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The Legonater

Eurobricks Grand Dukes
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  1. MM Note: To be honest, I forgot that I added the stipulation that PC mind control only lasts for one round. A good call for past me, because that move would be pretty strong otherwise. If Zaria is freed this round it would mean she isn't able to make an attack this turn. Kirwin has line of sight so they'd definitely be able to attack the tendril attached to Zaria. Fair warning, my plan with an attack on the tendril was to run it as a basic weapons attack, but at their current range Kirwin wouldn't be able to do any damage again the tendril or Zaria. I think in this instance I would also run a Long Range Weapons check like I did when Luce was attacked with the flamethrower to represent how the Hydra responds to flame, so there is at least a chance that could free Zaria. Let that influence your decision however you will.
  2. Round Four: Zaria vs. Hydra Sprout A - (5, 5, +1) Three successes vs. (2) Zero successes = Three damage Varen vs Hydra Root - (1, +1, -1) Zero successes vs. (3, 2) Zero successes = Zero damage Merei drinks an Aether Brew (3) Merei moves to B4 Kirwin throws a grenade at E5 - Hydra Sprouts C and D take 3 damage Viper moves to F5 Viper defends Kirwin (+2) Hydra Sprout A moves to C6 Hydra Sprout A vs. Varen - (4, 1, 5, +1) Three successes vs. (1, 6) Two successes = One damage Hydra Sprout C death roll - (6) Hydra Calyx uses Thorn Short against Kirwin - (4, 6, +2, -1) Three success vs. (6, 2, +1) Two successes = One damage Hydra Root uses Parasitic Reach against Zaria - (6, 4, 6, 6) Four successes vs. (1) Zero successes = Zaria controlled by the Root. Hydra Sprout D moves to G5 Hydra Sprout D vs Kirwin - (3, 4, 5, +1) Three successes vs. (5, 1, 5, +1) Three successes = Zero damage Controlled Zaria initiative - (5, 3) One success The fight turns bloody as Zaria cleaves her blade once again through the Sprout. Merei chugs an Aether Brew to replenish her resources as she backs herself towards the humming energy canisters, gazing up at the massive head of the Root as the fluid Hydra substance drips from its incisors. Varen tries to take a shot at the Root while it is defenseless, but his shot goes wide. Kirwin thumbs another grenade to life and throws it into a crowd of Sprouts, incinerating one so that it's unable to regrow. Viper fires a shot to defend Kirwin as one Sprout charges at them, only to get hit by the Calyx from a distance. Meanwhile, the Sprout Zaria had been focusing on turns tail and claws into Varen. She prepares to give charge when a deep drumming overwhelms her mind. The noise sends her in a daze, and before she's even aware, a tendril attaches itself into her neck. Thoughts and screams flood her mind as she turns towards the members of her party with newfound bloodlust. The Enemy: Hydra Root Vitality: 25/25 Velocity: 0 Strength: 1 Skill: 2 Smarts: 4 Proficiencies: Insight 2, Intimidation 1, Nature 3, Perception 1, Survival 3 Equipment: ?? Passive Ability: Hive Mind - Any damage done to the Root will be instead distributed evenly among anyone under its thrall. The Root can Rally or Defend those under its thrall without being physically adjacent to them. Special Actions: If the Root has no minds under its thrall, it may take one of the following actions on its turn: Parasitic Reach - The Root makes a Smarts check against a member of the party. If the Root succeeds, that character is under its thrall for the next turn. Colony Defence - The Root summons more Hydra creatures into the battle, rolling a d4 - 1, Failure; 2, Two Hydra Sprouts, 3, a Hydra Meiosphere, 4, a Hydra Calyx. Hydra Sprout A Vitality: 1/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: NoneInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout D Vitality: 1/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 10 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Calyx Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: None Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier Zaria Kanara (Kintobor) (Controlled)226 Year Old Female ElfCharacter Points: 5/19 Vitality: 3/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 0/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour w/ Repulsor, +1 Defend Rolls), Farsight GogglesInventory: Plasma Potion (4), Aether Brew x2, Essence of Toughness, Holoscroll (Enhanced Vision) The Party: Kirwin (karmajay)Character Points: 5/18 Vitality: 4/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 2 Hampering Minor Chemical Contained grenades, 4 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 4/18 Vitality: 5/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 3/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Aether Brew, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 5/17 Vitality: 2/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Plasma Potion, Ion Scope (This weapon ignores Obscurement) Viper Carpathia (Will take suggestions) Vitality: 3/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)
