
Børak |

Having warned the others, Borak moves back the way he came, Blending in with the sand dune, so as to surprise the attackers once their backs were too him.

Kasit |

My computer is dead. Dead dead. I can’t use the map on my phone right now…for the moment Kasit will be with the vehicle where he currently is.

Sister Julia |

Lurking behind one of the newly formed sand dunes, Julia waited for the men to approach. Her plan was to strike from behind when they passed.
Stealth: 1d20 + 11 ⇒ (17) + 11 = 28

GM_Panic |

As you get under cover 1st you see they are coming in two groups with some one up on the ridge with a long gun. He is moving slower,
They look to be local smuggler types, they have blades only.
They seem to think your still in the truck.
So to get you an Ambush you need to roll
Kn Nature or Survival DC14 to know where to hide.
If you have a sand snorkel you can had in the sand, Full surprise.
Max Init and surprise round
Or move and come at them as they try to go around / over a dune
INit for those in that group +10
Then roll Stealth to hide.
You get a premnation that you should hid in the sand and attack hand to hand. A flash on an image, and the Tarot card sign cross you minds

Elta Tabr |

Elta comes out of her meditation and looks around. He says "I see the storm is over. Trouble huh?" He then gets out and heads to one of the sand dunes and hides.
Survival: 1d20 + 11 ⇒ (6) + 11 = 17
Stealth: 1d20 + 10 ⇒ (20) + 10 = 30

GM_Panic |
1 person marked this as a favorite. |

you all get ready, and look out over the, sands. After a sandstorm on the desert planet of Arrakis, known as Dune, the landscape undergoes a dramatic transformation. The once smooth and undulating dunes are reshaped and redefined, with fine grains of sand settling into new patterns and formations. The air is thick with the smell of earth and the sensation of grit, lending an almost palpable weight to the atmosphere.
The sky, which may have been obscured during the storm, begins to clear, revealing a vast expanse of deep blue and orange hues that reflect the setting sun. In the aftermath, the surface of the sand glistens with small amount of moisture from the brief encounter with the storm, giving it a more vibrant and shifting appearance. You see some areas retain peculiar shapes, creating temporary sculptures akin to ripples or waves frozen in time.
Your Footprints or tracks left by you are all gone. and as you wait Occasionally, a small cloud of dust is stirred up as the wind continues to play over the dunes, adding an ever-changing element to the scenery.
The resilience of the desert is evident, as the sands seem to breathe and shift with each gust, concealing the treasures and hidden dangers that lie beneath. After the chaos of the storm, the stark beauty of the sands is both haunting and mesmerizing, embodying the paradox of Arrakis—a land of desolation, yet rich with its own vital mysteries.
Then you see them. with your rolls you think the best chance is to lay a trap at the truck, hiding in the sand, while one of you gose to deal with the one with the long gun.if everyone is happy i will move you to the ambush of the ambushers.
On the arid planet of Dune, the relentless sun bathes the landscape in a harsh, golden glow, while the winds howl across the vast desert, erasing any trace of recent activity. In the shimmering heat haze, a broken-down sand truck sits abandoned on the shifting sands—its metallic body battered and sun-bleached, a stark contrast against the endless dunes of the desert.
Suddenly, the tranquility is shattered by the distant rumble of engines. Two groups of spice smugglers, skilled and ruthless, emerge from a hidden crease in the landscape, their eyes gleaming with avarice for the valuable spice that’s often transported in such vehicles. The first group, comprised of three rough-and-tumble men, check their blasters and exchange nods of anticipation as they move stealthily across the sand. The second group, consisting of two more smugglers, circles around toward the rear of the truck, their movements practiced and fluid—hunters stalking their prey.
Unbeknownst to the smugglers, lurking beneath the surface of the sand are the hidden Fremen. Masters of their environment, these desert dwellers can feel the vibrations of footsteps and the tremors of engines through the earth. They lie in wait, their blue-within-blue eyes scanning the horizon, keenly aware of the impending threat. As the smugglers approach, the Fremen decide the time has come to strike, rising from their concealed positions with an eerie silence.
Just as the lead smuggler bends to inspect the truck, a sudden eruption of sand explodes upwards around him. The Fremen spring into action, pulling glimmering crysknives from their belt as they emerge from the dunes, their faces masked against the sun and the bitter winds. The element of surprise is on their side. In a fluid motion, they launch themselves at the smugglers, striking with precision and ferocity.
Amidst the chaos, the three smugglers from the first group scramble to respond, instincts kicking in as they draw their weapons, but the swift, guerrilla tactics of the Fremen catch them off-guard. Meanwhile, the two smugglers who flanked the rear are caught in shock, realizing too late the trap they’ve walked into.
The atmosphere is thick with the shouts of men, the sounds of blaster fire, and the thumping of hearts beating in adrenaline-fueled panic. The battle against the unforgiving desert has begun, as the Fremen fight to protect their land and the precious spice that is their lifeblood. The sand truck, once a potential treasure trove for the smugglers, has become the stage for a deadly confrontation between two worlds—one driven by greed and the other by survival.
you going to all bust out the sand behind the, yiu have a suprise round
S1 Light Blue AC 18 TH+6 TH+5 DMG1d4+1
S1 Yellow AC 19 TH+8 DMG1d6+3
S3 Blue LEADER AC23 TH+8 TH+10 DMG1d8+2 Group Init 1d20 + 7 ⇒ (1) + 7 = 8
S4 Red LEADER AD22 TH+9 DMG1d8+3 Group Group Init 1d20 + 8 ⇒ (20) + 8 = 28
S5 Pink AD16 TH+4 TH+9 DMG1d4+1
S6 Long gun shooter AD19 TH+10 DMG2d6 / blade TH+6 TH+5 DMG1d4+1

