Danse Macabre

Darth Camris's page

367 posts. Alias of Camris.


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OK guys, I'm going to pack it in here.
I have to apologize; my long silences had a great deal to do with it.
If I get inspired and rework it, I'll give a PM to all of you and give first choice.

Good gaming to you all!

Hello? Anyone left?

While Desh's blaze of fire can't seem to hit the fighter for effect, the sheer volume seems to make the pilot flinch enough to make his cannon fire miss your landspeeder. The shots strike all around, little explosions kicking up sand and pebbles to shower you as Jeriko races to the ship.

Not slowing for a moment, the landspeeder hits the cargo ramp with a squeal of metal scraping metal and a shower of sparks, runs up the ramp and charges through the cargo bay to the back before Jeriko can stop.
Only the pile of crates brings you to a sudden stop and prevents you from crashing through the back of the cargo bay and into the engine room.

With a rising roar, the ship lifts as the cargo bay ramp whines shut.
"Somebody get to the port and starboard guns!" Shouts Bolt's voice over the loudspeakers. "That fighter called for his buddies, and it won't be long before the Motta notices the fight!"
You feel the 2g acceleration under your feet as you free yourselves from the pile of boxes that fell on you when you stopped.

Who's going to which gun, and who's going to help in the cockpit?

Jerrn hauls Desh back into the passengers section and he scrambles back into the gunners control. He straps in more securely.
Jeriko whoops it up as he accelerates down the narrow canyon track.

You've got a bad feeling that fighter is going to be back.

Turning through a narrow bend in the track, the speeder abruptly emerges into a much larger canyon, kilometers wide and deep. If you weren't running for your lives from an enraged trillionaire you would call it a wonder of nature.
Your comms wake up, much clearer now.
"I have you in sight!" calls Bolt excitedly. "Lighting off the Powerplant now."
Far down the canyon floor, on a shelf under a rock overhang, you can just see a tan figure pulling aside camouflage projector strips to reveal the welcome sight of the Last Chance. You can see the cargo bay hatchway folding open and the ramp descending...
The fighter yowls by you from behind barely ten meters over your heads. You have just a glimpse of a helmeted head looking down at you in surprise. Down the canyon you can just see it pull hard into a vertical turn. In the open it's going to blast you to pieces unless you can discourage it.
Make your attack rolls vs the fighter.
Jeriko, knowing their only chance is to get aboard quick kept the throttle maxed as they charged towards the ramp leading up to the ship.
Pilot, make your piloting check to avoid crashing when you take the ramp up to the ship.
You can intercept the pilots comm chatter. You hear the pilot call his buddies that he spotted your ship and needed help. You estimate you have ninety seconds before a whole swarm of these mercenary fighters arrive.

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As you are in mid jump and you feel like you're actually in an airspeeder, it looks to you like Jeriko overshot the jump and you're going to smack into the canyon wall over the raceway opening.
But then the mercenary fighter flies past you on the port side, guns still blazing. The moment is frozen in your mind's eye, like it was in slow motion; the pilot looking at you with astonishment.
The near collision created a buffet that pulled you over just enough to land on the raceway pad on the other side.

You land with a tooth-rattling crash and a shower of sparks from the undercarriage. The lift fans scream and the landspeeder fishtails back and forth as Jeriko struggles to regain control. One Sith fails his grip and disappears under the undercarriage.
When the speeder hit the ground, the gun whips around and Desh's grip fails; he is catapulted forward. His hand briefly grips the windscreen before it fails and he slides forward over the hood. He is only saved from being run over when he finds a grip in the forward intake grille. Nevertheless, he is in a precarious position as his armored boots scrape over the semi-rough terrain of the race course.
Desh has another heart-stopping moment when the speeder spins around in a 360 degree circle and bounces off a portside obstacle, scraping off the last Sith and leaving Jeriko in control and on the open racecourse at max speed.

Only another 500m to go before you break off on an up ramp to a canyon overhang where your ship is, cargo bay open and ready to take off. I guess you could stop and let Desh back aboard, but that would take time as well...

Yes you can use a destiny point if you like ;)

As Jeriko rammed the throttles forward, the rest of the passengers and boarders saw the oncoming crevasse and realized that their pilot wasn't going to stop. Everyone stopped fighting and grabbed on for dear life.
Jeriko side slipped easily over to the accelerator pad and you all feel like a giant hurled you forward. For what seems like a long time, you feel like you are falling, the crevasse descending below you out of sight, the rocky walls ascending upwards to frame a narrow sky where the mercenary fighter was just starting its descending strafing run; its first shots far behind you now as the accelerator pad hurled you out of its way.
Then you crash down on the far side and the land speeder yaws right and left threatening to spin out of control.
Jeriko make a pilot check, everyone else make a Strength check to avoid being hurled out of the speeder.


>It's an easy Pilot check (DC10) to jink into the accellerator pad if you want, otherwise you'll make the jump without it's benefit.
>Making the jump across the crevasse itself requires a hard Pilot check. If you use the accellerator pad you get a +10 to the check.
>If (when) you land on the other side, its an average Pilot check to maintain control, -10 to the check if you use the accellerator pad.
>You CAN attack the goon fighting you, but it's a significant penalty to the Pilot check.