  3. MM Note: Still waiting on actions for Zaria and Varen!
  4. Part of the problem is that the Hydra Sprouts are "rush-down" enemies, and so a big part of their design is to be small and annoying and force the party to either deal with them or move. Being the weakest Hydra form, they've appeared a lot in this quest, but in other quests you'd probably run into a lot more enemies with guns and the like. I was going to mention this in the wind-up, but I think Kirwin's problem is less range as much as it is mobility. Through MMing this quest it's become pretty clear to me that Velocity is a borderline essential stat - the ability to quickly get in and out of position is kind of vital for this combat system. If you didn't want to increase your Velocity stats, I'd alternatively recommend investing in defense - either enhancing your armour, or leveling up your Skills. Having both the lowest Velocity and the lowest Skills of the party means Kirwin not only can't get out of danger, but is going to get hit harder when they're attacked, which is not an ideal combination. Leveling up Skills would also help Kiwin's support build because it means they can be supplying more Defense to people. It's also worth noting that Kirwin doesn't have any points in Long Range anyways - which I think is fine for the support build that you've been working on, but it does mean that they're going to struggle with offensive output no matter what.
  5. Round Three: Zaria moves to F3 Zaria vs. Hydra Sprout A - (4, 3, +1) Two successes vs. (5) One success = One damage Varen moves to C7 Varen fires on Hydra Sprout C - (5, +1) Two successes vs. (5) One success = One damage Merei moves to C2 Merei attempts to free Greenlaw - Merei Religion Check DC 1/3 (-1 Spirit to add +3 dice) (4, 6, 3, 3, 1, 3, 6, 1) Three successes, Greenlaw Freed. Kirwin vs. Hydra Sprout C - (+1, -1) Zero successes vs. (4) One success = Zero damage Viper vs Hydra Sprout D - (5, 3, +1) Two successes vs. (2) Zero success = Two damage Hydra Sprout A vs. Zaria - (1, 6, 3, +1) Two successes vs. (46, 5, +2) Four successes = Zero damage Hydra Sprout C moves to D6 Hydra Sprout C vs. Varen - (4, 6, 3, +1) Three successes vs. (2, 3, 5, 4) Two successes = One damage Luce tries to recover - (1) Luce dies. Hydra Root uses Colony Defence - (4), Hydra Calyx Hydra Sprout D death roll (2) (4) Hydra Calyx initiative - (6, 2) One success Zaria kicks off the round by charging at the unharmed Sprout. It attempts to bite down on her but she evades the attack and scrapes her khopesh along its back. Varen and Kirwin team up against another Sprout, and the lawyer is able to score a shot before Kirwin scares it off with their flames. The Sprout skitters away from Kirwin and towards Varen, landing a glancing blow. In the chaos, Merei serenely approahces Greenlaw, and expells the Hydra from her with the last of her spirit. Meanwhile, Viper fires a clean shot at the remaining Sprout, seeming to put it down. There is a brief moment of calm before the tone turns dour. Luce gives one final gasp of attempting to recover, unstabilized from the harm of the Hydra, and closing her eyes for good. Then, there's a deep gurgling from the Root, who appeared to be waiting to see what would happen to the doctor. The webbing on the wall forms a Calyx, which enters the battle. There's a horrific screeching from the Sprout Viper killed as it stretches itself back together, pulling from the ground beside it to regain its form. Although there are no humans currently under the Root's thrall, it's clear the party isn't out of this yet. The Enemy: Hydra Root Vitality: 25/25 Velocity: 0 Strength: 1 Skill: 2 Smarts: 4 Proficiencies: Insight 2, Intimidation 1, Nature 3, Perception 1, Survival 3 Equipment: ?? Passive Ability: Hive Mind - Any damage done to the Root will be instead distributed evenly among anyone under its thrall. The Root can Rally or Defend those under its thrall without being physically adjacent to them. Special Actions: If the Root has no minds under its thrall, it may take one of the following actions on its turn: Parasitic Reach - The Root makes a Smarts check against a member of the party. If the Root succeeds, that character is under its thrall for the next turn. Colony Defence - The Root summons more Hydra creatures into the battle, rolling a d4 - 1, Failure; 2, Two Hydra Sprouts, 3, a Hydra Meiosphere, 4, a Hydra Calyx. Hydra Sprout A