Børak |

Borak was moved toward the shooter 'S6', so I'm going with it :)
Using his knowledge of Sandcraft, Borak seems to blend with the dunes as he approaches the sniper on the ridge of the dune. As the marksman lays down on the crest of the dune Borak knows that he cannot permit the rifleman to fire upon his fellows. Moving to where Dune's bright sun shines down on the back of the shooter, he shifts from the shadow of the dune, attacking the shooter with his father's blade, causing the blaster to go off prematurely.
5 ft step, surprise round, Attack, crysknife, debilitating injury
attack: 1d20 + 8 ⇒ (11) + 8 = 19 damage: 1d4 + 5 ⇒ (2) + 5 = 7 sneak: 2d6 ⇒ (1, 3) = 4
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Kasit |

Hit same target as Borak: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d4 + 21 ⇒ (3) + 21 = 24
If first hits, second attack against next nearest enemy: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d4 + 21 ⇒ (4) + 21 = 25
Taking full advantage of their catching the riders flat footed, Kasit let his crysknife fly. The field projector on his wrist hummed to life, powered as it was by being charged throughout the day in the sun. The knife was a work of art, for when it hit a target, it was drawn eerily towards the next closest foe, only for the knife to be retracted to his waiting hand. It took skill to ensure that it did what he wanted, but a lifetime of hardship had trained him well. Which was unfortunate for the men standing before him.

GM_Panic |

Borak went for the single shooter on the ridge Kasit, you being with him up there will take you away from the main fight. Do you want to swich targets to the group of smugglers by the Sand Truck. I have you there on the map. You attack misses them sorry. Unless someone flanks for you this round. If they do you will take out a Baddy, who is your call, You can move your ICONs everyone on map as you see fit.

Sister Julia |

In a surprise round you can only take a move action or standard action, no 5' steps. So instead she'll take some free actions and make a readied action.
Sister Julia was waiting patiently under the sand near Kasit. Sensing the raiders close by, she stood up took a defensive stance and waited for one of the three men in front to engage. With no obvious weapons, she didn't look like much of a threat, but looks were deceiving! Ss an initiate into the prana-bindu mysteries, she knew exactly where to hit for maximum effect and the fools in front of her were about to get a rude surprise.
Free action: Enable Crane style and fight defensively, AC = 23.
Standard actio: She's readying an action to attack the first enemy who comes within range.
Readied action - unarmed strike: 1d20 + 2 + 4 - 2 ⇒ (16) + 2 + 4 - 2 = 20Damage: 1d6 + 2d6 ⇒ (1) + (5, 4) = 10

Elta Tabr |

Elta quietly emerges from the sand and gets behind one of the smugglers and quickly lashes out with a chop and a kick.
Unarmed Strike Flurry 1 PA: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15 Damage: 1d8 + 6 + 1 + 6 ⇒ (3) + 6 + 1 + 6 = 16
Unarmed Strike Flurry 2 PA: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25 Damage: 1d8 + 4 + 1 + 6 ⇒ (6) + 4 + 1 + 6 = 17