Despite the fireball and the brutal hand to hand struggle in the cockpit, you catch a glimpse of the fighter zooming up into the sky overhead. You realize he has executed a Hammerhead turn and is now diving back down towards you!


Despite being stabbed, you can see coming around a turn a section of straightaway ahead of you leading to the lip of a crevasse. On the opposite side of the crevasse, some 40 meters across, the track continues on. On this side, over to the right, is an accelerator pad capable of flinging a landspeeder forward at a much greater speed.
You have a choice here. Jumping the crevasse as it is is risky, you might not have enough speed to make it, depending on your skill. Using the accelerator pad guarantees you'll make it across, but you might lose control and wipe out on the far side.
If you want to hit the pad, you have to make a piloting check.
What do you do?

Jeriko, Jerrn, Juce, it's your attack.

Desh grabbed the controls of the E-Web and swung it around aft, almost knocking a Sith off as he lined it up on the approaching fighter.
He fires, the stream of bolts reaching out, but only hits it a few times; the bolts doing little damage.
The pilot jinks out of habit, then drops down to just above the track. In this position he can hardly miss, the landspeeder not crossing or jinking this time. He fires his heavier pulse-wave cannon...
But as the bolts reach out, they hit a stealth camouflaged Sith landspeeder in the way. The bolts detonate the energy cells in a spectacular explosion, lofting the chassis high into the air.
The Pilot pulls up, trying to dodge it...
Pilot check: 1d20 + 6 ⇒ (16) + 6 = 22 and just manages to miss impacting the chassis as he flys through the fireball and up.
But he's missed his chance now, Jeriko has expertly slid through the rock filled entrance to the twisted narrow valley that is the next part of the race course.

Jerrn's swing skitters off Juce's beskar armored arm as he missed his foe again.
Juce's point blank shot loosens the Sith troopers grip and Juce finishes him by booting him off the landspeeder and into the valley wall.

Dire Vibroblade attack vs. Jeriko: 1d20 + 8 ⇒ (18) + 8 = 26 Hit! for 2d8 + 2 ⇒ (4, 4) + 2 = 10 piercing damag.
Dire Vibroblade attack vs. Jerrn: 1d20 + 8 ⇒ (9) + 8 = 17 Miss.

Round 3______________

The landspeeder lurches left as Jeriko dodges the Sith slash, he grabs the controls again before the speeder could smash into a stone plinth. This is fortunate as blaster bolts from the fighter stitch the ground where the speeder was.

You can see the Fighter roll in on your tail, and this time there is no crossing shot penalty. It has a straight shot at you as it closes rapidly into both your ranges. You have a +5 to hit, as does the fighter unless Jeriko jinks.

Yes that was a standard action to recover the controls. You can see the narrow ravine entrance just ahead, rocky walls extending up on either side. You'll be safe from the fighter in there. Pilot check DC20 to thread it through at full speed.

Jerrn and Juce both attack Sith, but miss as the landspeeder jinks. Jerrn's lightsaber makes a *woooom* sound as it narrowly misses taking Jeriko's arm off.

The Sith narrowly avoid being thrown off the speeder and renew their attacks.
Dire Vibroblade attack vs. Jeriko: 1d20 + 8 ⇒ (7) + 8 = 15 Miss.
Dire Vibroblade attack vs. Jerrn: 1d20 + 8 ⇒ (8) + 8 = 16 Parried.
Dire Vibroblade attack vs. Juce: 1d20 + 8 ⇒ (18) + 8 = 26 Hit! for 2d8 + 2 ⇒ (8, 3) + 2 = 13 piercing damage.

Round 2________________________

Dodging back from the vibroblade stabbing at him through the windscreen, Jeriko fast draws and blazes away at the sith stealth trooper on the hood. He catches him dead center and blows him off the landspeeder forward. Landing on the ground ahead of them, you feel a bump as you ride over him.

You momentarily lose control of the landspeeder and veer off to one side of the track; there waits a multi ton boulder which you are going to sideswipe if you don’t regain control. Pilot DC20.

Desh is up close a little more. He grabs is carbine and rams its bayonet through the sith’s armor and body, forcing him off. He hits the ground in a cloud of dust and disappears behind you. You can see the fighter pulling into a turn far beyond.

Jerrn whips out his lightsaber and attacks, but the sith’s vibroblade parries it.

Juce tries to buttstroke his attacker, but misses.

Dire Vibroblade attack vs. Jeriko: 1d20 + 8 ⇒ (5) + 8 = 13 Miss.
Dire Vibroblade attack vs. Jerrn: 1d20 + 8 ⇒ (14) + 8 = 22 Hit! for 2d8 + 2 ⇒ (4, 6) + 2 = 12 slashing damage.
Dire Vibroblade attack vs. Juce: 1d20 + 8 ⇒ (16) + 8 = 24 Hit! for 2d8 + 2 ⇒ (7, 5) + 2 = 14 slashing damage.

Desh, you judge that you have a couple of rounds before the snubfighter will come back for another pass.

Perception DC20:
Down the trackway about a half klik there is an erratic rock pillar, and a ways past that a large cactus like plant; just in case you wanted to try to scrape someone off your hull.