Vitality: 4/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: NoneInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout C Vitality: 1/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: Bulking StimInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout D Vitality: 4/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 10 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Hydra Calyx Vitality: 10/10 Velocity: 2 Strength: 4 Skill: 2 Smarts: 1 Proficiencies: Intimidation 1, Nature 1, Short Range Weapons 3Equipment: None Innate: Swiping Claws (Standard Kinetic Short Range Weapon), Striking Talons (Calibrated Kinetic Long Range Weapon) Passive Ability: Thorn Shoot - Forgoes a Position action to make a Long Range attack, using its Velocity stat as its proficiency modifier The Party: Kirwin (karmajay)Character Points: 5/18 Vitality: 4/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 2 Hampering Minor Chemical Contained grenades, 4 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 4/18 Vitality: 5/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 0/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Aether Brew, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 5/17 Vitality: 3/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Plasma Potion, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor) 226 Year Old Female ElfCharacter Points: 5/19 Vitality: 3/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 0/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour w/ Repulsor, +1 Defend Rolls), Farsight GogglesInventory: Plasma Potion (4), Aether Brew x2, Essence of Toughness, Holoscroll (Enhanced Vision) Viper Carpathia (Will take suggestions) Vitality: 4/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)
  6. MM Note: I see now you said that in your earlier post, my bad! Round Two: Zaria vs. Hydra Sprout B - (4, 6, +1) Three successes vs. (1) Zero successes = Three damage Varen defends himself (+2) Merei moves to D4 Merei attempts to free Dunn - Merei Religion Check DC 1/3 (-1 Spirit to add +3 dice) (3, 1, 1, 2, 1, 6, 5, 5) Three successes, Simon Freed. Kirwin throws a grenade at H4 - (Three damage to Hydra Sprouts C and D) Viper moves to F6 Viper vs Hydra Sprout B - (2, 6, +1) Two successes vs. (1) Zero success = Two damage Hydra Sprout A vs. Zaria - (3, 6, 6, +1) Three successes vs. (4, 4, +2) Four successes = Zero damage Hydra Sprout B death roll (6) Hydra Sprout C moves to F5 Hydra Sprout C vs. Merei - (2, 4, 5, +1) Three successes vs. (6, 4) Two successes = One damage Hydra Root defends Greenlaw - (+2) Linda Greenlaw casts Elemental Bolt at Zaria - (5, 5, -1 Spirit) Two success = Two damage Luce tries to recover - (1) Luce still unstable Hydra Sprout D moves to D5 Hydra Sprout D vs. Kirwin - (3, 6, 2, +1) Two successes vs. (3, +1) One successes = One damage The battle continues as the Sprouts converge on the party. One gnaws uselessly on Zaria's heavy armour as she turns and cleaves her khopesh through another Sprout. Viper finishes off her target as he adjusts his positioning. Varen prepares himself for the next attack. Merei again sends out her celestial energy to expel a tendril from Simon Dunn, freeing him. Kirwin primes a grenade to life and hucks into a collection of Sprouts, which take heavy damage. The Sprouts attack back, taking bites out of Kirwin and Merei as the Root boosts Greenlaw's defenses. Greenlaw herself fires another bolt towards Zaria, the earthy rocks bursting through her layers of armour. Luce continues to lie on the ground, semi-parted from the hive mind. The group stands tall, feeling good about their chances against the alien horde. The Enemy: Hydra Root Vitality: 25/25 Velocity: 0 Strength: 1 Skill: 2 Smarts: 4 Proficiencies: Insight 2, Intimidation 1, Nature 3, Perception 1, Survival 3 Equipment: ?? Passive Ability: Hive Mind - Any damage done to the Root will be instead distributed evenly among anyone under its thrall. The Root can Rally or Defend those under its thrall without being physically adjacent to them. Special Actions: If the Root has no minds under its thrall, it may take one of the following actions on its turn: Parasitic Reach - The Root makes a Smarts check against a member of the party. If the Root succeeds, that character is under its thrall for the next turn. Colony Defence - The Root summons more Hydra creatures into the battle, rolling a d4 - 1, Failure; 2, Two