Børak |

I am going to rule that as your Mythic Fremen I will allow you a full round action V the ambush so you get an attack as well Julia so that hist this round
Hmmm if aloud a full round action, can I turn Borak's 'suprise round'(5 ft step, attack) into a full attack? It would make the first attack a 17 but should still hit with them Flat footed. Second attack for Full Attack, crysknife, debilitating injury
attack: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25 damage: 1d4 + 5 ⇒ (3) + 5 = 8 sneak: 2d6 ⇒ (1, 5) = 6Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
attack: confirm, crit: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21 damage: 1d4 + 5 ⇒ (2) + 5 = 7

GM_Panic |

And then your Fremen exploded from the sand where they had been lying in wait, your stillsuits blending perfectly with the dunes until the moment of attack.
In a blur of motion, they descended upon the unsuspecting smugglers gathered near a weather-worn sand truck, their crysknives flashing in the harsh Arrakeen sun.
One smuggler barely had time to shout before he was silenced, the others scattering in panic as the Fremen struck with the precision and fury of desert-born warriors. The ambush was over in moments, the wind already beginning to erase the signs of violence, leaving only the silent, ever-shifting sands as witness.

"Initiative_monkey" |

Børak comes up being the smuggler with the long Gun
*S6 Long gun shooter AD19 TH+10 DMG2d6 / blade TH+5 DMG1d4+1 [Alive]
And dose 13 Points of DMG, S6 drops the long gun and pulls his blade
Kasit come up behind his targets and his knife flashes, cutting the man deep, then Moving he grab the mans nick and drives his blade deep into the man gut, looks at him as he dies, letting go the body drops
3 Blue LEADER AC23 TH+8 TH+10 DMG1d8+2 Group Init 1d20 + 7 ⇒ (1) + 7 = 8 [DEAD]
Sister Julia, As Kasit comes up so dose Julia, her target is shocked to see a woman in front of him, but the looks down to see a blade sticking out of his gut. He stagers back pulling his blade.
S2 Yellow AC 19 TH+8 DMG1d6+3 [Alive] -10hp,
The 3ed one in the group is shocked buy what just happened turns to run back the way he came
*S1 Light Blue AC 18 TH+6 TH+5 DMG1d4+1 [Alive]
Elta Tabr
As he hears the others attack so dose Elta, there is the sound of bones braking and the leader is dead, Nick broken.
S4 Red LEADER AD22 TH+9 DMG1d8+3 Group Group Init 1d20 + 8 ⇒ (20) + 8 = 28 [Dead]
Seeing his boss dead in an instant the young smuggler runs as well.
*S5 Pink AD16 TH+4 TH+9 DMG1d4+1 [Alive]
You see the Guard in the truck looking in shock at what just happened.
Are we missing a player, I thought we had 5, Ethan Limir I will bot you if you like PM sent
I have updated the map

Børak |

As the surprised sniper drops his long arm and begins to draw his own blade, Borak shifts his feet, moving in close, he stabs at the bleeding enemy with both blades.
Full Attack, crysknife, debilitating injury?
attack: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23 damage: 1d4 + 5 ⇒ (3) + 5 = 8
attack: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12 damage: 1d4 + 5 ⇒ (3) + 5 = 8

Kasit |

60ft range
Hit: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d4 + 21 ⇒ (1) + 21 = 22
2nd target if first hits
Hit: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d4 + 21 ⇒ (1) + 21 = 22
It didn’t matter much to Kasit whether the men stood and fought or fled. It also didn’t matter to him whether they had truly been a threat or not. What mattered was that it was both safer, and more profitable, for them all to die. His knife flew out, seeking to do just that.

GM_Panic |

As the last two smuggler make a run for it. Kasit drops one with a long shot.
S2 Yellow AC 19 TH+8 DMG1d6+3 [Alive] -10hp,
Yellow holding his gut wings at Sister Julia,
TH 1d20 + 8 ⇒ (5) + 8 = 13 DMHG 1d6 + 3 ⇒ (5) + 3 = 8 Missing badly
Sister Julia, you OoA attack on yellow and then a full attack.
Pink Runs
*S5 Pink AD16 TH+4 TH+9 DMG1d4+1 [Alive]
Kasit flying knife hits him in the back for 22DMG 6HP left
He staggers and tries to run back to the sand bikes
An image of a fool crosses you mind, you see the tarot card.
You can kill him or you can try to follow him
What is it to be?
You know one thing, one path leads to the fool
*S1 Light Blue AC 18 TH+6 TH+5 DMG1d4+1 [Alive]
Swings at Ethan hitting him, but Ethan fells him in the prosses killing the man. Ethan holds his arm useless by his said.

