CrimsonDM |
The skittermanders move off in different directions and leave Nako standing by the baggage airlock door.
I am very comfortable splitting the party. Are you?
Nako!! |
Sure. We're close enough together that we can always regroup.
Nako follows Quonx. "Lets go make that computer a nufriend!"
Quonx - Eijel |
Quonx nods to Nako and proceeds down the hallway towards what looks to be a normal wall with what accounts for stealth to a skittermander, "Nufriend Locke said engineering was over here, right? I don't see a door."
Stealth: 1d20 + 3 ⇒ (2) + 3 = 5
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
D@k0y0 |
"Be careful Nak and Quonx, gree? Shout if you need help." Dak lines up behind Gaz, staff and needle gun ready. "Ready when you are Gaz."
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
CrimsonDM |
The crew quarters are sparsely utilitarian. Three sparse cots occupy the three niches in this room, each with a locker built into the wall at one end.
Please tell me definitively whether you are searching the room or just looking in.
I actually have to hold you up for a second until I find out exactly what happens with the others. So I'll just move you halfway down the hall and tell you a little more about what you see.
Quonx and Nako begin walking down the hallway. It's lined with a series of doors that open into the passengers' quarters. Two wall sconces, shaped like wiry saplings springing from a pine cone, and holding small glowing globes of light are mounted on the aft bulkhead. Locke had told you to twist the pine cone on the left hand sconce.
D@k0y0 |
Dak moves in behind Gaz and begins helping search the room, he calls out as he searches "Hello any hiding nufriends, we are not M2. We are here to help."
Perception/Room Search: 1d20 + 9 ⇒ (1) + 9 = 10
Nako!! |
Nako approaches the left light, her eyes dazzling in the glow. "So shiny..." she remarks absentmindedly, but then recollects herself. She grabs the pine cone and twists it.
CrimsonDM |
Please use spoilers while you're split. It won't be long. And it's fun.
Two lockers are open, but one is still secured with with a digital lock.
Nako, you don't get that far yet.
Moving forward from the intersection, you hear a soft hissing from the air vents.
And I need a DC 14 Fort save from each of you, please.
D@k0y0 |
CrimsonDM |
Well that was a total bust. We can come out of spoilers.
Quonx and Nako smell something with a hint of elderberries. Quonx notices a barely visible, pale blue mist drifting down from the ventilators.
Dakoyo and Gazigaz step back into the hallway to see their companions staring up at the vents.
CrimsonDM |
Nako and Quonx can get to the pine cones.
Gaz takes a look in the baggage airlock. He sees that this sparse chamber has functional steel walls that are slightly scratched and dented. A large airlock door leads starboard, presumably into space. A display panel next to the door flashes red.
CrimsonDM |
Gaz can see that the door has been locked closed, and the controls locked out, by M2.
CrimsonDM |
The secret door at corridor's end opens to reveal the engineering compartment. The ship’s power core hums pleasantly in the center of this wide room. To the port and starboard, banks of conduits and wires line the walls. The tang of ozone fills the air and the lighting overhead makes shadows dance across the floor.
There's a burst of static from the aft starboard corner.
CrimsonDM |
Dakoyo hasn't posted in a while, I'll assume he stays with Gaz. Let's have FOrt saves from those two and perception rolls from Nako and Quonx.
Nako!! |
Nako starts looking around the room.
Perception: 1d20 + 0 ⇒ (5) + 0 = 5
She mostly gets distracted by all of the dancing shadows.
CrimsonDM |
Just inside the door, Nako can see a hand, attached to a ship's uniform covered arm, presumably attached to a body which is out of sight to the right of the door.
Dakoyo Fort save: 1d20 + 1 ⇒ (3) + 1 = 4
Behind Quonx and Nako, Gazigaz and Dakoyo slump gently to the floor, overcome by elderberries.
Quonx - Eijel |
Perception: 1d20 + 2 ⇒ (10) + 2 = 12
Quonx hears the other two slump to the floor and looks at Nako, "Should we...do something?"
Quonx - Eijel |
Quonx turns around as well and goes over to Gaz and Dakoyo, shaking them a little bit.
CrimsonDM |
The green and purple skitters wake easily enough from the shaking, but they're groggy and a little disoriented.
Another DC 14 Fort save at -2 from Gaz and Dakoyo please. Failure will put you to sleep.
And how about some perception checks all around? Gaz and Dakoyo at -2.
Quonx - Eijel |
As Gazigaz and Dakoyo are stirring and pushing through the elderberry haze, Quonx looks around.
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Nako!! |
Seeing Gaz slump to the ground again, Nako starts shaking him again. "Come on! Get up!" She also takes the opportunity to look around.
