| Six |
Grapple Check: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
The charging beast knocks Six off of his feet. "We don't have time for this crap!" He shakes his head as he recovers his footing, and fires a frag grenade behind the dog-thing.
I'm aiming for a spot encompassing the swarm(s) and the dog thing (as much as possible), but excluding Doc and myself.
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 4d6 + 1 ⇒ (3, 6, 3, 2) + 1 = 15 or a Miss = half damage | 7pts
| Sevarkoh Zane |
Sevarkoh slashes at the oncoming tail with his offhand saber, warding it off with a shallow cut into its hide, doing no damage but keeping it at bay.
Thanks to Lightsaber Defense, Zane's defense is 21, so the wyrm doesn't hit him with the initial attack. Good thing for him, as he'd autofail the opposed grapple check.
| Smerg |
Smerg wrote:I'm assuming it's located on the ship. Either a bubble or a box with antaneas or some give-away. Perception? 1d20+10
Where do you think the generator is located? I know Kol knows because he made a tech knowledge roll but he hasn't said anything on that topic yet.
Well, you are pretty sure that you don't see a generator where the ship is located though you do see some power lines that look like they feed the shielding. It appears this villain has not left the generator in convenient throwing distance for the younglings to hit with rocks or otherwise sabotage from their prison.
Kiddrik
|
Deflect DC 22 1d20 + 14 ⇒ (19) + 14 = 33.
Kidd, enraged by the monstrosity's perseverance, swats aside its tail, scarring its tail's translucent hide. He rushes once more into the creatures blind spot, rolling past it's tail, his yellow blade spinning in an arcing blur.
not sure if Kidd or the creature got moved, but if necessary, Acro to get back into flanking with Zane
Acrobatics DC 15 1d20 + 10 ⇒ (8) + 10 = 18.
Battlestrike 1d20 + 14 ⇒ (10) + 14 = 24 (+1 att, +2d6 damage).
-- Lightsaber 1d20 + 6 + 2 + 1 ⇒ (14) + 6 + 2 + 1 = 23
---- damage 2d8 + 2d6 + 2 ⇒ (2, 5) + (4, 5) + 2 = 18.
| Smerg |
In the lab, Doc's blade goes snicker snack through dozens of lab bodies at a time.
At the same time Six tosses a grenade that envelops much of the swarm in the explosion.
The dog and swarm are missed but half damage is still enough to kill the dog and the swarm, even though missed, takes double damage from AoE attacks like grenades.
The 28 damage to the swarm causes it to fall apart as the few remaining creatures scurry for corners, vents, or out the door into the hall beyond.
The Creature Feature is over.
What would you like to do now?
| Smerg |
Damm, Jedi and their lightsaber defenses and blocking. If I had been able to heal back a little of the poor wyrms's CT damage but that is a slow process when you're still trying to attack and fight. I'll get you next time Zane and you too Kidd.
Vash hurls the broken body of the White Wyrm at the ship in the hopes of disrupting the shields.
The wyrm's body crashes there and lays still.
134+29 > 150. It looked like such a promising monster and in the end it barely scratched the paint on your character sheets. Oh well, next time it will be a more 'glorious' battle.
The Battle of the White Wyrm is over.
You still have the younglings to get out of the ray shielded ship.
You have the chance to look more at your surroundings and the cold and surroundings look very much like the cold and surroundings of your memories of having crashed upon 'the planet'.
You can even see where you held a fire and roasted the helmets of your Mandalorian armour.
Zane has no connection to the room but Vash and Kol know the location well.
| Sevarkoh Zane |
Sevarkoh deactivates both lightsabers, clipping them to his belt. The burning smell of the wyrm's carbonized flesh floats through the room, but the Jedi simply ignores it. This isn't the first time he's smelled that odor, and it's doubtful to be the last. He gestures to the younglings. "Kids, I'm a Jedi. We're here to help you!"
| Kol DyThrand |
Kol leans against the doorframe in relief, catching his second wind.
He glanced at Vash for a moment, the incredible force she projected still in his mind.
"Uh, good job there Vash!" He grinned and gave a thumbs up.
That was an incredibly lame thing to say; he thought as he turned away. Looking for something to do, he ventured over to the obelisk and studied it closer.
"Hey guys! Take a look at this!" He motioned you all over to him.