Hydra Sprouts, 3, a Hydra Meiosphere, 4, a Hydra Calyx. Linda Greenlaw (Controlled) Vitality: 3/3 Velocity: 2 Strength: 1 Skill: 2 Spirit: 0/4 Smarts: 3 Known Spells: Elemental Evocation, Entropic Mending, Healing Light Proficiencies: Culture 2, Nature 2, Perception 1 Equipment: Aether Brew, Nanite Elixir Jamie Luce (Controlled) (Unstable) Vitality: 4/4 Velocity: 2 Strength: 2 Skill: 2 Smarts: 3 Proficiencies: Insight 2, Medicine 4, Perception 1, Survival 2 Equipment: Recovered Hart Rifle (Calibrated Long Range Energy Weapon), Plasma Potion x2, Essence of Precaution Hydra Sprout A Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: NoneInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout C Vitality: 2/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: Bulking StimInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout D Vitality: 1/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 10 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. The Party: Kirwin (karmajay)Character Points: 5/18 Vitality: 4/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 2 Hampering Minor Chemical Contained grenades, 4 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 4/18 Vitality: 5/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 1/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Aether Brew, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 5/17 Vitality: 4/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Plasma Potion, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor) 226 Year Old Female ElfCharacter Points: 5/19 Vitality: 3/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 0/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour w/ Repulsor, +1 Defend Rolls), Farsight GogglesInventory: Plasma Potion (4), Aether Brew x2, Essence of Toughness, Holoscroll (Enhanced Vision) Viper Carpathia (Will take suggestions) Vitality: 4/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)
  7. MM Note: All good - that's probably on me for accidentally mixing up the order. We're not quite at 24 hours so no rush, but I'm going to be out for a chunk of the evening so I figured I'd put up the call now. If @KotZ or someone else is able to supply an action for Varen by tonight I'll be able to run the next round for you by the morning.
  8. MM Note: Why, exactly? Elemental Ray costs three spirit to cast and Greenlaw started with four. Unless I'm missing some reason she should have expended an additional point of Spirit.
  9. Round One: Zaria casts Imposing Ward on Varen - (+5 armour, -1 Spirit) Varen vs Hydra Sprout D - (5, +1) Two Successes vs. (6) One success = One damage Merei attempts to free McSorley - Merei Religion Check DC 1/3 (-1 Spirit to add +3 dice) (3, 5, 1, 4, 1, 3, 5, 2) Three successes, McSorley Freed. Kirwin attempts to free Luce - Kirwin Long Range Weapons Check DC 1/3 (6, 6, 3) Two successes. Luce Unstable. Viper vs Hydra Sprout B - (2, 4, +1) Two successes vs. (4) One success = One damage Simon Dunn vs. Viper - (6, 5, +1) Three successes vs. (5, 6, +1) Three successes = Zero damage Hydra Sprout A moves to E3 Hydra Sprout A vs. Zaria - (4, 2, 3, +1) Two successes vs. (1, 6, +2) Three successes = Zero damage Hydra Sprout B moves to D5 Hydra Sprout B vs. Varen - (3, 4, 1, +1) Two successes vs. (5, 1, +5) Six successes = Zero damage Hydra Sprout C moves to G5 Hydra Sprout C vs. Merei - (5, 1, 1, +1) Two successes vs. (4, 6) Two successes = Zero damage Hydra Root rallies Simon Dunn - (+4) Linda Greenlaw moves to B1 Linda Greenlaw casts Elemental Ray on E4, E5, and E6 - (1, 6, -3 Spirit) One success = One damage to Zaria, Varen, Viper Luce tries to recover - (2) Luce still unstable Hydra Sprout D moves to G4 Hydra Sprout vs. Kirwin - (3, 4, 5, +1) Three successes vs. (4, +1) Two successes = One damage The final battle kicks off with a start. Zaria whispers a prayer, summoning a shield around Varen just in time to block an onslaught from one of the Sprouts. In turn, Varen pops up to fire a shot at another Sprout, grazing it as it hurtles itself after Kirwin, sinking its mandible into Kirwin's arm. Shaking off the attack, Kirwin fires their flamethrower at Dr Luce. There is an angry hiss as Kirwin sprays flames on the Root's host; the Hydra tendril holding Luce convulses, gripping her tighter and dropping her to the ground. For the moment, though, she's out of the fight. Merei follows suit by expending some of her