The mercenary snubfighter swoops in on its attack run, its pulses of red blasterfire kicking up sand and dust as they stitch a line towards the heroes landspeeder. The E-Web repeater bellows out its own orange colored blaster bolts that seem to drift up and past the approaching fighter.
Jeriko cannot help but jink a little as the blaster bolts fall all around the landspeeder, jolting it, and fortunately you take no hits as the snubfighter roars past. You see it take a couple of hits from Desh's E-Web, but it is still flying as it rolls into a turn, clearly it intending to make another pass.

Jeriko is puzzled at the increasing sluggishness of the controls and starts to wonder if they were hit after all.
The high-pitched whine is your only warning.
Suddenly, impossibly, the black and silver figures of Sith stealth troopers waver into view, hanging onto the sides (one standing on the hood!) as they strike at you with their vibroblades.
Dire Vibroblade attack vs. Desh: 1d20 + 8 ⇒ (7) + 8 = 15 Misses as Desh swings the gun around firing.
Dire Vibroblade attack vs. Jeriko #1: 1d20 + 8 ⇒ (5) + 8 = 13 Misses as Jeriko jinks.
Dire Vibroblade attack vs. Jeriko #2: 1d20 + 8 ⇒ (1) + 8 = 9 Misses as Jeriko jinks, and is partly deflected by the sonic windscreen.
Dire Vibroblade attack vs. Jerrn: 1d20 + 8 ⇒ (13) + 8 = 21 Hit! For 2d8 + 2 ⇒ (4, 3) + 2 = 9 slashing damage.
Dire Vibroblade attack vs. Juce: 1d20 + 8 ⇒ (14) + 8 = 22 Hit! The powerful strike skitters off the beskar materiel of Juces chestpiece and up under his helmet for 2d8 + 2 ⇒ (1, 6) + 2 = 9 cutting damage.

Because your E-Web is mounted as part of the Vehicle and using it's powerplant and electronics, you don't need a second guy to operate it. (Unless you dismount it).
The snubfighter is swooping in for a firing run, you'll both be in range of each other this round.

Desh: Yes.

The gun has the same stats as the E-Web repeater.
The gun operates normally, firing a stream of bolts that explode in a row against the rocks Desh aims at. The action is smooth and well balanced, and you don't hear or see anything that would indicate an incipient malfunction.

Bolt's voice comes out from your comms.
"Bandit's at your nine o'clock! One of 'ems spotted you and is coming in hot! He won't want to share the reward, so he's not gonna call for help unless he has to. Take him down fast!"

Perception DC15:

You can see the small dot of a small snubfighter curving towards you a couple of klicks away on your left, maybe five hundred meters high.

While Juce is motionless, his mind spinning at the possibilities, Desh checks out the gun.
It is a military repeating blaster. "Eekos Energetics" is stamped on the barrel shroud along with a serial number. It is an older weapon that has seen a lot of action; stained blackened and scratched.

Knowledge (Galactic Lore) DC15:

"Eekos Energetics was a second tier weapons manufacturer out in the Corporate Arm of the galaxy. It was well respected, until it was driven out of business by Czerka Arms some fifty years ago.

Knowledge (Mechanics) DC15:

This weapon is in perfect working order.
It has the same stats as a "Blaster, E-Web Repeating" weapon in the core rules (p.126).
It has been refurbished sometime in the past and maintained to Mandalorian standards. You suspect you could bury it in mud and sand, dig it out and it will still function reliably.

With all the dust kicked up by the other racers as well as yours, it is difficult to see where the stealth speeders are. They could be anywhere between 20 and 50 meters away.

Perception DC20:
You spot where one is! Probably! It's sliding towards you on the port side!


It's pretty bare out here, no cover except for some rocks.
Another minute though, and you'll enter the mouth of a rift valley. Among the twists and turns, there are plenty of places you can try to ram someone into.

Jeriko expertly kicked the landspeeder off of a lump in the road and between two jagged rocks. Suddenly, you find yourselves on the track again, being passed by a couple of the racers who give you startled glances as they pass. Up ahead you see the track passing from the defile into a broad plains. Still ten klicks before you reach where your ship is hidden.

Perception DC20:
You seem to have three dust trails, instead of one.

Use the Force DC14:
You haven't sensed anything in the force for a while now, and you suddenly realize your senses are being blanketed by the Dark side.

Jeriko wrote:
"You good for nothing bantha-licking sleemos! I was in a courtyard FULL OF SITH and all I got out of the two of you was 'nope, the scanner's clear'. Have you EVER used an instrument panel before?!"

Baniss: "You didn't see the million Sith following me..."

Bolt: "It WAS clear! Didn't you..."

Their voices over the comms are drowned out by the yowl of a pair of fighters streaking by overhead, then gone again. Unlikely they saw you in the narrow defile you were in.

Juce wrote:

"Wouldn't want the slug to get comfortable." he says, a grin practicly heard through the face plate of his newly-aquired armor as he presses down on the button, detonating the various explosives he placed along the vents he crawled through at the palace.

For a moment as you look back at the mesa, nothing happens. Then, puffs of smoke jet from openings in the sides of the stony massif in a giant ring around it. Seconds later, a tremendous BOOM sounds through the air. Before clouds of smoke obscure your view, the mesa's top seemed to jump, then sag down and a little left.

