The House |
Our Survival subject matter expert delivers a strong performance The House says, looking at Shlushshla's efforts.
GM not goblin |
Shlushshla notices some tracks beside an apple tree and manages to forage three akren apples, a delicious fruit with healing properties. Each akren apple functions as a minor healing serum (these apples spoil by the end of this adventure and can’t be sold). Also, he has a feeling that mistuors may love them.
The House |
Athletics, Aid Another: 1d20 - 1 ⇒ (12) - 1 = 11
The House typically outsources Strong to third-party contractors
GM not goblin |
You made it in good time, the sun is setting when you reach the poacher’s camp. it’s clear the camp consists of multiple buildings and has some exterior lights, nothing else is discernible from a distance. What do you want to do now?
Now the map is relevant, should I reveal all of it or per your advancement?
AbadarCorp Entertainment |
You'd want to reveal as it fits the narrative, but keep in mind that some parts may take quite long if you reveal on a back-and-forth basis. Usually you want to reveal enough so that players can make a decision where to go. Here, it sounds like we may need to get closer first.
The House whispers They may have security consultants or installations, since they're acting on a bad faith basis. We should probably approach with diligence.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23 House checks if he spots anything, or anyone.
GM not goblin |
House notices a generator at the camp’s southeast end (area A5) which is powering not only the buildings that make up the camp but something outside of it. Just as the sun slips beneath the horizon, you notice a fence circling the entire camp.
Revaled most of the map, will wanna talk about this scene later.
bigrin42 - Obozaya |
"If we take out that generator, we can probably drop the security on the fence and buildings. Might make it easier to take the poachers in the confusion. It will probably drop the security on the megafauna enclosures as well, though, and I don't relish the thought of chasing them down. Still, my vote is the generators, unless someone else has any better ideas?"
903 Ck-Chk-Ckt |
Assuredly, 903 agrees, telepathically.
Unless there is any strong objection, she'll begin creeping toward the generator.
Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
The House |
The combination of a power generator and a fence usually means adverse hair conditions The House says, his way of suggesting the fence might be electrified. On a side note, The House seems to be permanently affected by adverse hair conditions.
Perception to check if fence is trapped: 1d20 + 8 ⇒ (18) + 8 = 26
GM not goblin |
The fence is actually a sonic blast trap that is located 100 feet away from the camp’s edges, circling the entire camp. You think that if a small or larger creature crosses this perimeter boundary, it will trigger a loud sonic pulse.
To disable it I will need a computers or engineering roll, I am open to other ideas, I liked the idea of going to the generator to disable it if you can pass it without triggering the trap somehow..
Shlushshla |
Shlushshla tries to reach the generator with a telekinetic tendril, but can only extend it to 25 ft.
"Maybe over the top?" It suggests. "Pull one of the cages along side, climb up, and then jump over? Whichever of you wants to volunteer."
903 Ck-Chk-Ckt |
Excellent idea, 903 thoughts.
She begins to maneuver one of the cages to a point where she can use it to jump the fence.
Athletics: 1d20 + 6 ⇒ (19) + 6 = 25
Acrobatics: 1d20 + 5 ⇒ (4) + 5 = 9
Shlushshla |
Shlushshla was near the fence to try and reach with the telekinetic tendril, but is the type to back away from risky activities. Happy with whichever way you want to call it.
The House |
House is happy to provide some helpful industry insights on climbing fences, but doesn't have the shape or the build to actually climb that thing.
GM not goblin |
Obozaya easily hurls a cage near the fence, while 903 helps out and tries to jump over, but unfortunately doesn't jump long enough. The entire perimeter releases a loud sonic pulse, damaging everyone within 15 feet. Now the Poachers know you are here and are preparing to attack.
Obozaya Sonic damage: 1d6 ⇒ 3 Reflex DC 11 half
903 Sonic damage: 1d6 ⇒ 4 Reflex DC 11 half
Shlushshla Sonic damage: 1d6 ⇒ 2 Reflex DC 11 half
House Sonic damage: 1d6 ⇒ 5 Reflex DC 11 half
I will wait a little for the save results. First combat, so I prefer not to rush. I guess I'll use the stat block.
The House |
Reflex: 1d20 ⇒ 1
Huh? What?! SP 2/7
So much for sneaking up calmly...
903 Ck-Chk-Ckt |
Refl: 1d20 + 3 ⇒ (3) + 3 = 6
903 takes the brunt of the blast but her hard exoskeleton protects her soft innards from it (Formians have Sonic Resistance 5 so she takes no damage.)
Great apologies! <extreme shame in failing and causing her comrades pain> 903 sends to the rest of the team. She draws her taclash and prepares to deal with the other repercussions of her brash action.
GM not goblin |
After the trap is triggered all the poachers awake and come out triggering the alarm and you hear someone calling "They are after the Mistuors, eat them lead, or whatever, and protect our prize!"
Obozaya: 1d20 + 7 ⇒ (10) + 7 = 17
903: 1d20 + 4 ⇒ (14) + 4 = 18
Shlushshla: 1d20 + 1 ⇒ (4) + 1 = 5
House: 1d20 ⇒ 7
Darvis: 1d20 + 5 ⇒ (5) + 5 = 10
Porchers: 1d20 + 3 ⇒ (8) + 3 = 11
Combat on! Everyone in bold can act!
Round 1: Dazed mostly.
You start near the generator on the trail to the left, position yourself accordingly, please.