"This obelisk. I'm pretty sure its broadcasting power to the shield generators. But this arrangement is ... wierd. I recognize this place from my memory fragments... Why do I keep thinking 'Test'?"
| Vash'elie |
Vash'elie snaps Kol a look at his remark, unsure if he's making fun of her she sneers and nearly snarls at him. Calming when she realizes he's beeing genuine she follows over to the obelisk. "Does it have an interfece or a panel that looks like it can be pried loose? she asks as she gets near, eyes on her brace comp as she tries to draw up info on the ray shielding. 1d20 + 10 + 2 - 2 ⇒ (4) + 10 + 2 - 2 = 14 "Ung. This bloody system is giving me nothing." she says iritated as she taps at her wrist.
Kiddrik
|
Kidd takes a moment to refocus after the fight, a grimace still on his face. As Kol and Vash head over to the strange device, Kidd makes his way over to the ship and the children. His voice pops over the comm to Six and Doc, "You two done sipping coffee and eating pastries? We could have used your help in here."
He holsters The Muse but brings up his yellow blade, "Vash, how much more time we got?" he asks as he tests the metal of the doorway and hull of the broken ship, seeing if there is a more direct way of getting to the younglings.
UtF to search feelings to see if there would be any immediate dangers if he and Zane tried to cut their way through.
1d20 + 14 ⇒ (11) + 14 = 25
| Kol DyThrand |
Kol glances up at the body hanging upside down in an iron maiden cage attached to the obelisk.
"And what the HELL is that all about?"
Reminded of the time limit he quickly thinks about the quickest way to disable the power broadcast.
KNOWLEDGE (Technology): 1d20 + 9 ⇒ (17) + 9 = 26
MECHANICS: 1d20 + 9 ⇒ (18) + 9 = 27
| Smerg |
Sevarkoh deactivates both lightsabers, clipping them to his belt. The burning smell of the wyrm's carbonized flesh floats through the room, but the Jedi simply ignores it. This isn't the first time he's smelled that odor, and it's doubtful to be the last. He gestures to the younglings. "Kids, I'm a Jedi. We're here to help you!"
Hearing the word, Jedi, has the younglings exceptionally excited. Several of them immediately start picking up bits of metal to clash around like lightsabers. Several start making claims of growing up to be Jedi when they are older while others scoff at the notion saying that everyone knows that only if you're born with bugs in your system can you grow up to be a Jedi.
This immediately becomes of a chorus of 'you've got Jedi bugs' as the younglings, despite their imprisonment are bouncing back to 'normal'.
| Smerg |
Kol glances up at the body hanging upside down in an iron maiden cage attached to the obelisk.
"And what the HELL is that all about?"
Reminded of the time limit he quickly thinks about the quickest way to disable the power broadcast.KNOWLEDGE (Technology): 1d20+9
MECHANICS: 1d20+9
There is only one quick solution ~ reverse the linearity of the proton flow.
With your tool belt of equipment, you should be done in under a minute.
You can recognize the person in the iron cage hanging on the obolisk as the prisoner that gave you this destination.
Someone has a faster ship then the Grasshopper.
Worse yet, they left body here as proof of the capability.
| Smerg |
Vash'elie will check the timer and reley it to Kidd, I think we're down to 12 and seconds but I'm not sure.
You gained 4 Dark Side points. The initial bargain of 1 + 1 for buying the bonus part way through the adventure + 2 for extra joy in smashing the wyrm.
You're down to 11 and seconds.
| Smerg |
Vash'elie snaps Kol a look at his remark, unsure if he's making fun of her she sneers and nearly snarls at him. Calming when she realizes he's beeing genuine she follows over to the obelisk. "Does it have an interfece or a panel that looks like it can be pried loose? she asks as she gets near, eyes on her brace comp as she tries to draw up info on the ray shielding. 1d20+10+2-2 "Ung. This bloody system is giving me nothing." she says iritated as she taps at her wrist.
The computer clearly doesn't have any listings on the Ray Shielding or it is behind a higher security firewall then you have access.
Kiddrik
|
A thought from earlier occurs to Kidd, and he stretches out with his emotions in search of the Force-tuned crystals as well as the creature he detected from orbit.
UtF 1d20 + 14 ⇒ (3) + 14 = 17.
Are the crystals in the facility? If not, are they in the radius of the blast that is incoming? Was the creature I felt from orbit the one we just killed? Or is it still at large? And is it with the crystals?
| Smerg |
Doc, free of the danger of the creature feature, moves quickly to the office and begins searching for the safe.
You get into the office and you can see clear signs of the office being ransacked. Someone was in here and by the dust, quite a while ago, looking through your desk and the wall safe for information.
Stack holders for chips are empty showing someone has pulled all the copies of saved files that they could find.
The key is that they could find.
You always knew that they would break into your office and raid it for your research. That is why you kept two safes.
A safe for the idiots to find and riffle for the empty research reports that your overlord masters demanded that you file for your paycheck.