Baniss: "...Bantha poo for brains..."

Bolt: "...shut up, shut up, EVERYONE SHUT UP! I'm trying to tell you, you didn't get a way clean! All of a sudden Motta the Hutt has a TEN MILLION cred bounty on Juce! The weird part is he wants the body and everything on it intact. Comm chatter has every mercenary with a ride converging on that mountain! Guys, I know you want to do some shopping for fighters, but I think it's time to blow this joint."

Deftly avoiding a few large stalamites, Jeriko pilots the Mandalorian Landspeeder out of the cavern and down a narrow canyon towards the desert plain. You see some dust trails from other racers, but no one is in sight right now. With a crackle you can hear your comms come back online.
"...hear me Jeriko? Come in! You have to get clear!..." Comes over the frequency from Baniss.
"...when you get this, check in guys. Come on, come on..." Comes over the frequency from Bolt.

Perception DC20:
You aren't sure but you hear a peculiar double echo of engine sounds. Probably just your echos off the canyon walls.

The repulsors spool up, and the landspeeder lifts and moves forward.
Squeezing by the superdeluxe land yacht and the cavern wall, Jeriko makes contact with it and turns it around on its bed of dead Rancor as it scrapes by. Once past, Jeriko smoothly accellerates forward.
OK, who is sitting where? Assume your vehicle is like a HALO Warthog.
Pilot, make five Piloting checks.

Perception DC20:

Glancing back, you see a dark hooded figure standing at the lip of the shaft overhead. Swinging your weapon around to cover it, you blink and it's as if it was never there.

Yes and yes.

You can see that someone could climb down (Climb check)on the pipes and wires (avoiding the sparking ones), but they stop and you would still end up about ten meters above the rocky ground.
You see Jeriko way down there, glancing backwards anxiously in a battered Mandalorian landspeeder.
[npc] "What are you waiting for! They're gonna be coming in a minute!" He shouts up impatiently.

Smoothly accelerating, Jeriko piloted the landspeeder down the track around the mesa. At a point near the base, where the track leads out down the canyon, Jeriko cuts sharply right through a V-gap and in a heart stopping moment barely avoids piling up against a monstrous boulder; still smoking from another unlucky racers collision with it.
Down through a hidden dry wash, he carefully weaves through; his 'speeder a bit heavier than he was used to. Eventually he slid through a gap in the mesa wall and into a large cavern.

Abruptly he whipped the controls to the right and with a whine of overstressed thrusters his new landspeeder hissed to a sharp stop as it made contact with the corpse of a Rancor.
For a panicked moment Jeriko thought it was only laying down, but he realizes that it is actually dead. There is no mistaking the mass of his body compressed nearly flat by the luxury land yacht sitting on top of it.

Finally at the rendezvous point, he looked around for the others. Finally looking up, he sees the yellow light streaming through the hole in the ceiling, conduits and pipes sparking in the gloom. He can see his teammates standing at the opening high above. But they haven't moved.
He glanced behind him, worried. Those Sith won't be far behind.

OK guys, how are you getting down?


You just make the skill check, I'll assign the DC based on the difficulty and the vehicle bonuses/penalties.
And I think you already spent a point when you first hotwired it.

Down below,
If a jetpack wearer needs to carry someone down, they'll both need to make an acrobatics check to avoid taking damage when they land hard.
If you'd rather climb down, there are conduits and cables hanging down most of the way.
Jerrn is really anxious to leave and says so

After Desh finally bayonets his opponent dead, a grenade launched from Six (a little close for comfort) scatters Gamorreans like tenpins. The heroes charge after the landspeeder through the fog of coolant still spraying from where Jerrn broke the piping.
Losing the other bodyguards in the fog, they approached the elevator platform only to find the landspeeder jammed against the far shaft amidst sparking conduits, repulsor lifts still whining at high speed. But there was no opening for them.
Then, one of the vertical shaft struts broke with a SPANG and a cloud of sparks; the landspeeder seemed to settle down by the nose. Then another, went, and then another. And then, the entire elevator platform bent down and gave way with a screech of metal.
Like a dream, the platform receeded downward like a giant coin until it broke free into desert daylight, some fifty meters above the desert vally floor below the mesa. You can see a Rancor, looking up with animal surprise as the landspeeder crashes into its face and crushes its body into a bloody paste some seventy meters below.
A soft breeze of hot air brushes your hair as you contemplate descending that distance.
You can all hear Bolt coming through intermittantly on your coms now.
"...out! Get... ...ord there!...

You have a bad feeling. Something strong in the Dark side is approaching.


Turning, you leap into the cockpit of the Mandalorian landspeeder. Luckily, your hotwiring still holds and it lifts with no problem. As you hit the thrusters and it jolts forward, the sith troopers break free of their stasis and start firing. Fortunately, their aim is poor enough, and the armor good enough that you run through the race starting gate and down the slope of the mesa towards the valley below.
The plan calls for you to rendesvou with the vault team at the base of the mesa around the slope.
Better make a Pilot check.

Down below...

As the landspeeder picks up speed, Juce runs back into the main cabin and dives out the hatchway just as it auto closes.

