⇒ 3 P Ref save DC 14 for half
Guessed at the -4 penalty based on my reading of blinded. Subject to your ruling, cmlobue.
You can’t see. You are flat-footed and take a –4 penalty to Strength- and Dexterity-based skill checks and to opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. You can’t observe other creatures, which means (among other things) that you treat all creatures as having total concealment (50% miss chance; see page 253). You must succeed at a DC 10 Acrobatics skill check to move faster than half speed. If you fail this check, you fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense (see page 260) other than vision still automatically fail all checks and activities relying on vision, but they suffer none of the other effects.