And a safe for the real item of your research.
You go to the safe and press a hidden stud. A scanner is revealed that quickly scans your mental engrams. The safe then moves out on hydraulics to reveal a safe behind the safe.
In the hidden safe is a small case that you know contains your research notes on project Shard and the Glove. The dark metal is covered in small symbols that took you months to crack and research revealing a connection to the Rakata Empire. An advanced empire of knowledge that predated the Republic.
| Six |
Doc Vallorin wrote:Doc, free of the danger of the creature feature, moves quickly to the office and begins searching for the safe.You get into the office and you can see clear signs of the office being ransacked. Someone was in here and by the dust, quite a while ago, looking through your desk and the wall safe for information.
Stack holders for chips are empty showing someone has pulled all the copies of saved files that they could find.
** spoiler omitted **
"Doc? What's going on over there? We have a bit of a deadline..."
| Kol DyThrand |
Using the power prybar to breach an access panel, Kol pulls out a cable loop and cuts the shroud open with a fusion cutter.
"Here, get command access to the computer controls. We're gonna have to get it to do things it wasn't designed to."
He squirms his way into the access hatch and you can see welding flashes.
Mechanics: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
| Kol DyThrand |
Kol used a power prybar to force a locked access cover. Reaching in, he pulled out a coil of optical cable and breached the casing with a fusion cutter. He hands it to Vash.
"Here; get command access to the computer. We need to make it do things its wasn't designed to do with proton flow linearity."
He flips down his Mechanical interface visor then crawls into the access space. You can see welding flashes...
Mechanics: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
| Smerg |
A thought from earlier occurs to Kidd, and he stretches out with his emotions in search of the Force-tuned crystals as well as the creature he detected from orbit.
UtF 1d20 + 14.
Are the crystals in the facility? If not, are they in the radius of the blast that is incoming? Was the creature I felt from orbit the one we just killed? Or is it still at large? And is it with the crystals?
You can feel some of the crystals located under the skin of the wyrm. There are other crystals that are behind you some where in one of the labs that you passed. Maybe that is what Doc is getting from his office?
| Smerg |
Kol used a power prybar to force a locked access cover. Reaching in, he pulled out a coil of optical cable and breached the casing with a fusion cutter. He hands it to Vash.
"Here; get command access to the computer. We need to make it do things its wasn't designed to do with proton flow linearity."
He flips down his Mechanical interface visor then crawls into the access space. You can see welding flashes...Mechanics: 1d20+9+2
There are a few large sparks as Kol pries open the cover of the access panel.
The doors to the Evaluation Room 2 suddenly close and seal with an ominous thud and the sound of automated bolting.
You also hear the sounds of large fans activating and feels gust of cold wind building in the room.
You can feel instantly the temperature is dropping a degree in a few seconds.
The gusts of wind start to reduce the visibility of the room. Within seconds it may turn into a full blizzard in the room.
You may have triggered a trap.
| Sevarkoh Zane |
Endurance 1d20 + 12 ⇒ (14) + 12 = 26
Sevarkoh dashes forward towards the fans, straight into the cold wind. With his lightsabers out, he grits his teeth and tries his best to ignore the cold. He brings them together in a x-shaped strike, trying to sever the fan's blades before the cold air turns deadly.
Lightsaber vs. Fan 1d20 + 3 ⇒ (17) + 3 = 20
--> Damage 2d8 + 2 ⇒ (3, 7) + 2 = 12
Lightsaber vs. Fan 1d20 + 3 ⇒ (14) + 3 = 17
--> Damage 2d8 + 2 ⇒ (2, 3) + 2 = 7
| Smerg |
Endurance 1d20+12
Sevarkoh dashes forward towards the fans, straight into the cold wind. With his lightsabers out, he grits his teeth and tries his best to ignore the cold. He brings them together in a x-shaped strike, trying to sever the fan's blades before the cold air turns deadly.
Lightsaber vs. Fan 1d20+3
--> Damage 2d8+2
Lightsaber vs. Fan 1d20+3
--> Damage 2d8+2
Zane battles the building Blizzard level winds to reach the large fans and end their lives.
An announcement seems to be triggered by the destruction of the fans, 'Alert, damage to facility property is a criminal offense and will be prosecuted to the full extent of Corporate and Republic Law. Security has been advised and is currently on route to your location. Please remain where you are. I repeat, security has been advised and is currently on route to your location. Please remain where you are.'
| Smerg |
Doc heads to his hidden safe and begins to open it.
What do I need here?
The Glove is the basis of your research into force crystals. It is ancient technology that you can't recall how to do without the assistance of the glove.