[npc] Six backs up as the landspeeder brushes by him and bounces his opponent back through the fog with a squeal and out of sight, his force shield sparking and deepening to purple as it does.
Attack (Blaster Carbine, +3 Scope, Aim, Deadeye, wFocus): 1d20 + 9 + 3 + 1 ⇒ (13) + 9 + 3 + 1 = 26 for a possible 4d8 + 3 ⇒ (8, 4, 4, 7) + 3 = 26 damage.

[npc] Jerrn continues to back up to where his allies are gathering.
Melee Lightsaber: 1d20 + 9 ⇒ (19) + 9 = 28 for a possible 2d8 + 6 ⇒ (1, 2) + 6 = 9 damage. The lightsaber is able to penetrate the shield in a shower of sparks, but with difficulty.

Desh is in the middle of a brutal melee, and both of his powerful bayonet attacks are turned by their personal force fields.

The only one Desh can see now takes a cut at him.
Attack on Desh: 1d20 + 8 ⇒ (4) + 8 = 12 for for a possible 2d10 + 4 ⇒ (8, 6) + 4 = 18 cutting damage.
Attack on Six: 1d20 + 8 ⇒ (14) + 8 = 22 for for a possible 2d10 + 4 ⇒ (3, 5) + 4 = 12 cutting damage.
Attack on Jerrn: 1d20 + 8 ⇒ (18) + 8 = 26 for for a possible 2d10 + 4 ⇒ (6, 5) + 4 = 15 cutting damage.

The landspeeder charges through the fog, bouncing Gamorreans aside like Griffballs and grinding a couple under it in a red smear. You lose it in the fog for a moment; then you hear a titanic CRASH. A moment later, a loud metallic SPANG also rings out.

Down below...

With a deep throated humming, the bejewelled landspeeder lifts a few centimeters, then accellerates smoothly forward through the cryogenic fog.
Who is jumping on, or off, or out of the way as the case may be?

Give 'em to the weekend, then post away.
If they're anything like me, weekdays are often bad for me to sit down and come up with something to post.

In the courtyard:

Jeriko brutally guns down the sith as he tries to leap to his feet.
Over the com you hear Baniss yell; "What are you doing? Get out of there! THEY HAVE A SITH LORD!"
About that time you see a dozen or so sith assassins boil out of the entranceway and stop dead, taking in the scene, their dead, and you.

As the fog of cyogenic mist covers the whole museum, Juce approaches the gilt landspeeder. Absolutely beautiful in construction and inlaid with precious metals and gemstones, the vehicle is the size of a small hoverbarge. It's side and top hatches are open (suitable for a Hutt to enter!) and rampways extended.
Juce dives in and immediately finds the drivers position. The controls are all gemstones and appear to be in both working order and active. You can see the setup includes an Autopilot.
Outside, the Gomorrean that Desh crashed into tries to get up. Getting an AoO from Desh.
And a Gomorrean runs into both Jerrn and Six in the fog.
Attack on Jerrn: 1d20 + 8 ⇒ (19) + 8 = 27 for a possible 2d10 + 4 ⇒ (4, 7) + 4 = 15 cutting damage.
Attack on Six: 1d20 + 8 ⇒ (8) + 8 = 16 for a possible 2d10 + 4 ⇒ (3, 3) + 4 = 10 cutting damage.
For some reason, you cannot hear Motta shouting anymore.

ROUND 4__________________

Act in order of posting, Enemies will go last. The battlespace around Juce, Desh, Jerrn and Six is filled with an expanding fog giving everyone inside a -4 penalty to the ranged attack roll.

ROUND 3__________________


In the Courtyard:

Jeriko jets out from under the landspeeder and autofires his blaster into one of the sith. He staggers back and collapses as small explosions stitch across his chest.
The other one staggers away from the back blast of the jet pack, then touches something on his belt. He wavers, then fades from view. That makes two that are cloaked and still running around by your count.
That was a magnificent cinematic move! Gain a Force point!
A crackle comes over the com as Bolt shouts; ”OK Jeriko, you’re blown. Get out now! We’ll rendesvou at the point.”
At this point, you see Baniss (still in his waiter outfit) dash out of the entryway, crash into something invisible which resolves into a sith assassin who is now knocked prone, run over to his prepositioned speederbike (which has a card marked [out of order] on it), leap aboard, start it and tear off down the raceway.
You hear him on the com shouting ”Getoutgetoutgetout…”

Juce Koran________________________________________
Ducking the first blow and beating back the second with a two-handed swing of his carbine Juce back-paddles away from the two gamorans as he can. Fishing out a stun grenade as he steps back he primes it and drops it at their feet.
By some miracle, they both miss their attacks of opportunity as Juce backs up. The grenade explodes in a bright flash and earsplitting WHAM! They stagger back a step and shake their heads, trying to regain their senses.
Tonguing his helmet radio he sends a burst to the team; "We need to withdraw. Get these guys off me, I have a plan."

Desh responds instantly, spinning in the air as he re-directs the directional jets of his jet pack. His new trajectory brings him screaming towards the pigs attacking his fellow Mandalorian – a black-clad meteor.
"Melee weapons bypass their shields!" he yells as he tries to prove his point on the more injured of the two pigs.
Desh crashes into one of the pigs bayonet first, sending them both prone and sliding down one of the aisles between exhibits. The gamorrean is still alive, but very hurt now.