spirit to guide and empower her inner flame. Reaching out, she is able to fully burn the parasite from McSorley, and the engineer collapses relatively unscathed. Viper joins the onslaught by putting a shot into the Sprout that attacked Varen, however, he isn't able to steady his shot well before ducking away from Dunn's gunfire. Meanwhile, the two other Sprouts charge for Zaria and Merei, who successfully dodge the feral creatures. Their confidence quickly wavers as the controlled Greenlaw waves a spell in the air and summons a ray of earthy energy that crashes into the party's front line. The Root, observing the first bout, gives an unsettling gurgle and empowers Dunn for his next round. The Enemy: Hydra Root Vitality: 25/25 Velocity: 0 Strength: 1 Skill: 2 Smarts: 4 Proficiencies: Insight 2, Intimidation 1, Nature 3, Perception 1, Survival 3 Equipment: ?? Passive Ability: Hive Mind - Any damage done to the Root will be instead distributed evenly among anyone under its thrall. The Root can Rally or Defend those under its thrall without being physically adjacent to them. Special Actions: If the Root has no minds under its thrall, it may take one of the following actions on its turn: Parasitic Reach - The Root makes a Smarts check against a member of the party. If the Root succeeds, that character is under its thrall for the next turn. Colony Defence - The Root summons more Hydra creatures into the battle, rolling a d4 - 1, Failure; 2, Two Hydra Sprouts, 3, a Hydra Meiosphere, 4, a Hydra Calyx. Linda Greenlaw (Controlled) Vitality: 3/3 Velocity: 2 Strength: 1 Skill: 2 Spirit: 1/4 Smarts: 3 Known Spells: Elemental Evocation, Entropic Mending, Healing Light Proficiencies: Culture 2, Nature 2, Perception 1 Equipment: Aether Brew, Nanite Elixir Jamie Luce (Controlled) (Unstable) Vitality: 4/4 Velocity: 2 Strength: 2 Skill: 2 Smarts: 3 Proficiencies: Insight 2, Medicine 4, Perception 1, Survival 2 Equipment: Recovered Hart Rifle (Calibrated Long Range Energy Weapon), Plasma Potion x2, Essence of Precaution Simon Dunn (Controlled) Vitality: 4/4 Velocity: 2 Strength: 1 Skill: 3 Smarts: 2 Proficiencies: Coding 1, Perception 2, Piloting 3, Short Range Weapons 2 Equipment: Pilot's Sidearm (Standard Short Range Energy Weapon), 20 Credits Hydra Sprout A Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: NoneInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout B Vitality: 4/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 5 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout C Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: Bulking StimInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout D Vitality: 4/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 10 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. The Party: Kirwin (karmajay)Character Points: 5/18 Vitality: 6/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 3 Hampering Minor Chemical Contained grenades, 4 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 4/18 Vitality: 6/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 2/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Aether Brew, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 5/17 Vitality: 4/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, Plasma Potion, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor) 226 Year Old Female ElfCharacter Points: 5/19 Vitality: 5/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 0/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour w/ Repulsor, +1 Defend Rolls), Farsight GogglesInventory: Plasma Potion (4), Aether Brew x2, Essence of Toughness, Holoscroll (Enhanced Vision) Viper Carpathia (Will take suggestions) Vitality: 4/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)
  10. MM Note: To be clear for both of these, are you attempting to burn out the Hydra, or sever its tether? These are different actions so I just want to be sure. Additionally, would someone be able to supply an action for Varen?
  11. Merei Perception Check DC 1/3 - (4, 6, 6) Three successes Merei eyes the humans under the Root's thrall, trying to plan a bloodless way to free them. She quickly settles on a number of options - she and Kirwin could again try to burn the parasite out of them. Alternatively, she looks at the tendrils attached to the humans at the neck; it may also be possible to sever the tethers. Either way, she won't know for certain until she tries.