The box of chips contain your research notes and have titles for things like Shard Project, Project Doors, Project Adam, Project Eve, Project Uberman.
You are sure that you were principally involved in Shards and Doors.
Kiddrik
|
Kidd grins at the warning, "Hey, security's coming. Maybe they can let us out."
Then, over the comm, "Um, I don't know if this place still has security, but we just tripped it if it does. Also, we're locked in here, so any help would be greeeeeaaat."
Then he takes another look at the fans, "You think we can use the vents as a way out? Or would we even survive the cold air in there?"
| Smerg |
Vash'elie wrote:"Check" Vahe'elie pulls off her mechanical visor on puts on her computer one, pluging it into her brace compt to sync she sets to improving her access. 1d20+10+2+3-2Soo.. no results on my imrove access?
You are able to re-establish your previous level of access from here. This spot wasn't designed as a computer connection spot but you are able to get your computer to make the required connections to be accepted as a computer on the network.
| Six |
"Um, I don't know if this place still has security, but we just tripped it if it does. Also, we're locked in here, so any help would be greeeeeaaat."
"What, Force-barking dogs and imminent disintegration wasn't enough? DOC! We gotta go! Get whatever-it-is and let's keep them from getting themselves spaced!"
Six suits actions to words, and heads back down the hall toward the others.
Perception: 1d20 + 9 ⇒ (12) + 9 = 21
| Kol DyThrand |
You see Kol's boots jolt as a spark flare inside the crawlway.
"It's not my fault!" He calls out as the alarms ring, fans spin up and doors slam shut.
A few more seconds with the hydrospanner, and he worms his way out again.
"OK, just command reset and that should do it Vash! Uh, you might want to step away a bit as well..." Kol says as he backs away about 20 meters.
| Smerg |
Doc grabs the case, eager to read it later. He turns to Six and says, "Quick, let's head out. I've got what I came for!" Together they head back to the ship as the timer counts down.
Doc and Six arrive outside of the Evaluation Room 2.
There is now 10 min and some seconds left.
Kol has managed to turn off the Ray shielding freeing the younglings.
Vash has improved her access with the computer system.
The fans have been stopped but the temperature is still decreasing. The effect is slowed because the fans are not able to help circulate the cool air but the temperature of the room is becoming bitterly cold.
Fortitude rolls will start to be needed. The younglings with the Ray Shielding shut down are immediately effected by the cold and they are not dressed in clothes appropriate to the harsh weather.
You don't have the 'shared' memory of this place. You 'replaced' the person that was part of the 'shared' memory. You can 'fake' it as you know that you were briefed on this event but you have not 'lived' it.
Will check 1d20 + 5 ⇒ (14) + 5 = 19
A presence is trying to dominate your mind. Any force tricks you have to help you out?
| Vash'elie |
"Ok, I've got autorized access. Let's see about administrative." UC; Improve Access. 1d20 + 10 + 2 + 3 ⇒ (13) + 10 + 2 + 3 = 28 Vash'elie contiues taping away at her comp, keeping a wary eye on the countdown she hardly notices what the others are doing as she imerses herself in her brace comp.
Are you asking for an endurance roll? 1d20 ⇒ 16
"Ten minutes and change." she warns.
| Smerg |
"Ok, I've got autorized access. Let's see about administrative." UC; Improve Access. 1d20+10+2+3 Vash'elie contiues taping away at her comp, keeping a wary eye on the countdown she hardly notices what the others are doing as she imerses herself in her brace comp.
Are you asking for an endurance roll? 1d20
"Ten minutes and change." she warns.
Nope, I'll start to make checks against your Fortitude if you continue in the room for much longer.
Noted the role but keeping things in sync with the others, I'll wait on letting them have a chance to post.
Kiddrik
|
Let me know if I need to spend the force point or not.
Rebuke 1d20 + 14 ⇒ (11) + 14 = 25.
And that's what I thought was the case with the snow memory, but wanted to make sure.
| Smerg |
Vash upgrades her access and the system now is friendly towards her efforts. She almost has full mastery of the system.
Doc starts slicing into the door.
Kol starts to work the controls on the door when they spark and shut down. He thinks the main power supply to the door has been cut.
You will need to spend the force point to get the Rebuke.
You are fairly sure that the crystals you have wrapped in your jacket have a conduit of contact with the dark side and it tried to reach and take your over.
With meditation you might be able to figure out if it was the crystals or something using the crystals as a medium to reach out. You don't have the hours of meditation to do that safely now.
For now, the crystals have been pushed back from controlling and you should be safe for a while without another attempt. Depending on the situations that should last an hour at least.