[npc] Jerrn_________________
Jerrn blocks a couple of axe attacks on himself as he backs away down the aisle towards Juce. With a wave of his hand, an eddy in the fog curls around and shoves one bodyguard thirty feet into a wall. The gamorrean staggers in place, stunned.

[npc] Six__________________
Six ducks one attack and blocks another with the stock of his gun as he backs away down an aisle towards Desh. He blasts away at one of the guards, inflicting some damage and shifting his shield down to blue.


Bodyguard1: 63/16-- Condition: Normal—Shield: Red
Bodyguard3: 25/16-- Condition: -1—Shield: Blue
Bodyguard4: 63/16-- Condition: Normal—Shield: Red
Bodyguard5: 63/16-- Condition: Normal—Shield: Red
Bodyguard6: 33/16-- Condition: -2—Shield: Blue
Bodyguard7: 44/16-- Condition: -2—Shield: Green
Bodyguard8: 44/16-- Condition: -2—Shield: Green
Bodyguard9: 33/16-- Condition: -2—Shield: Blue
Bodyguard10: 58/16-- Condition: -2—Shield: Yellow
Bodyguard11: 20/16-- Condition: Normal—Shield: Orange
Bodyguard12: 40/16-- Condition: -1—Shield: Yellow
Sith assassin1: 9/12—Condition: -1
Sith assassin4: 19/12—Condition: Normal

PM right back at you.

One thing I might have forgotten to add; when you bayonetted that Trandoshan, his shield didn't seem to present an obstacle to your thrust.

Thank god. Thought I lost the whole game there...

Jeriko; Yes, you've noticed that they seem to have to decloak in order to make any attack.

Hello? *echos fade*

Round 2

In the Courtyard:

Jeriko's shot spins another one around, but he's still alive. Worse, he and his buddies shimmer and fade from view.
His com crackles and Bolt's voice comes in clear.
"Jeriko! If you're burned, get out now! The others will find another way out!"
Then he is rudely interrupted by the crunch of gravel, and the whine of two vibroswords as they are thrust into the space under the landspeeder. Where Jeriko is hiding.
Vibrosword attack 1: 1d20 + 8 ⇒ (10) + 8 = 18 for a possible 1d8 + 4 ⇒ (7) + 4 = 11 cutting damage.
Vibrosword attack 2: 1d20 + 8 ⇒ (18) + 8 = 26 for a possible 1d8 + 4 ⇒ (4) + 4 = 8 cutting damage.

Down below...

Juce unloads his blaster rifle into the oncoming Trandoshans, but much of the energy is absorbed or deflected by the shields (which turn orange).
They charge up and swing at him.
Attack 1 on Juce: 1d20 + 8 ⇒ (5) + 8 = 13 for for a possible 2d10 + 4 ⇒ (10, 9) + 4 = 23 cutting damage.
Attack 2 on Juce: 1d20 + 8 ⇒ (10) + 8 = 18 for for a possible 2d10 + 4 ⇒ (6, 6) + 4 = 16 cutting damage.

You don't like the tactical situation. The shields the bodyguards are wearing make them tougher than you calculated, and the only effective weapon you've see so far is Six's grenades; and they can't be used when in melee. They might be able to take you all, given the numbers. You've already accomplished your mission, you should be getting out.
Originally, plan A was to use the elevator shaft to go back up. But with that way closed, Plan B is you need to cut some of the load bearing members at the base of the elevator shaft, or get a lot of weight on it quickly.

Taking two tremendous hits, Desh's jet pack shoots him up above the coolent fog. He tries to fire down on the Trandoshans, but the rifle beeps "overheat" and you have to eject the coolant cylinder and replace it before continuing. The containment tube Jerrn had lifted with the Force falls by you as he is forced to defend himself from some bodyguards who charge him.

Jerrn is forced to drop the containment tube with the Force as he jacknifes to dodge a vibroaxe.
He parries another attack with his lightsaber (which isn't cut in half, phrix or Cortosis weave?), then counterattacks.
Melee Lightsaber: 1d20 + 9 ⇒ (16) + 9 = 25 for a possible 2d8 + 6 ⇒ (2, 1) + 6 = 9 damage. The lightsaber is able to penetrate the shield in a shower of sparks, but with difficulty.

Six focuses on one target, one of the ones getting up from his grenade attack, trying to punch through his shield.
Attack (Blaster Carbine, +3 Scope, Aim, Deadeye, wFocus): [dice: 1d20 + 9 + 3 + 1 ⇒ (15) + 9 + 3 + 1 = 28 for a possible 4d8 + 3 ⇒ (6, 8, 8, 3) + 3 = 28 damage.


Bodyguard1: 63/16-- Condition: Normal—Shield: Red
Bodyguard3: 25/16-- Condition: -1—Shield: Blue
Bodyguard4: 63/16-- Condition: Normal—Shield: Red
Bodyguard5: 63/16-- Condition: Normal—Shield: Red
Bodyguard6: 44/16-- Condition: -2—Shield: Green
Bodyguard7: 44/16-- Condition: -2—Shield: Green
Bodyguard8: 44/16-- Condition: -2—Shield: Green
Bodyguard9: 44/16-- Condition: -2—Shield: Green
Bodyguard10: 58/16-- Condition: Normal—Shield: Orange
Bodyguard11: 58/16-- Condition: Normal—Shield: Orange
Bodyguard12: 40/16-- Condition: -1—Shield: Yellow
Sith assassin1: 9/12—Condition: -1
Sith assassin3: 19/12—Condition: Normal
Sith assassin4: 19/12—Condition: Normal

ROUND 2__________________

Act in order of posting, Enemies will go last. The battlespace around Desh, Jerrn and Six is filled with an obscuring fog giving everyone inside a -6 penalty to the ranged attack roll.