Kasit |

Kasit froze for a moment. He knew that this moment was going to make a difference. To kill the man or to follow him? One lead to being a fool. With only a moment to think, he acted. There was an old saying: ruthlessness was mercy to oneself. The desert was deadly, and if the man got to his bike then there was no guarantee of tracking him. It would put himself at risk and if the man got away he could come back with reinforcements. The wise move was to kill him, take whatever was of value, and to dispose of the bodies. They had a mission to perform, and it would be foolish to jeopardize it. Knife in hand…
Hit: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d4 + 21 ⇒ (4) + 21 = 25

GM_Panic |

The man falls to the dust dead.
And a decision is made
As you look up you see the 8th smugger who had not gone with the others look at you with pour hate. He dusks down behind a dune and you hear a sand back speed away out of sight behind the dune.
Map updated
Only one still stands yellow, how is quickly killed by the rest of you.
END OF COMBAT.
As you search them you find
7 Smuggler still suits
7 knives
A long Bidi rifel DMG 1d10 Range 120' single shot
the
3 Sand backs.
on them you find 3 off world medical packs.
Acts as CLW 1d8+3 HP pack tech wise.

Sister Julia |

Small thing, Sister Julia wasn't using a knife - she's using prana-bindu fighting techniques.
Thinking it might be a good idea to take a prisoner for interrogation, Sister Julia subtly adjusted her stance. She still punched the guy in the face, but she was aiming to knock him out rather than ram his nose cartilage up into his brain.
AOO: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20Non-lethal damage: 1d6 + 2d6 ⇒ (2) + (4, 6) = 12
If that didn't knock him out, she followed up with a low feint followed by a right hook.
Flurry 1: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13Non-lethal damage: 1d6 + 2d6 ⇒ (4) + (3, 3) = 10
Flurry 2: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24Non-lethal damage: 1d6 + 2d6 ⇒ (5) + (1, 3) = 9
Crit?: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17Non-lethal damage: 1d6 ⇒ 2

Børak |

Making sure the 'sniper' is dead, Borak sheaths his knives. Picking up the rifle and searching the body for ammunition (and anything else of value) he drags the body back to the others. "After we collect their water, we should retrieve their vehicles." Looking toward the 'leader' he adds, "Assuming you don't mind we claim right of the kill."

Kasit |

Kasit stayed silent, feeling as if though he had failed a test. He took a deep breath. There was no changing the past. He went about seeing to the dead, to endure that they could gain whatever water price that they could gather.

GM_Panic |

Small thing, Sister Julia wasn't using a knife - she's using prana-bindu fighting techniques.
Thinking it might be a good idea to take a prisoner for interrogation, Sister Julia subtly adjusted her stance. She still punched the guy in the face, but she was aiming to knock him out rather than ram his nose cartilage up into his brain.
[dice=AOO]1d20+6-2[dice=Non-lethal damage]1d6 + 2d6If that didn't knock him out, she followed up with a low feint followed by a right hook.
[dice=Flurry 1]1d20+6-2[dice=Non-lethal damage]1d6 + 2d6
[dice=Flurry 2]1d20+6-2[dice=Non-lethal damage]1d6 + 2d6
[dice=Crit?]1d20+6-2[dice=Non-lethal damage]1d6
sorry, missed that
The man drops but he is still alive but out cold.
====
So you have one still alive, taken down by Sister Julia.
It's odd she dose not seem to be that dangerous but you can tell she is a very skilled fighter.
One got away having got a clear look at one of you.
The rest are dead.
NOTE you can interrogate the livving one before you hand him over"if you do Intimidade roll DC25
They where hired by a grey skined dwarf of a fellow, call "Nix the snark" who is well known around these parts as a "fixer'
The Guard and driver get out and look at what you did.
"Yes it is all yours, I recognise two of these men, They are a local gang, We need to know who paid them, I want the live one. We will question him"
With in an hour a sand truck pickup comes and three workers get out, soon they have the tuck hooked up and two it and you all to the local village. Where there is a where house. A new working truck us then filled with the ship meent in your broken one and sets off with 5 guards this time. Inc yours. But before he sets of you are paid.
"You don't need a truck ride now you have sand bakes. I hope to see you gain. We have it form here, This is your pay."
He hands you a 10l backpack of water
"Pay and bounty, and if you are willing to, ride the sand bikes as escort with us to arrakeen if you can. That why I paid more"
you get 42l of water form the dead guys + loot above + 10l more, and dear players you have three sand bakes + GM BOON for completing this trip you get GM BOON "5" Skill points each to spend.

