As the rest of the group slink off to locate V14 in the Deep Storage Bay section of the station. Jerran avoids the notice of the Imperials and Station security, searching for the one he felt through the force.
Waiting to see if LB has Amon join you before I go continue. LB usually posts later in the evening so will probably see something tonight.
Amon catches up with Jerran I agree. It might be best if we went to check out this presence
I assume I need a stealth roll as well: 1d20=9 (http://invisiblecastle.com/roller/view/3396924/) and foce point 1d6=4 (http://invisiblecastle.com/roller/view/3396925/) so 13 total
You both stick to the shadows and clear corridors as you move about the station. So far you remain unnoticed.
What's your plan to find this other imprint on the force?
"We need to find them. Perhaps if we both concentrate, we can attempt to approximate their location."
I think the first step will be to Use the Force to sense their presence again, and see if we can get an idea of at least the direction to head. Trust in the force, let it be our guide. :)
1d20(20)+7=27 (http://invisiblecastle.com/roller/view/3401882/)
Whoo! :cool
UTF (1d20+5=20) (http://invisiblecastle.com/roller/view/3402804/)
I agree we need to find this person and see what is going on, their presence here can't be a coincidence.
"Then let's move." Jerran begins traveling in the direction of the younger imprint on the Force.
Do we need any special rolls?
You both can give me Stealth or Deception rolls to move about the station unnoticed.
You can also each give me a Use the Force check to continue to follow the presence in the force and hide your own from the newer one you felt.
Plus any other skill you might find useful in helping to get you to your goal.
Stealth: 1d20(13)+2=15
Use the Force (detection): 1d20(19)+7=26
Use the Force (masking): 1d20(6)+7=13 (http://invisiblecastle.com/roller/view/3408360/)
Also, Gather Information to see if anyone has noticed any suspicious youths on the station, possibly traveling alone or otherwise:
1d20(13)+2=15 (http://invisiblecastle.com/roller/view/3408371/)
"Thank you kindly." Jerran thinks for a moment, then motions between Amon and himself and says, "You never saw the two of us here."
He then scans the line for the child and attempts to sense them, the same as Amon does.
Jerran's being a bit paranoid, but wants to leave no loose ends. He uses Mind Trick to suggest that the alien woman did not have any interaction with them.
Use the Force: 1d20(11)+7=18 (http://invisiblecastle.com/roller/view/3409634/)
Stealth to conceal gestures: 1d20(18)+2=20 (http://invisiblecastle.com/roller/view/3409634/)
Perception: 1d20(17)+7=24 (http://invisiblecastle.com/roller/view/3409631/)
Use the Force: 1d20(13)+7=20 (http://invisiblecastle.com/roller/view/3409631/)
Map
(http://i202.photobucket.com/albums/aa223/Cruelique/DoD%20Split/ShuttleTerminalMain.png)
Grey doors are on the walkway and white doors are on the floor.
Pink are the couple carrying the child.
Green are BSF security.
Grey are astromech droids.
Yellow are other passengers.
BSF security take passengers datapads with their travel information and identification while the droid runs a scan on each traveler. The customs officer is hardly paying attention to the boring work, conversing with two of the stormtroopers.
The couple fish out their datapad and the man looks nervously from it to the security agent asking questions of the passengers in front of them.
The couple look somewhat stunned for a moment. The child sees you an instantly quiets down and calms. The surrounding security looks up in annoyance at the disruption and it briefly draws the attention of the Imperial customs officer.
Give me a deception check please.
Deception:
1d20(18)+2=20 (http://invisiblecastle.com/roller/view/3421507/)
"We'll be on our way shortly, we're just waiting for them to get through customs and then we can leave." Jerran gestures to his "relatives" when he mentions 'them,' then looks to the customs agent and says "The quicker they get through, the better for all, right?"
Use the Force(Suggestion):
1d20(20)+7=27 (http://invisiblecastle.com/roller/view/3422221/) Awwww yisssssss
The customs agent looks confused for a split second then says "Right. The quicker they get through, the better for all." which the security agents look at each other weird but as soon as the next spot in the other line opens up they motion the couple with the child over.