  12. The Hydra spreads its gaze amongst the party members. It speaks again, seeming to have gained confidence with the language over the course of the interaction. This decision is futile. We will persist. You, inevitably, will fall to the ashes of time. Embrace the death you seek. Sensing the growing danger, Dean backs into the airlock passage, hiding away from the inevitable bloodshed. The remaining five arrange themselves back-to-back as a group of Sprouts emerge from the webbing around them, hissing and spraying venom. Viper twirls his blaster before locking into a readied stance. Kirwin readies their drone whilst shouldering their flamethrower. Merei glows brightly as she prepares a spell. Varen casually expells a shell from his rifle and loads in a new energy charge. Zaria twirls her khopesh, whispering a prayer under her breath. The Hydra screams with a collective roar as the Sprouts and controlled humans rush into the fray. PREPARE FOR BATTLE! Kirwin Initiative Check - (3) Zero successes Merei Initiative Check - (2, 5) One success Varen Initiative Check - (6, 1) One success Viper Initiative Check - (3, 1) Zero successes Zaria Initiative Check - (4, 5, 2) Two successes Hydra Root Initiative Check - (3, 2) Zero successes Linda Greenlaw Initiative Check - (1, 3) Zero successes Ernest McSorley Initiative Check - (5) One success Jamie Luce Initiative Check - (2, 2) Zero successes Simon Dunn Initiative Check - (1, 6, 3) One success Hydra Sprout A Initiative Check - (4) One success Hydra Sprout B Initiative Check - (4) One success Hydra Sprout C Initiative Check - (6) One success Hydra Sprout D Initiative Check - (1) Zero successes The Enemy: Hydra Root Vitality: 25/25 Velocity: 0 Strength: 1 Skill: 2 Smarts: 4 Proficiencies: Insight 2, Intimidation 1, Nature 3, Perception 1, Survival 3 Equipment: ?? Passive Ability: Hive Mind - Any damage done to the Root will be instead distributed evenly among anyone under its thrall. The Root can Rally or Defend those under its thrall without being physically adjacent to them. Special Actions: If the Root has no minds under its thrall, it may take one of the following actions on its turn: Parasitic Reach - The Root makes a Smarts check against a member of the party. If the Root succeeds, that character is under its thrall for the next turn. Colony Defence - The Root summons more Hydra creatures into the battle, rolling a d4 - 1, Failure; 2, Two Hydra Sprouts, 3, a Hydra Meiosphere, 4, a Hydra Calyx. Linda Greenlaw (Controlled) Vitality: 3/3 Velocity: 2 Strength: 1 Skill: 2 Spirit: 4/4 Smarts: 3 Known Spells: Elemental Evocation, Entropic Mending, Healing Light Proficiencies: Culture 2, Nature 2, Perception 1 Equipment: Aether Brew, Nanite Elixir Ernest McSorley (Controlled) Vitality: 5/5 Velocity: 2 Strength: 3 Skill: 1 Smarts: 1 Proficiencies: Athletics 2, Engineering 3, Melee Weapons 2 Equipment: Electronic Transmitter/Detonator (Quest Item), Metal Bracers (Calibrated Kinetic Melee Weapon), Utility Belt Jamie Luce (Controlled) Vitality: 4/4 Velocity: 2 Strength: 2 Skill: 2 Smarts: 3 Proficiencies: Insight 2, Medicine 4, Perception 1, Survival 2 Equipment: Recovered Hart Rifle (Calibrated Long Range Energy Weapon), Plasma Potion x2, Essence of Precaution Simon Dunn (Controlled) Vitality: 4/4 Velocity: 2 Strength: 1 Skill: 3 Smarts: 2 Proficiencies: Coding 1, Perception 2, Piloting 3, Short Range Weapons 2 Equipment: Pilot's Sidearm (Standard Short Range Energy Weapon), 20 Credits Hydra Sprout A Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: NoneInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout B Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 5 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout C Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: Bulking StimInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. Hydra Sprout D Vitality: 5/5Velocity: 3Strength: 2Skill: 1Smarts: 1Proficiencies: Melee Weapons 3, Nature 1, Survival 1Equipment: 10 CreditsInnate: Piercing Mandibles (Standard Kinetic Melee Weapon) Passive Ability: Self-Pollination - 1/3 chance to revive upon death, gaining 1d4 health. The Party: Kirwin (karmajay)Character Points: 5/18 Vitality: 6/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 3 Hampering Minor Chemical Contained grenades, 4 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 4/18 Vitality: 6/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 3/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Aether Brew, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 5/17 Vitality: 3/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, 2x Plasma Potion, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor) 226 Year Old Female ElfCharacter Points: 5/19 Vitality: 6/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 1/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour w/ Repulsor, +1 Defend Rolls), Farsight GogglesInventory: Plasma Potion (4), Aether Brew x2, Essence of Toughness, Holoscroll (Enhanced Vision) Viper Carpathia (Will take suggestions) Vitality: 5/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon)
  13. We have and will survive worse. Our con-sciousness is vaster than you can con-ceive, and a graviton-ic end of which you speak would only serve to spread our seed amongst the stars. These lives you so defend would have us sub-ju-gated in a lab to research for-evor. Active or not, this world is life for life. Nature is caus-ality. We will do what we must - your annihilation is preferable to the loss of our hive. Whether you ap-prove is of no concern to us. MM Note: All good! As Zeph said, real life is the priority! Just glad you're still with us!