ROUND 1_________________

Juce Koran_______________________________________
Juce steps of the podium and brings his carbine to his shoulder, bracing for the auto-fire, and pulls the trigger, spraying the closest-knit group of red, energy globes he can see.
Spraying your designated kill zone, you don’t see anyone fall. The few shots you see connect with a reddish blob seem to deflect away.
Then he moves off further down the chamber to get a better angle. Heading north and then toward the group.

"Farmboy!" Desh grunts out through the mist, "Whaddaya say we try to catch us a Hutt before we head out?"
He grins a black grin as he rushes to stand between the bulk of the pigs and their slug leader, readying a strike for the first pig that comes within reach. "Hey! Droids! See if you can help us with all this bacon!"
Moving through the mist, Desh runs into one of the guards. Already primed for action, Desh brutally shoves his vibrobayonette through the force screen, armor and flesh of the guard, briefly hanging in mid air before Desh yanks it out again. You all see the force screen turns orange, then yellow as the guard staggers back horribly injured but still alive.

Jerrn Darklighter________________________________________
Jerrn nods at Desh's words and reaches deep inside himself to join with the Living Force. He reaches out a hand toward the cryo tubes and pull them free, using them to bind the Hutt tightly.
Jerrn concentrates and thrusts his hand out. The Force is sluggish at this time, but one of the cryo-tubes slowly rises into the air about ten feet.

Out in the Courtyard:
"Bolt!" Jeriko hisses over the coms, "Bolt! You miserable paw-licker, check your scans again! I'm looking at a bunch of Sith in the courtyard here and I don't think they brought cookies for the after-race bake sale."
Jeriko aims at one of the sith black ops soldiers and fires, making a direct shot to the throat. The soldier drops when the red bolt explodes under his chin. The other soldiers immediately drop into guard position and look around wildly, but don’t appear to notice Jeriko hiding under the landspeeder.

Bolt’s voice crackles in your ear. “Jeriko, sensors say there’s no one there but you! No ships, no other speeders are closer to you than five minutes. Are you sure?”

Six's weapon snaps up, level with the nearest droid's head. As Desh jumps into motion, a hollow thump resounds as his grenade launcher fires past the droid into a cluster of the Hutt's guards behind.
Six’s grenade lands true, and a tremendous explosion rocks the area. Four of the guards go flying (and squealing).

Protocol Droid One___________________________
Droid one fires both arms into an oncoming guard, half of the bolts deflecting off his shield, but others penetrating and doing damage. His shield shifts colors from red to orange, yellow, green, then ends up blue.

Protocol Droid Two____________________________
Droid two fires both arms into an oncoming guard, half of the bolts deflecting off his shield, but one penetrates the belley and explodes internally. The guard squeals and drops, his body on fire.

Several guards get between you and Motta, while others take the attack to you
Several combine to attack the droids, several putting notches in their chassis, but one manages to put a powerful hit on Droid One, cleaving it entirely in half.
Attack 1 on Desh: 1d20 + 8 ⇒ (15) + 8 = 23 for a possible 2d10 + 4 ⇒ (7, 9) + 4 = 20 cutting damage.
Attack 2 on Desh: 1d20 + 8 ⇒ (18) + 8 = 26 for a possible 2d10 + 4 ⇒ (9, 7) + 4 = 20 cutting damage.
Attack 3 on Jerrn: 1d20 + 8 ⇒ (4) + 8 = 12 for a possible 2d10 + 4 ⇒ (7, 6) + 4 = 17 cutting damage.
Attack 4 on Six: 1d20 + 8 ⇒ (2) + 8 = 10 for a possible 2d10 + 4 ⇒ (6, 6) + 4 = 16 cutting damage.
Juce, you see two emerge from the mist, point at you and charge towards you.
The four knocked down by the grenade blast stagger to their feet.


Bodyguard1: 63/16-- Condition: Normal—Shield: Red
Bodyguard3: 25/16-- Condition: -1—Shield: Blue
Bodyguard4: 63/16-- Condition: Normal—Shield: Red
Bodyguard5: 63/16-- Condition: Normal—Shield: Red
Bodyguard6: 44/16-- Condition: -2—Shield: Green
Bodyguard7: 44/16-- Condition: -2—Shield: Green
Bodyguard8: 44/16-- Condition: -2—Shield: Green
Bodyguard9: 44/16-- Condition: -2—Shield: Green
Bodyguard10: 63/16-- Condition: Normal—Shield: Red
Bodyguard11: 63/16-- Condition: Normal—Shield: Red
Bodyguard12: 45/16-- Condition: -1—Shield: Yellow
Sith assassin1: 19/12—Condition: Normal
Sith assassin3: 19/12—Condition: Normal
Sith assassin4: 19/12—Condition: Normal

ROUND 1_________________

Act in order of posting, Enemies will go last. The battlespace around Desh, Jerrn and Six is filled with an obscuring fog giving everyone inside a -2 penalty to the attack roll.


