Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Seeing that there is only one missile left, Hokhuckx decides to fire it, hoping the range is short enough for a good shot. Gunnery: 1d20 + 2 ⇒ (4) + 2 = 6
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Hokhuckx makes another shot with the missile launcher, letting his not-hands-but-claws do the aiming. Gunnery: 1d20 + 2 ⇒ (8) + 2 = 10
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Hokhuckx swerves the turret, firing a missile at the enemy ship. So, if the enemy is within the first range bracket of the missile launcher, does it just hit this round? I don't know the tracking weapons too well. Gunnery: 1d20 + 2 ⇒ (2) + 2 = 4
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Hokhuckx accidentally fires as the torpedo hits, falling out of his chair. Gunnery: 1d20 + 2 ⇒ (19) + 2 = 21
Climbing back into the seat, Hokchuckx sees his shot flying dead center to the enemy ship. Er, shot fired, captain.
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
I don't suppose they'd be open to negotiations? Hokhuckx makes a noise similar to a telepathic sigh. Of course, pirates aren't quite known for their diplomatic nature.
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Well, that wasn't so bad. Outside the storms. And the beasts. And the fact that we just collected the bodies of our fellows, to which we could meet a similar fate. We can't leave soon enough, actually.
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
I don't know anything about guns, so wreckage it is for me. Hokhuckx relays. As Hokhuckx enters the wreck, he looks around for any clues or dangers. Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Reflex: 1d20 + 2 ⇒ (3) + 2 = 5 So, 12 then. Ow. Hokhuckx grunts in pain, giving a telepathic shout. Split up, everyone! Better to not be grouped up, lest he fire that again. Hokhuckx moves to the southGuarded Step, before casting a healing spell. Mystic Cure: 1d8 + 4 ⇒ (5) + 4 = 9
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Spoiler:
I think the biggest problem with the pseudo-trap is that it didn't really offer a "disarm" to it. Normal traps have that, and so do haunts (although I find haunts a lot harder). I understand the design philosophy, in that this planet is set up through the encounter as dangerous and perhaps unlivable, but I think it sort of just comes at you, leaves, and that's it.
Ho hum, I suppose. Yes. Besides, I figure another day sitting in this wilderness wouldn't do anything large to the Wayfarer.
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Hokhuckx puts a hand to his wound, but finds his condition to be mostly fine. He wasn't bleeding, at least. Aazanar is correct. If we don't move quickly, we'll be in this storm for a while. Kultha, I should be fine. However, I am not looking forward to getting hit anymore. These shards really hurt!
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Survival: 1d20 + 8 ⇒ (20) + 8 = 28 Wow. Now if that wasn't for a skill check... *grumbles about die rolls* Looks like we should head that way. I'm really not looking forward to this walk... Hokhuckx sighs.
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Unfortunately, Kultha, I imagine most of the ship runs on necromatic energies, and is likely not designed to work outside a vacuum. Of course, we could try to salvage the weapons on the outside, but that could take some time. Hokhuckx ponders, tapping his fingers on his thigh.
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Thanks for the bot. My seasonal allergies have been killing me recently, as the pollen count where I live is crazy high. Also, ow. There goes my Stamina. Hokhuckx steps back from the skeletons, hoping to bring down the skeleton near Sefel first. Attack vs Green: 1d20 + 2 ⇒ (6) + 2 = 8
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Hokhuckx slides over to the terminal, looking over the screen. Interesting, interesting. What can I do with this? Somewhat haphazardly, Hokhuckx begins to input his own commands. Mysticism: 1d20 + 8 ⇒ (7) + 8 = 15
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
I mean... How do ghosts talk? They are incorporeal, so they can't interact with physical air. Is there some sort of incorporeal "air" they communicate through? Then how can corporeal things hear them? I'm willing to say that undead communicate on more of a spiritual level, meaning they don't really talk through physical means.
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Seeing the ships pull apart, Hokhuckx fires to take benefit of the close range. Gunnery: 1d20 + 2 ⇒ (20) + 2 = 22 Holy Bejesus yes please. Damage: 4d4 ⇒ (3, 2, 2, 1) = 8
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Watch your fire a bit more, Sefel. Hokhuckx jokes. Gunnery: 1d20 + 2 ⇒ (3) + 2 = 5
Hokhuckx directs his thoughts again to Sefel, embarrased. Nobody saw that! Nobody!
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
We can't let them get away! Continuing to fire! Hokhuckx fires once more, seeing the shots travel across the distance to the Threnody. Gunnery: 1d20 + 2 ⇒ (14) + 2 = 16
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Nice work, Kultha. The best offense is defense! Hokhuckx continues to barrage the Threnody with the laser turret. Gunnery: 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Drat! Keep out of the way of the heavy laser! Gunnery: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Oh, and I've been using the +1 from the diode computer since round 2. Unsure if people knew that, since I never directly mentioned it.
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Aye. Wasn't able to post this morning, and things started flying while I was gone. Need to write some bot instructions... For Round 2: Hokhuckx tries to fire the weapon in a manner befitting the vessel's new name, keeping his eye on the enemy ship. Gunnery: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Round 3 Thank you, Kultha. Continuing to fire! Gunnery: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Hokhuckx, not quite used to Aazanar shouting orders so quickly, gives off a shot more on reflex. Attack: 1d20 + 6 ⇒ (2) + 6 = 8
As he realizes he had fired, he relays back to Aazanar. "Fired, sir."
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Um... The Shirren looks around sheepishly. I don't have much experience with ships. I'm sure just another hand would be helpful. I don't have... any relevant starship skills. Except Diplomacy, which is only a +5
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Hokhuckx takes the bulbs politely, unsure exactly how to hold them. Especially with the Ysoki's spit all over them. I, uh, thanks. He decides to put them in his backpack for now, covering them up so they don't get damaged. How nice of him. I think. We should investigate the datapad Exegara had. Sefel, if you don't mind?
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Hokhuckx puts his pistol back in its holster, climbing down the ladder to meet the last mercenary. So what should we do with him? I am not privy to methods such as torture.
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Hokhuckx turns around the corner to fire at the mercenary with his laser pistol. Ranged Attack: 1d20 + 2 ⇒ (7) + 2 = 9
Unfortunately, the Shirren's aim with his weapon needs some practice.
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
I would like to hit the one behind the spire with the spell, but getting closer seems like a bad idea. I'll target the other human, keeping the drop weapon command.
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Hokhuckx stares at the man carrying the hammer, speaking into his mind with force. Drop the weapon. Command spell, forcing him to drop his weapon, DC 15 Will save
Male Shirren Mystic 1 | SP: 0/7 HP:12/12 RP: 5/5| KAC:14 EAC: 13 | Fort +1 Ref +2 Will +6 | Initiative +6 | Perception +8, Blindsense 30ft.
Not sure why someone would want to go a place where the dead are kept and buy skeletons. Especially clean ones. I mean, you're getting a skeleton, I wouldn't expect them to be clean. Hopefully it won't smell down there.
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