An R2 unit scans each individual letting out a normal warble of beeps as the man hands his datapad over to the agent. "What is you business on Sel Zonn station?" the agent says mindlessly as he enter information into his computer terminal.
Umm a vacation, we are meeting some family here and heading out on my nephew's ship the um...Pulsing Star the man answers.
Which piques the agents attention at such a bad answer to an easy question, but his console begins buzzing with a warning noise and he looks back down. "Stay here please." he says as he walks over to the Imperial Customs agent and pair of Stormtroopers. Where they converse quietly for a moment, each looking back at the couple.
Deception Roll for Man= 7 (http://invisiblecastle.com/roller/view/3423677/)
Perception to tell if it seems this is a legitimate kidnapping, and the adults with the child should not be trusted:
1d20(12)+7=19 (http://invisiblecastle.com/roller/view/3428407/)
Use the Force(Search Your Feelings):
1d20(14)+7=21 (http://invisiblecastle.com/roller/view/3428407/)
In order to tell if helping the adults is beneficial or dangerous.
Jerran
The couple is definitely nervous about something, even fearful. You do not spot any hidden weapons on either person. The child was very upset about something but calm considerably once you arrived.
You reach into the force, let it guide you. You sense an unusual amount of fear under a shadow of anger and pain. The darkside is descending on this group. If you act on their behalf you are certain it will lead to conflict with this shadow.
The couple comply as directed and move to the spot they are told.
"Please sir, you know not what you are doing. You must lets us go." the man says.
"We will just be putting you in holding until we can sort out what's going on here, if you are innocent you have nothing more to worry about other than a delay in your travel plans for a few hours." The agent answers, A few of our agents are on their way to escort you to our office."
"Excuse me sir, but what of the child?"
Same thing, only searching my feelings should I let them be detained:
1d20(9)+7=16 (http://invisiblecastle.com/roller/view/3430238/)
which jut barely hits the DC 15 check
Jerran
You refocus on not assisting them through the force. While it is more difficult to see, you are fairly certain they will be swallowed by the shadow of hatred and pain.
"Please stand back!" the agent orders you, "The child comes with us, while we work on this.
Jerran takes a step back as a show of compliance.
"Alright, alright. You're just doing your job." Jerran concentrates for a moment. "But surely there must be some mix-up with the computer's records... These couldn't be the criminals you're looking for."
Mind Trick:
1d20(20)+7=27 (http://invisiblecastle.com/roller/view/3432779/)
Aww yeah, twice in one encounter! I don't need to Search my Feelings to tell me I'm bound to have some really terrible rolls soon to make up for two nat 20's in a game. :P
Give me a UTF roll for masking you presence from other force users. You may also give me a roll to mask the child but at a -5. One of you may aid the other on this check. We will say you combine your efforts to mask her presence
Mask presence: 1d20+7(19)+7=26
Mask child's presence: 1d20(2)+2=4 (http://invisiblecastle.com/roller/view/3448080/)
Arrrrrrrrgh, this kid is so screwwwwwwed. XD
"I believe she is attempting to locate us through the Force now... and I do not think the young one is strong enough to mask her presence. We are already in danger."
I'm assuming the whole point of the ability to make a check to mask your presence is you feel the other force user probing the region for your presence. If I'm wrong, I'll edit that out.
Also, I'll try to sense how close she is as well, to level the playing field:
Use the Force(Sense Force):
1d20(17)+7=24 (http://invisiblecastle.com/roller/view/3448093/)
You are both fairly certain the presence can still feel the child in the force.
Jerran
You fall into the tune with the force again. Searching out through the numerous auras surrounding all things on the station. You nearly miss who your looking for but you now feel it keenly the wall of rage and pain and its close, on this station in fact and moving toward you but less 800m away from your location
Gathen and Naris look to each other exchanging deciding glances. "It's got to be safer for Zaris than standing out here." Naris says and Gathen adds "If your ship would have us, then we would be thankful for the lift off this station."
