Game Master S |
What's the official verdict on catching your breath?
Looking to the northwest rooms, the party concludes that there's nothing in those rooms. Both doors are open as the undead came from both. Map updated.
Castana Fatris |
Alright, let's just work clockwise in that case.
Castana will then ask the group before opening the door she is currently standing in front of (the token has been moved).
Game Master S |
This workshop contains mechanical equipment and tools, and looks primarily used for maintaining the dig site equipment and for processing any archaeological discoveries brought in from active dig sites.
Zark Snoutflash |
I'm am absolutely fine with ten minute rests. Zark does not need to expend a resolve, but he is happy to wait.
After everybody has rested, Zark proposes going through the door to the north. He checks for traps and the such before going through.
Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Game Master S |
Concluding that the door is safe, Zark opens it. Two exploration buggies are parked in the middle of this garage. Racks on the west wall hold a variety of heavy digging equipment, tools for servicing the vehicles, and motorcycle helmets. Large garage doors exit north to Blanchet Street. A light above the steel door in the east wall flashes red.
Ears |
"What do you think. Zack? Does that flashing light mean go find some intruders, or does it mean, stay out of here?"
Lapodie |
Lapodie takes the opportunity to rest.
"A light saying 'stay out' is really just a sign we should go in, yes?"
Castana Fatris |
I can go either way on this. A light saying stay out means the room is important but makes me wonder if we want to clear other areas first. I'm all ears for ideas.
Dr. Lakare Koob |
"I'm worried that whatever is going on in there might be time-sensitive. I think we should start there."
Castana Fatris |
Alright, fair, then red light room it is.
Zark Snoutflash |
"I admit that that I do not like red flashing lights, but if things get too intense, these buggies may be our way out of here."
Zark quickly looks over the room for anything of interest. He also checks to see if those vehicles look operational.
Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Are keys needed to drive the vehicles?
Game Master S |
As the party enters the room a pair of vicious looking beasts emerge from under the vehicles to attack!
INITIATIVE
Hostiles: 1d20 + 5 ⇒ (8) + 5 = 13
Castana: 1d20 + 0 ⇒ (9) + 0 = 9
Koob: 1d20 + 3 ⇒ (8) + 3 = 11
Lapodie: 1d20 + 7 ⇒ (3) + 7 = 10
Zark: 1d20 + 7 ⇒ (20) + 7 = 27
Tanila: 1d20 + 6 ⇒ (16) + 6 = 22
ROUND 1:
Zark: Go
Tanila: Go
Hostiles: TBD
dr. Koob: TBD
Lapodie: TBD
Castana: TBD
******************************************
TACTICAL MAP
Location: Business
GM’s Tracker
Party Conditions: Inspiring Boost:
Gravity:Normal
Atmosphere: Normal
Lighting: Bright
Battlefield terrain: water squares are difficult
Black: 28
Zark Snoutflash |
Zark quickly moves into position around the vehicle and fires a trick shot directly at red!
Stealth (Trick Attack) will hit up up to CR: 1d20 + 19 - 20 ⇒ (12) + 19 - 20 = 11
Corona Laser Pistol vs. Flat Footed EAC: 1d20 + 10 ⇒ (20) + 10 = 30
Fire Damge: 3d4 + 3 ⇒ (2, 3, 3) + 3 = 11
plus
Critical Burn: 1d4 ⇒ 2 plus
Trick Damage: 3d8 ⇒ (3, 6, 4) = 13
"Hup to, Everyone!" the ysoki cries out as he fires into the vicious beast!