Perception: 1d20 ⇒ 10
CrimsonDM |
Dakoyo's save: 1d20 + 1 ⇒ (2) + 1 = 3
Dakoyo and Gazigaz both slump back to the floor, unconscious. Dakoyo snores loudly and the faintest of blue clouds spreads from his nose over his chin only to be sucked back in when he inhales.
Something tall and white and mechnical is standing in the engine room doorway.
Quonx - Eijel |
"Ummm...don't look now, Nako. But there is a nufriend right behind us." Quonx tries shaking his friends again, hoping to stir them from their delirium.
CrimsonDM |
The security 'bot is six feet tall with gleaming white plate on the broader portions of its body while the joints are wasp-narrow black mechanisms. A small Trendsetter logo is on its left breast, like a badge.
Picture on the characters page.
Quonx easily identifies it as a Patrol class security robot, a model commonly used by security firms and law enforcement.
One of these things easily overmatches any single criminal.
Patrol-class security robots have integrated armaments that keep the robots’ limbs free to apprehend offenders and engage in close combat. This model is currently used by Absalom Station's security force.
[ooc] Since your Engineering check is so high, you're playing with house money on the knowledge check. In addition to this spoiler, you're guaranteed to open one of the spoilers below. For every 5 by which you exceed 12, open another.
Built to ferret out criminals the robots have : darkvision, low-light vision; Perception is good.
To survive encounters with violent criminals, KAC hard to hit EAC slightly easier.
Flexibility requires they be re-programmable for multiple tasks. (Will save is weakest.)
Weaponry is lethal, but of low enough power that it requires a few hits to put down criminals.
vulnerable to critical hits, vulnerable to electricity
Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stunning.
Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.
Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).
Jolting Arc (Ex) Periodically, a patrol-class security robot can shoot an arc of electricity at up to four creatures within 40 feet.
Once per patrol, a patrol-class security robot’s nanites can heal a great deal of damage.
Quonx - Eijel |
Engineering: 1d20 + 12 ⇒ (5) + 12 = 17
"We need to scatter. Nufriend may look cuddly but we don't want to be around when it shoots electricity. It's armor is tough, so use energy, gree?" She fires at the robot and then moves away from the others.
Laser rifle: 1d20 + 4 ⇒ (15) + 4 = 19
F damage: 1d8 ⇒ 2
Nako!! |
I know you said to scatter, but the only energy weapon I have is my doshko, so...
Nako runs forward and attacks the robot with her doshko.
Doshko: 1d20 + 7 ⇒ (12) + 7 = 19, 1d8 + 4 ⇒ (2) + 4 = 6
CrimsonDM |
Looks like we're going to rounds. I'll treat Quonx and Nako's actions as a surprise round. Gaz and Doko need to make their DC 14 fort saves with -2 on the roll in order to wake up.
Status Round 1:
Nako (16/16 SP 18/18 HP 4/5 RP remaining)
Robot ( 8 damage )
Gazigaz (the stylish picture of slumbering vitality and health)
Quonx (14/14 SP 10/12 HP 3/4 RP remaining)
Dakoyo (8/14 SP 10/14 HP 3/5 RP remaining, snoring away)
Dakoyo, Init: 1d20 + 1 ⇒ (11) + 1 = 12
Gazigaz, Init: 1d20 + 2 ⇒ (5) + 2 = 7
Nako, Init: 1d20 + 5 ⇒ (15) + 5 = 20
Quonx, Init: 1d20 + 2 ⇒ (5) + 2 = 7
Robot, Init: 1d20 + 5 ⇒ (7) + 5 = 12
Nako is up.
Nako!! |
Sorry, I didn't see that I was up.
Nako swings at the robot again.
Doshko: 1d20 + 7 ⇒ (19) + 7 = 26, 1d8 + 4 ⇒ (1) + 4 = 5
CrimsonDM |
Nako's doshko flares on the robot's armor again. It responds with a flurry of strikes. One is deflected by the doorframe, but the other connects hard with the skittermander's shoulder.
Slam v Nako, full attack: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19 ... Damage: 1d6 + 7 ⇒ (4) + 7 = 11
Slam v Nako, full attack: 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17 ... Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Status Round 1/2:
Robot ( 13 damage )
Gazigaz (prone)
Quonx (14/14 SP 10/12 HP 3/4 RP remaining)
Dakoyo (8/14 SP 10/14 HP 3/5 RP remaining, snoring away)
Nako (5/16 SP 18/18 HP 4/5 RP remaining) a
Gaz, Quonx, Dakoyo up for round 1. Nako up for round 2. Dakoyo still needs a fort save. DC 14 at -2.
Quonx - Eijel |
Quonx lines up a shot, initiating combat tracking. She nimbly manipulates a few contacts with her rifle's battery and fires over the heads of her collapsed friends with a much more powerful blast.
Laser rifle w/ combat tracking: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
F damage w/ overcharge: 1d8 + 1d6 ⇒ (4) + (1) = 5