Give me UTF rolls for each of yourselves. One of you can roll to mask the child like before and the other can assist. Plus everyone will roll either steatlh of deception to avoid security and stormtrooper patrols.
"I am certain we can persuade them to take you along, if needed."
Use the Force (self): 1d20(9)+7=16 (http://invisiblecastle.com/roller/view/3470001/)
Use the Force (Child): 1d20(15)+7=22 (http://invisiblecastle.com/roller/view/3470001/)
Stealth: 1d20(8)+2=10 (http://invisiblecastle.com/roller/view/3470001/) ....crap. :banghead
You both feel the dark presence in the force homing in on your location like it's piercing whatever veils you seem to have put up to conceal your and the child's impression on the force.
Go ahead and give me the same rolls. Unless there is something else you may think will help.
With the screaming child a -2 on the stealth/deception checks to move around the station.
"Please, young one. I do not know why you are crying, but it is very dangerous to be doing so right now. Please, stop, if not for me then for your grandparents' sake."
Utf: 1d20(18)+7=25
Utd: 1d20(14)+7=21
Persuasion: 1d20(6)+2=8 (http://invisiblecastle.com/roller/view/3488073/) to persuade the child to stop wailing so loudly...
Oh boy...
What do you guys want to do?
"Wait... just follow my lead, and try to look menacing. Shouldn't be too hard for you. And, my new friends, please trust me enough to follow along as well. It will be difficult, but it may be the only way."
Jerran stops walking, tilts his head slightly toward his group and puts a hand up to signal them to stop, muttering, "Hold" loud only enough so the stormtroopers can hear him, but not so much as to draw more attention. He falls into an impatient-looking stance, glaring at the stormtroopers as they run toward the group. As they approach, Jerran lets out a displeased huff.
"I see we cannot rely on you soldiers after all. That's why my lady had me search the station as well, and here we can now see what Imperial military help is worth. My bounty-hunter associate and I are taking the prisoners to her now, in fact, so you are not needed. Though... my holo-comm has been acting up, and I could see that your's is already tuned to reach my lady's channel. Be a good soldier and let me borrow your comm, I promise I'll return it after I've brought this lot to my mistress."
Deception: 1d20(18)+2=20 (http://invisiblecastle.com/roller/view/3519702/)
Oh thank goodness... :o
Force Point just to be sure: 1d6(5)=5 (http://invisiblecastle.com/roller/view/3519704/) Total Deception roll = 25
Use the Force (Force Persuasion): 1d20(4)=7=11 (http://invisiblecastle.com/roller/view/3519704/)
Erg... Well, if these are normal stormtroopers out of the handbook, that should technically be enough to make the power work... Luckily the actual mind trick was only on the 'give me your comm' part so it's not as bad if he doesn't oblige... and if it's not obvious, the mind trick is directed at the ST who is holding the comm that they were just using.
The lead Stormtrooper of the group, which is also the one in possession of the holo-comm, tilts his head slightly in his helmet and says "You may borrow mine, but please see that it's returned after you've brought this lot to your mistress." he adds, "Glad you've found them Sir. Inquisitor Rarn has been running us all over this station. Need any other assistance Sir, we have some binders to help you secure them?"
You gain an encrypted holo-comm
Jerran briefly closes his eyes and takes a breath to center himself.
"They are the passengers you sent us to quietly collect, who pre-paid you for safe transport and protection."
Use the Force (Mind Trick): 1d20(9)+7=16 (http://invisiblecastle.com/roller/view/3559169/)
And... Force Point just to cover my bases (my but they deplete quickly!)
1d6(3)=3 (http://invisiblecastle.com/roller/view/3559176/)
Total Mind Trick UtF roll: 19
Her face goes from friendly to serious in a second and gets close to Jerran's face, "No.. their not and if you ever try that mind altering Jedi mind stuff on me again, I'll either put a blaster bolt through you or turn you in for the bounty on Jedi myself." she backs off and says, "So who are they then?"