  14. We were taken un-a-ware in our dormancy and caged, only wak-ing to gun-fire and prodding. We are defending our-selves as much as you. This one would seek to under-stand, to nego-tiate. Fascinating. A pred-ator feeds on the inno-cent. The inno-cent feed on the produce of the ground. The ground feeds on the bones of the pred-ator. We have watched and ob-served this for millennia. The con-sequences of an act stretch into infinity. All we do is to survive. Who are we to say what cost is undue?
  15. The Hydra shifts on the power capsules to gaze at Kirwin, tendrils flaring out slightly. And your choic-es have forced death upon the members of our brood. Did you ask our input be-fore put-ting the flame to our children?
  16. The Hydra monstrosity fixes its many eyes upon Merei, studying her a moment before answering through its human thrall. You have damage-d us and our brood. You have threatened our excor-cism from this birthing ground. We could ask you the same. We seek what all life seeks - to live. To grow and repro-duce. But life requires death. And death requires sacri-fice. What are you will-ing to sacri-fice? We have watched you e-nough to know you seek our des-truction. The Hydra eyes shift to focus on Zaria. But what will such blood-shed cost?
  17. MM Note: I'm not sure where @KotZ has been, but I hope it's not unfair if I roll Varen as drinking a Plasma Potion (6) as well so that the party is at full health. The group continues, resolving themselves to continue into Delta's main chamber. An immediate chill crosses all of them - the room is filled from wall to wall with Hydra webbing, with Sprouts scuttling across in every direction. There's a dampness and humidity to the room that makes the air feel thick and cloying. To their left, the party spots the energy components gathered together, pulsating with power. A large mass of Hydra curls on top of it, with a giant beady-eyed head gazing down at the group. From the ceiling, tendrils hang down, latched into the necks of four humans - Linda Greenlaw, Ernest McSorley, Jamie Luce, and Simon Dunn. All four of the humans stare at the party in line with the Hydra eyes. There is a deep, unsettling gurgling from the depths of the giant head. Shortly after, words pour from the four as if being pulled out. Wel-come, advent-ur-ers.
  18. The party continues through the last airlock to Delta. They find the corridor there thoroughly ravaged by the Hydra specimen. Viscous webbing blots most of the floor and ceiling and covers the entrances to the two side rooms. The Heroes are sure they can feel the substance dripping on them, sticking to them as they move through the hallway. At the end of the hall, the doorway to Delta's main cargo hold sits unlocked. There is an air of finality as they approach the last room on their spelunking through Valencia. If there are any final words or concerns, now was the time.
  19. Merei Coding Check DC 1 - 4, 3, 1 (One success) Merei looks over the control panel and is successfully able to pull up its shipping ID: <327-1101-2409> <Shipment from: UNLISTED|Shipment to: COSMOPOLI> <Contents: UNCERTAIN - REQUIRES FURTHER RESEARCH> Viper gives a shrug. It's as I said before; I came here to hide after Valencia took off. Gail and company came storming in here, guns blazing. 'Guess they must have accidentally woken whatever it is was sleeping in there.
  20. MM Note: Fixed That something may have been me. Zaria Perception Check (DC 1/3) - (2, 1, 6) One success The tendrils seem occupied, not concerned with Zaria's investigation. The identification and control panel clearly still work, but the rest of the crate seems, largely, to have been destroyed from the inside out.
