Kaleb "Chip" Leafgleam |
Chip makes sure his helmet is secure and environmental protection is active before taking a look.
Medicine: 1d20 + 10 ⇒ (9) + 10 = 19
Kuozar of Steel |
Not a bad idea, Kaleb. Kuozar also activates the defense system and goes inside, allowing Burns to go first.
Medicine: 1d20 + 9 ⇒ (20) + 9 = 29
Hmmm, everything is clear...
I moved us inside on the map otherwise we couldn't have looked at it.
Burnham Kenyon |
Burn steps into the room. "Big area. Need a science expert to have a look at that." the green gas in the air, two secure containment units occupy the room, door of the unit to the south is broken open. The unit is overrun by green, slimy growths, perhaps a type of mold or fungus.
"Lot's of places to hide in here. Everyone stay sharp."
Burn moves to the center of the room and keeps looking around for signs of an acid-spewing bug.
Perception: 1d20 + 0 ⇒ (16) + 0 = 16
ANd thanks for the offer Grognard. BUrn will leave his pack with Donkey.
GM Bret |
The green oval is the green gas.
Those who enabled environmental protections quickly realize that with them enabled there is no way to talk to the others because Comms are jammed.
Dofon doesn’t see anything that looks threatening other than the gas that Bonkers is already examining.
Chip moves up a little bit more so he can better see the fungus. It doesn’t appear he found anything immediately hazardous there.
The gas is thick enough that Bonkers and Burn are concealed from each other, anything farther away can not be seen. Burns is searching but doesn’t see any other threats.
Adjacent are concealed, further gives total concealment
Burns, since you were looking around I moved you just outside the gas but still adjacent to Bonkers so you could see more of the room.
As Bonkers finishes his initial examination of the gas, he turns around and suddenly seems to be gesturing to warn about something. Unfortunately he doesn’t know any of the sign languages. He does appear to be pointing up, above Kuozar.
Bonkers: 1d20 + 2 ⇒ (16) + 2 = 18
Burnham: 1d20 + 2 ⇒ (18) + 2 = 20
Dofon: 1d20 + 4 ⇒ (16) + 4 = 20
Grognard: 1d20 + 5 ⇒ (3) + 5 = 8
Chip: 1d20 + 2 ⇒ (11) + 2 = 13
Kuozar: 1d20 + 4 ⇒ (6) + 4 = 10
Red Swarm Creature: 1d20 + 4 ⇒ (6) + 4 = 10
Dofon perception since he said he was looking around but didn’t roll: 1d20 + 4 ⇒ (13) + 4 = 17 +4 more if using scanner, Darkvision
I had given everyone a passive perception check already.
Round 1:
Bolded may act.
Only Bonkers is currently aware of where the opponent is, but people could try a Perception check to find it before it jumps out at you. You are aware that there is something dangerous given that I’m assuming Bonkers would be trying to point it out.
Green oval is gas, which grants concealment.
Life Science to identify the creature.
Dofon
Burn
Bonkers (sealed)
Chip (sealed)
Red Creature
Kuozar (sealed)
Grognard
Grognard Erraticus |
Moved myself to be with Burn
Bonkers123 |
Bonkers attempts to get everyone's attention on the critter by.. shooting at it.
Burn! (laser rifle) : 1d20 + 3 ⇒ (3) + 3 = 6
Fire damage: 1d8 + 3 ⇒ (5) + 3 = 8
Sadly the rest of the group may still have no clue where it is...
At this point he realizes he didn't think to see if the gas was flammable...
Dofon |
Something is wrong. But what?
Dofon takes another sweep of the area.
Perception: 1d20 + 4 ⇒ (2) + 4 = 6 no scanner, since flamer is a two-handed weapon
Perception: 1d20 + 4 ⇒ (15) + 4 = 19 using both move and standard action to search What is that...
Life Science: 1d20 + 3 ⇒ (3) + 3 = 6
If the Thing attacks someone targeting AC, Dofon uses the 4 paradox as a reaction to grant the target a +2 insight bonus to AC. (Chronomatic Defense precog ability).