Galactic Lore Check = 21 (http://invisiblecastle.com/roller/view/3559315/) to recognize the force power used.
Jerran frowns.
"Very well, Captain. They are in grave danger should they remain on the station, and it is my sworn duty to protect them. I am sorry for the added risk, but given whom you have already chosen to take on and associate with, it does not seem that great an addition."
Yeesh, she must be a good deal higher level than us. Most NPCs, or PC's for that matter, don't have will defenses that high. :o
"It's fine, at least we both know where we stand, but any more and we are going to run out of places to quarter them all," she smiles and winks. " and I have about hit the limit of passengers I care to take on without payment. Get them comfortable in back. Any word from your friends, or from the Twi'lek holonet reporter?"
She thinks for a moment and then adds, "When you say grave danger darling, anything that's a risk to my ship or me?"
You actually came pretty close with that roll and yes she is currently higher than you.
Rald leaves the view and the connection terminates. "Well they are in a good mood. I am going to run the pre-flights with Crash. I'll be outside if you need anything." and she heads down the ramp with her co-pilot in tow.
If there is nothing else you want to do before the others come back, you may begin posting again in the main game thread. If there is something to do before they return post it here and we can go through it before we fully recombine.
Relaxing by an Alderaanian Lake
The woman does not hear your warning in time and the bug-like creatures spring their trap.
Give me an initiative please.
http://invisiblecastle.com/roller/view/4130972/
That's a 23 for you.
Relaxing by an Alderaanian Lake Round 1 Begins!
Map of the Lake (http://www.minmaxboards.com/index.php?topic=9679.0)
Round 1 Initiative
Corran = 23
Green Killik = 10 (http://invisiblecastle.com/roller/view/4131003/)
Light Brown Killik = 10
Dark Brown Killik = 10
Woman = 1
The water requires a swim check and is very cold. Falling in requires an Endurance Check each round or suffer extreme cold attack 1d20+5 vs. FORT and 2d6 damage and - 1 on the condition track.
The wooded areas within the green lines grant concealment.
Drok it!
Corran draws his blaster pistol as he moves towards the woman and her attackers, making sure he doesn't wave it about or point it her way so she gets the wrong idea. He shouts "You are in danger, run towards me!".
2 move actions to AB 48, swift action to draw my gun.
The two brown Killiks emerge from hiding as the woman turns toward your call. The lighter Killik throws a net but it falls short to which the bug yanks the net back by the attached cord.
Move Action = Move from AD26 to AD31.
Standard Action = Small Electro Net Attack on Woman [vs. REF] (1d20+1=5, 2d8=14) (http://invisiblecastle.com/roller/view/4131072/)
Swift Action = Yank the net back.
The other brown Killik moves quickly and brandishes a pike converging on the woman.
Move and Standard Action = Move from Y22 to AC30
The green Killik emerges from a copse of trees and levels its carbine your way.
Vrap!
The shot is low and strikes the bridge, melting a small hole in the metal.
Move Action = Move from AH34 to AE38.
Swift Action = Switches from stun to normal damage.
Standard Action = Blaster Carbine attack on Corran [vs. REF] (1d20+4=7, 3d6=14) (http://invisiblecastle.com/roller/view/4131075/)
The woman gasps as the sight of the large green bug emerging from the woods and firing at Corran. and realizes two are behind her as well. She quickly drops the communicator she is holding and takes a drastic chance in getting away by climbing onto the fallen tree over the frigid water.
Move Action = Move from AD34 to Y37.
Climb Check (1d20=20) (http://invisiblecastle.com/roller/view/4131084/)
Relaxing by an Alderaanian Lake Round 1 Results!
Drok it!
Corran draws his blaster pistol as he moves towards the woman and her attackers, making sure he doesn't wave it about or point it her way so she gets the wrong idea. He shouts "You are in danger, run towards me!".
The two brown Killiks emerge from hiding as the woman turns toward your call. The lighter Killik throws a net but it falls short to which the bug yanks the net back by the attached cord.