Børak |
1 person marked this as a favorite. |

As the workers hook up the sand truck, Borak familiarizes himself with the rifle. Having recovered the 'sand bikes' they ride back to the local village and keep a keen eye out as they swap to a working truck. Raising an eyebrow at the pay, Borak looks toward the others when they are asked to continue escorting the trucks to Arakeen.
Panic were we hired to escort the trucks to this village or to Arrakeen? I'm happy to continue escorting them on the bikes.

Sister Julia |

Before speaking to the prisoner, Sister Julia searched for anything the man might have as well as the corpses and the bikes. Taking 10/20 here with +8 perception modifier, looking for any ID etc which might give an advantage in any interrogation...

Sister Julia |

Satisfied with the results of her search Sister Julia somewhat imperiously said, "Blindfold him"
Once that was done she waited for a while before she spoke to him in low and menacing terms, "You're probably wondering what's going to happen to you when you get to wherever it is you're going to. Meanwhile I'm wondering how long it will take you to die, if we break your legs, strip you naked and leave you out here. Dying of thirst is said to be a particularly hard way to go. Will you last a day? You look strong, maybe you'll last two excruciating days with your blistered skin coming off in strips."
Uncomfortably close whispering into his ear she said, "Such a death could be avoided, all we need is a name. Who sent you?"
Intimidate: 1d20 + 12 ⇒ (13) + 12 = 25

Kasit |

”So you were hired to kill us. Failed, and are now threatening to have us killed if we don’t let you go.” Kasit mused. ”Not the best negotiating tactic. Why not try again, and tell us how your life serves our interest.”
Diplomacy: 1d20 + 6 ⇒ (11) + 6 = 17

Børak |

Pleased that the sister and his cousin are able to get more information from the doomed prisoner, Borak considers what they should do next. Leaning towards Ethan and Elta he comments, "Sounds like we should go speak with this Ronis before he can put Trillic's information to use and prepare for our coming."

Sister Julia |

Julia nodded to Kasit, approving of his question, and she added one of her own, "So you've decided to be useful, a wise choice. We found a transponder that opens something in Locker hall 3. Where is this locker hall 3 situated?"
Diplomacy: 1d20 + 12 ⇒ (5) + 12 = 17+1 if he could be attracted to Julia.
There was always the possibility he might lie, the harder you pressed somebody the more likely this was. As a student of the Bene Gesserit ways, Julia was well aware that a lighter touch could often yield far greater results, for those with sufficient patience.
Sense Motive to detect any lies or omissions: 1d20 + 9 ⇒ (10) + 9 = 19

Børak |

Wasn't sure if the questions were over or not.
Believing they'd gotten as much information from the prisoner as they were going to get, Borak turns to the leader of the other guards, "I'm glad he answered, it would be a waste of his water to leave him to die, legs broken in the deep desert."

Kasit |

”But would it be a waste of water to keep him alive?” Kasit asked. ”We can leave him here to his own fate, legs intact. What I don’t want is him coming for us, and this fool has given us no reason to see his continued breathing as being in our interests.”

Børak |

Looking from the captured man to his cousin, "It would be a waste of his water to keep him alive. We should finish him and move on."
I'm assuming we kill the prisoner after we get the information, a quick death instead of torture, he did tell us what we wanted to know. Also ready to move on after the fellow is dead or released or whatever.

Sister Julia |

Sister Julia pointed out softly, "This isn't a seiche, we can't reclaim his water here..." In truth this was a deflection of sorts, although if push came to shove and the boys really wanted him dead, he simply wasn't a priority for her.

Sister Julia |

Reacting to Ethan's tone, Julia added ]"There is another consideration, the prisoner claimed more would come. If true we either need to be gone, or to set another ambush."