  21. Merei plasma potion - (6) = Six vitality recovered. Merei Aetherbrew - (6) = Six Spirit recovered. Kirwin plasma potion - (4) Four vitality recovered The party begins to divide the spoils: The Party: Kirwin (karmajay)Character Points: 5/18 Vitality: 6/6Velocity: 1Strength: 2Skill: 1Smarts: 3Proficiencies: Coding 2, Piloting 1, Engineering 2, Explosives 1, Technology 2 Credits: 18Equipment: Drone (Standard Long Range Elemental Weapon), Adventuring Leathers (Standard Kinetic Armour), Utility BeltInventory: 3 Hampering Minor Chemical Contained grenades, 4 Plasma Potions, Hacking Chip, Captain Ilbery's Security Card, Alien Mandible (Standard Kinetic Weapon), Makeshift Flamethrower (Standard Short-Range Elemental Weapon), Skeleton Key Card (Unlocks 1 lock per mission) Merei TeoAge 24 Female, Helioi-Touched Celestial (Born Menahi) Character Points: 4/18 Vitality: 6/6 Velocity: 2Strength: 2Skill: 2Smarts: 3Spirit: 3/3Proficiencies: Occult 1, Religion 1, Coding 1, Insight 1Known Spells: Healing Light, Solar Flare, Gravity SinkCredits: 161Equipment: Teo Family Pocket-Watch (Kinetic Weapon), Utility Belt (Grants +1 Engineering or Medicine Check Success) Inventory: Essence of Intellect, Plasma Potion, Aether Brew, Nanite Elixir, Holo-Tome (+1 to non-Spell Arcana, Nature, Religion, and Occult Checks) Varen Nastayo (KotZ)26, Male, HumanCharacter Points: 5/17 Vitality: 3/5Velocity: 2Strength: 2Skill: 2Smarts: 2Spirit: 0Proficiencies: Culture 2, Deception 1, Insight 1, Persuasion 2, Long Range Weapon 1, Coding 1*Known Spells (if applicable): Credits: 124Equipment: Lawyer's Rifle (Standard Long Range Energy weapon), Translator CubeInventory: 1x Essence of Glibness, 1x Essence of Intellect, Ion Repeater (Standard Energy Long Range Weapon), Adrenaline Decoction, 2x Bulking Stim, Aether Brew, 2x Plasma Potion, Ion Scope (This weapon ignores Obscurement) Zaria Kanara (Kintobor) 226 Year Old Female ElfCharacter Points: 5/19 Vitality: 6/6Velocity: 3Strength: 2Skill: 2Smarts: 1Spirit: 1/2Proficiencies: Athletics 1, Religion 2, Melee Weapons 2Known Spells: Warding Bond, Sonic SweepCredits: 139Equipment: Power Khopesh (Standard Kintetic Melee Weapon), Dune Sea Armour (Standard Kinetic Armour w/ Repulsor, +1 Defend Rolls), Farsight GogglesInventory: Plasma Potion (4), Aether Brew x2, Essence of Toughness, Holoscroll (Enhanced Vision) Viper Carpathia (Will take suggestions) Vitality: 5/7 Velocity: 2 Strength: 4 Skill: 2 Smarts: 3 Spirit: 0 Proficiencies: Athletics 1, Persuasion 1, Short Range Weapons 2, Survival 1 Equipment: Starblazer Armour (Standard Kinetic Armour), Captain's Sidearm (Standard Short-Range Energy Weapon) The cargo hold of Gamma is filled with a series of crates and containers like Beta was. Many have been jostled and pushed around by the tidal forces, and others have been damaged by blasterfire. It would take some time to go through all of the cargo individually, but one crate standing clear in the middle stands out to the whole party. Its identification panel is still accessible, but little else is - it has been more damaged by the journey than any of the other crates around it. More than that, growing out of the crate are shoots and tendrils that reach towards the walls and spread up to the ceiling. From there, the growths move outward to both the entrance the heroes arrived from, and the airlock to Delta. In fact, the path to Delta, while still very accessible, is veritably filled with the shoots and tendrils, leaving the cargo chamber feels almost barren in comparison.
  22. I usually put saving my skin over putting the knife in someone else. But since you make such a compelling argument, and I don't exactly have anywhere else to be, why don't we take look? Kirwin Coding Check DC 1/3 - 6, 4, 3, 2, 2 Kirwin tinkers away at the security console, and while they can't determine Mortizar's shipments from this console, they do find a way to identify the containers. Each shipment headed directly to Jefferson Hart Mortizar has a unique shipment code, 327, preceding the rest of the shipment information. These codes should be available on the crates in the main cargo bay.
  23. Kirwin looks through the crates, uncovering five Plasma Potions and four AetherBrew Potions. Merei determines that Gamma has the same layout as Beta, and supposes that shipping containers like these are likely mass-produced. I think I pretty thoroughly made my mess. At this point, I mostly just want to get off this death trap. ...Duncan and I came here to investigate. I'd like to finish the job. MM Note: Yep, that all looks correct!
  24. Dean takes the gift into his hand and looks deeply at it. It is still wrapped in a paper-thin material, which covers the small box held in Dean's grip. He moves to unwrap it, and then pauses. With a resolute nod, Dean takes the still-wrapped gift and places it in a pack with his other supplies. For later. Zaria Nature Check (DC 3) - 3, 5, 5 The eye continues to gaze blankly at her. After her question, it gives a slow blink, but Zaria is unable to tell if this is a response or simply an instinctual impulse of the creature.
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