The other brown Killik moves quickly and brandishes a pike converging on the woman.
The green Killik emerges from a copse of trees and levels its carbine your way.
Vrap!
The shot is low and strikes the bridge, melting a small hole in the metal.
The woman gasps as the sight of the large green bug emerging from the woods and firing at Corran. and realizes two are behind her as well. She quickly drops the communicator she is holding and takes a drastic chance in getting away by climbing onto the fallen tree over the frigid water.
Round 1 Ends!
Relaxing by an Alderaanian Lake Round 2 Begins!
Map of the Lake (http://www.minmaxboards.com/index.php?topic=9679.0)
Round 2 Initiative
Corran = 23
Green Killik = 10 (http://invisiblecastle.com/roller/view/4131003/)
Light Brown Killik = 10
Dark Brown Killik = 10
Woman = 1
The water requires a swim check and is very cold. Falling in requires an Endurance Check each round or suffer extreme cold attack 1d20+5 vs. FORT and 2d6 damage and - 1 on the condition track.
The wooded areas within the green lines grant concealment.
She's more important, carbine later problem, pike can kill her, net won't.
Corran takes a shot at the Killik brandishing the pike, but his aim is way off.
"Get away from her you Frink'ing bugs! Take on someone your own size!"
Moves 1 square to the left. Takes a shot at said Killik, for a grand total of 6 also known as auto-miss.
http://invisiblecastle.com/roller/view/4131130/
I have 4 Force Points left, which I'm planning on using this encounter, but that won't help with Nat. 1's...
The light brown bug scitters over to the log and lobs the net again, and it falls into the water. It yanks the net back again.
Move Action = Move from AD31 to AD36.
Standard Action = Small Electro Net attack on Woman [vs. AC] (1d20+1=5, 2d8=7) (http://invisiblecastle.com/roller/view/4132310/).
Swift Action = pull the net back.
The other brown insect hurriedly leaps along the shore, moving for the bridge.
Move and Standard Action = Move from AC30 to AF39.
The green chitinous creature keeps up the fire in Corrans direction,
Vrap!
burning the human.
Standard Action = Blaster Carbine attack on Corran [vs. REF] (1d20+4=24, 3d8=7) (http://invisiblecastle.com/roller/view/4132325/), Natural 20 so it would be 14 damage.
The woman shouts "Kill them quickly.", but otherwise hang son to the fallen tree.
Swift Action = Activates born leader. Corran gains a +1 to attack as long as she is conscious and in sight.
"Gaaaarugh!"
Corran quickly decides that ignoring the Killik shooting at him was a bad idea and fires at his attacker.
Man am I glad you didn't roll higher on the damage roll.
http://invisiblecastle.com/roller/view/4132904/
12 to hit, 11 damage
http://invisiblecastle.com/roller/view/4132907/
Force point use to hit better.
14 to hit in total.
If I hit, I use Dirty Fighting to reduce his Damage Threshold by 2.
18 HP left, 3 Force points left, 98 shots left (ought to not run out hopefully ;) ) and 1 Destiny Point left.
Speaking of that Destiny Point, am I allowed to use that during this fight if I need to?
The remaining two bugs advance on your position.
The woman just clings to the branch, hoping not to slide off into the frigid spring thaw waters.
Relaxing by an Alderaanian Lake Round 4 Begins!
Map of the Lake (http://www.minmaxboards.com/index.php?topic=9679.0)
Round 4 Initiative
Corran = 23
Green Killik = 10 (http://invisiblecastle.com/roller/view/4131003/)
Light Brown Killik = 10
Dark Brown Killik = 10
Woman = 1
The water requires a swim check and is very cold. Falling in requires an Endurance Check each round or suffer extreme cold attack 1d20+5 vs. FORT and 2d6 damage and - 1 on the condition track.
The wooded areas within the green lines grant concealment.
No worries about not waiting on me to kick off a new round and wrapping up the old one, Since it is just two of us. You can jump into the next round's action if the bugs have gone already, just like you did previous. As long as it does not get confusing for either of us.