--------------
903
Obozaya -3SP
Porcher 1
Procher 2
Darvis
House -5SP
Shlushshla -2SP
--------------
903 Ck-Chk-Ckt |
As expected the wrong doers are compounding their wrong doing by actively, violently resisting.
She taps into the potential energy of everything surrounding her from the grass growing under her feet to the batteries powering the machinery and weapons nearby and gathers it for her own use.
For the moment, though she only has the ability to get close to one of the guards, ready to strike should he leave himself exposed to danger.
Double move to the position on the map. I get one Entropy point from combat beginning and another from double moving. Entropy Pool - 2.
Note that I have a taclash armed so I can make an AoO against anyone within 10' who provokes.
Entropic Strike: 1d20 + 3 ⇒ (13) + 3 = 16
Acid or Bludgeoning: 1d3 + 4 ⇒ (3) + 4 = 7
GM not goblin |
Obozaya missed the (now red) Porcher.
The red will try to arrack 903 with knief "Boss, can I have some help?"
Red vs 903: 1d20 + 3 ⇒ (14) + 3 = 171d4 + 2 ⇒ (2) + 2 = 4 S
Davis and Blue and will try to target 903.
Davis vs 903: 1d20 + 3 ⇒ (18) + 3 = 211d8 ⇒ 3 C&P
Blus vs 903: 1d20 + 6 ⇒ (3) + 6 = 91d4 ⇒ 2 F
903 got hit for 7 damage if I'm not mistaken..
Round 1/2: Vicious attack.
903 -7SP
Obozaya -3SP
Porcher Red
Procher Blue
Darvis
House -5SP
Shlushshla -2SP
Hope I'm doing ok, the enemies are just attacking, all may act.
Shlushshla |
Shlushshla scuttles up the path on the west side of the compound. As it moves, the hunting rifle disappears from its back and reappears held in two of its tentacles.
Double move, swift action to used Called fusion
The House |
Oh, It's not a good idea to go against the house The House remarks as he tries to terminally confuse the crony.
Mind Thrust vs Red, DC 15 Will Save foacr half: 2d10 ⇒ (4, 10) = 14
The House |
Yes, that's right, my mistake. I've adjusted the move action to get within range
903 Ck-Chk-Ckt |
The bad news is, 903 gets hit twice.
The good news is, it only fuels the entropy that powers her and she channels that energy into her strike.
Entropic Strike: 1d20 + 3 ⇒ (17) + 3 = 20
Acid: 1d3 + 4 + 2d4 ⇒ (3) + 4 + (4, 2) = 13
I got an Entropy Point from each of those hits (they were equal or more twice my level), which brought my pool up to 4. I spent 2 on the strike so I'm back at 2.
GM not goblin |
Wow pretty powerful, how does it look like?
903 pretty much destroyed red out of the world living behind a pile of disintegrating matter.
Blue porcher use guarded step to get back one step and shoot Obozaya.
blue vs Obozaya: 1d20 + 6 ⇒ (3) + 6 = 91d4 ⇒ 1 F
Darvis will switch to his assult hammer and will try to hit Obozaya too.
Darvis vs Obozaya: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 3 ⇒ (1) + 3 = 4 B
The House |
House takes another few steps closer, and blasts the mind of Darvix
Mind thrust vs Darvis: 2d10 ⇒ (8, 6) = 14 DC 15 Will for half
903 Ck-Chk-Ckt |
For a moment after 903 hits her opponent, there is nothing but the red welt where her taclash struck.
But then, it slowly starts to expand as the entropic energy she fed into him causes a chain reaction that triggers a small part of potential energy of the cells surrounding it and that triggers the cells next to those cells and so on. It looks like the man is disintegrating, and, in a way, he is, as the molecules in his cells break free from their structure and the elements within those molecules break free from their molecular bonds.
903 doesn't wait to watch that happen, though, instead crossing the compound to where Obozaya is facing down the two remaining opponents.
She infuses her taclash with a little more of the energy she's stored up but keeps some in reserve.
Entropic Strike: 1d20 + 3 ⇒ (12) + 3 = 15
Acid: 1d3 + 4 + 1d4 ⇒ (1) + 4 + (4) = 9
Burning another point from my Entropy Pool. That leaves me with 1.
GM not goblin |
Now that you're not under pressure, after you search Darvis and found the mistuors cages keys there you load the mistuors into the animal trailers on the back of your exploration buggies. The journey back through the forest to Elkrius is without additional incident. When you arrive, Dr. Tevurda is extremely pleased and goes off to reacclimate the mistuors to their enclosure without so much as a wave goodbye or a thank-you to you. As Dr. Tevurda leaves, Genayvin approaches and gives you each a credstick with your promised payment, explaining that she’ll handle all the things fron now on.
*** Bounty Complete ***
You can roleplay your character epilogue if you wish
903 Ck-Chk-Ckt |
A job well done and a job well worth doing, 903 thinks as they head back. She pays little mind to the fallen thieves, putting her full attention on the mistuors.
Shlushshla |
On the journey back, Shlushshla feeds an akren apple to each of the mistuors, and then eats the third - being careful to keep the seeds.
"Delicious. I can see why you like them."
Back at Elkrius, Shlushshla accepts the credstick. "Thanks. We didn't find out why they wanted the mistuors, but I hope you manage to breed them. Always handy to have some spares."
The House |
Another fine delivery! Let us know if you need further assistance The House says cheerfully.
Looking to the group, he adds Now is a good time to introduce some work-life balance. Drinks are on the House!