Game Master S |
Tanila is way off, but Zark has the thing dead to rights! Unfortunately, these creatures seem resistant to fire. It burns, but only a bit. The fact that it's on fire doesn't seem to bother it at all. the creature returns fire, literally! A beam of light erupts from its maw at Zark:
ATK: 1d20 + 15 ⇒ (6) + 15 = 21 for Fire: 1d6 + 5 ⇒ (6) + 5 = 11
The other one does an end around to the center of the garage and starts to glow with a painful light! Each creature within 60 feet must succeed at a DC 13 Fortitude save or be blinded for 1d4 rounds. Creatures that succeed at this save are instead dazzled for 1 round
ROUND 1:
Zark (SP: 43/54): CRIT REF
Tanila: Miss REF
Hostiles: ATK!
Dr. Koob: REF + Go
Lapodie: REF + Go
Castana: REF + Go
******************************************
TACTICAL MAP
Location: Business
GM’s Tracker
Party Conditions: Inspiring Boost:
Gravity:Normal
Atmosphere: Normal
Lighting: Bright
Battlefield terrain: water squares are difficult
red: 19
Lapodie |
Reflex: 1d20 + 9 ⇒ (8) + 9 = 17
Lapodie quietly draws her weapon and aims at Black.
stunt, stealth: 1d20 + 18 ⇒ (9) + 18 = 27
attack, dazzled: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
series 4 plasma guide: 1d8 + 4 ⇒ (4) + 4 = 8
She curses the light in her eyes.
Ears |
Gonna assume I go with everyone else.
ref save: 1d20 + 4 ⇒ (13) + 4 = 17
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.
" Fire doesn't seem to be an option. Let's see what will work. " Ears draws his semi-auto and fires at black.
Attack, semi-auto v black, KAC, dazzled: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18 ... dmage: 1d6 + 2 ⇒ (5) + 2 = 7 critical -; Analog)
Dr. Lakare Koob |
The text says fort save, the init block says reflex save...
Save: 1d20 ⇒ 7 +4 Reflex or +5 Fort
Koob cries out and covers his eyes, the intensity too much for him! Fail either way.
Blinded rounds: 1d4 ⇒ 4
After a moment's panic, Koob reaches out a hand to steady himself against Ears. Drawing a syringe, he holds it against his wrist pad for a moment then reaches out again toward Ears, injecting him with an invigorating serum.
Basic Biohack for Ears: +1 AC
Game Master S |
My bad. IT's FORT, not REF. Not sure how Ear's init was dropped.
Lapodie's aim is off, but Ear's connects despite the stars in his eyes. Unfortunately, Dr. Koob's vision is completely shorted! Thinking of his partymates, he boosts Ears a bit.
ROUND 2:
Castana: FORT + Go
ROUND 2:
Zark (SP: 43/54): FORT + Go
Tanila: FORT + Go
Hostiles: TBD
Ears: TBD
Dr. Koob (Blind through R5): TBD
Lapodie: TBD
Castana: TBD
******************************************
TACTICAL MAP
Location: Business
GM’s Tracker
Party Conditions: Inspiring Boost:
Gravity:Normal
Atmosphere: Normal
Lighting: Bright
Battlefield terrain: water squares are difficult
red: 19
Black: 7
Ears |
Fortunately all Ears' saving throws are at +4. So maybe I can keep the roll? No worries about dropping him out of the order. I do it all the time when running games.
Probably just a cut and paste error.
That worked!
"Lapodie, try your slug thrower. I'll get there to boost you!"
Next round unless, Tanila gets there first! As ever feel free to ignore imperatives from Ears.
Zark Snoutflash |
Fortitude Save: 1d20 + 5 ⇒ (2) + 5 = 7
Despite being blinded, Zark attempts to finish off the red hound with a trick attack.
Stealth (Trick Attack) will hit up up to CR: 1d20 + 19 - 20 - 4 ⇒ (18) + 19 - 20 - 4 = 13
Corona Laser Pistol vs. Flat Footed EAC: 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15
Fire Damge: 3d4 + 3 ⇒ (4, 4, 1) + 3 = 12
plus
Trick Damage: 3d8 ⇒ (7, 8, 6) = 21
Miss Chance (50 or less is a miss): 1d100 ⇒ 23