The fog is giving your targeting sensors fits and are currently useless for aiming. You can still see vague reddish glows of forcefields, and Jerrn's lightsaber glow is distinctive. You will take a -6 to shoot targets inside the fog.


You hear an eruption of blasterfire and screaming. One of the guards stumbles out of the doorway wounded and firing back at something out of sight. There is a wavering to either side of the opening, and two black clad figures appear out of stealth. They swing their vibroblades as one and the guard drops in three pieces.
You recognize the featureless black and silver uniforms as Sith imperial stealth troopers!

Allies avg: 1d20 + 10 ⇒ (13) + 10 = 23
Enemies: 1d20 + 7 ⇒ (7) + 7 = 14

Downrange, Juce pretends to be the armor on the stand he had replaced.
Realizing what the pod was, Juce mics to Six, Desh and Jerrn.
"Guys, he'll die instantly if you put him there. That's a no go, repeat; No go."

Desh gave a directionless nod to Juce's encrypted message.
Motta the Hutt shouts "Guards! Take those droids apart! You mercenaries! Throw the Jedi in now, or join the droids!"

"Well, that's the thing," Desh says as he unslings his rifle and pulls the "scope" free, holding it up for Jerrn.
"The jedi aint goin' in the damn tube." There is a soft but unmistakable CLICK as his carbine switches to auto-fire and is leveled at Motta.
"Hey, droids. Looks like you and us got a shared interest. Help us deal with the slug and his pigs, and we can sort out this jedi business after the smoke clears."

Jerrn happily takes the lightsaber, freeing it from the scope-cover.
"Last Jedi mah Auntie Sarah! Ah don't know where you got yer information, Hutt, but Ah am far from the last Jedi! And Ah think no Jedi is gonna be put in yer death-trap!"

Jerrn frowns and extends a hand towards the open tube. The one ton piece of equipment lifts straight up, tearing free from a tangle of tubes, cables and umbilicals. Then with a wave of his hand, the cryosuspension tube accelerates sideways past Motta’s head and crashes into the side of the vault with a tremendous BOOM that shakes the entire room.

Jerrn catches the lightsaber, igniting it and taking a defensive position.
"De only person who's deciding what this Jedi is doin', is me. And Ah don't think Ah'll be getting killed today, Hutt!"

The tanks feeding cryo liquids to the tube start jetting cold mist into the air, rapidly obscuring the scene.
Three of the guards interpose themselves between Motta and Desh, the rest charge forward like a sports team, axes high.
The droids pause for a brief moment, then…
“Agreed”. They respond. They swing their arms towards the onrushing thugs, and start firing.

Bit map or Jpeg, 37kb or 3.7mb, doesn't matter. Frankly, I'm done with Photobucket. Hopefully the Paizo virtual desktop will fix that for me when it comes online.
I'll see about Google docs; I've heard good things about that service.

Meanwhile, let's see if descriptive action will serve.

Test map one

Can anyone read this map? I swear this is the biggest I've been able to get it in a year. I really don't understand what happend to shrink them...


Juce, you have a clear encrypted channel to Six, Desh and Jerrn.

Just before you take action...
A cold metallic voice rings out.
"I'm afraid the Exchange cannot permit the freezing of the last Jedi, Motta. Release him, mercenaries."
The voice is coming in a creepy two-part harmony from the two protocol droids.
Looking back at them, you see their eyes glowing a predatory red an their forarms opened up into a pair of blaster barrels. They are covering Six and Desh.
"WHAT!!?" Motta sputters with outrage.
"You'll pay for this... this home invasion! Guards! Take those droids apart! You mercenaries! Throw the Jedi in now, or join the droids!"
Of course, Motta and his guards prudently activate their reddish personal force screens.
The guards advance on you and the droids; the droids swing their arms out in greater arcs, leaving only one forearm aimed in your direction.
OK, do you want to change your actions now, or go with what you put down initially?

I should mention that the Gomorrean guards, oddly, aren't carrying heavy blaster weapons. They wear ceremonial armor (Medium) and carry fancy vibro-Axes, with a belted pistol as backup.

Knowledge (Technology) DC20:

There is another bulky belt gizmo on their belts as well; that can't be a personal shield projector! Such things are impossible to produce so small. Then you remember you are missing the last fifteen months, and wonder if it isn't as impossible as it used to be.

Looking at the open clamshell doors of the display tube, you dislike it's looks. It's... sterile and kind of inhuman.

Use the Force DC12:

You get a baaad feeling at the prospect of anyone entering that tube.

Knowledge (Life Sciences) DC15:

You don't see any medical monitoring devices that would ordinarily be in a cryosuspension device.

Knowledge (Technology) DC14:

This is clearly a quickfreeze/preservation device. You have heard of such devices being used for medical purposes in the high-tech core planets, but the equipment to keep a subject alive and recoverable is not present. Enter this thing and hit the switch; instant corpsicle.

Yes, the blue shapes are displays of various types.

>CLICK< to see a close up.

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