Corran, having drawn their attention, retreats and shots at the pike-wielding bug.
Moves back 6 squares, fires, 19 to hit, 6 damage.
http://invisiblecastle.com/roller/view/4142758/
Pwah!
The shot grazes the bug scorching it's tough carapace but it still comes on.
Move and Standard Action = Moves to AC47 (grr if you hadn't moved it would have been a charge attack hehe)
The electro net wielding bug follows close behind moving along the bridge, chitinous claws making odd sounds on the metal walkway.
Move and Standard Action = Move to AH48.
Continuing his retreat, Corran gets a sense of his enemies movements.
I got you now, bug.
Pwah!
The blaster bolt hits his assailant squarely in the head with a lot more of an impact this time.
Yeah, the "not-getting-charged-for-a-turn" was part of the plan. So sue me ;)
Retreat 6 squares back, shoot the same guy in the head with a 25 to hit and a 12 to damage.
http://invisiblecastle.com/roller/view/4145158/
The bug-like creature's head explodes from your shot.
The other decides to close the distance more quickly and runs toward you.
Full Round Action = All out run to Q48, now right next to you.
Corran calmly lines up his blaster pistol as his last attacker closes the distance. Conveniently enough with him being so close to his target, the pilot have no troubles hitting from this distance. You're dead.
Pwah!
He starts to move back over the bridge again, more slowly this time as his adrenaline is starting to fade away, shouting out:
"They're dead, you can come back to shore now".
Glad she's alright, but that woman owes me a trip to a medical clinic.
http://invisiblecastle.com/roller/view/4150773/
25 to hit, 12 damage. Oh yeah :cool
Please give me an intelligence check.
"Those are...were Killiks. The native species to Alderaan." she informs you and she walks along, "Their hives can lay dormant for centuries and then they wake. The last reported hive was 250 years ago if I remember it right. I did not think I would see one up close in my lifetime, so going for a private stroll did not seem so dangerous."
http://invisiblecastle.com/roller/view/4163070/
5, so I doubt I have any clue at all about whatever you just checked :rolleyes
Corran whistles a short, low note.
"250 years. . . that's quite some nap. Wait, uh.. did you say hives?".
That really doesn't sound good.
"So... a lot of unpleasant people, armed and prone to taking slaves. You need to warn people about this."
He stops talking for a moment. Oh I am an oblivious, insensitive idiot
"Oh sheesh, what am I saying, there's time for that later. Are you hurt, are you ok? I didn't see if you got hurt, I was busy dodging blaster bolts and backtracking and now I'm just ordering you around. I'm unfortunately getting used to things wanting me dead, but you aren't, I guess. D'you need a minute?"
Smooth Corran, I'm sure that'll calm her fears if she has any. Besides, she seems to be holding up fine for being ambushed less than five minutes ago, she cracked a joke and she's leading you somewhere to get your wound tended to.
So much for that diversion. Corran falls into line once more as they start to move again.
"Well, it's both beautiful and terrifying at the same time and undeniably exciting, just as it at the same time can be tedious and dull and outright boring. There's nothing quite like it, which is why I became a pilot in the first place. Of course, coming from Corellia I'm sure it's in my blood somehow. As I said earlier, the galaxy can be a cold, harsh place. Much like space itself honestly, a vacuum inhospitable to life... well, most life at least; I've heard of these giant creatures that... never mind, that's neither here nor there.
But still, scattered throughout this bleak nothingness of cold are things like stars, asteroids and gas clouds; wondrous sights to see. Then there are the gems that are planets. Pieces of colour, of character, of life. Filled with millions of people and billions of stories. Defying this nothingness of space. Sheltering and nurturing life. Giving the people and creatures there a sanctuary to just be alive. Though sometimes I wish certain... things... weren't around. Like those Killiks".
Corran makes a face of distaste as he finishes his thoughts.
"Just like life can seem uncaring or cruel, there are these bright moments that are people. People who care, who are good. It's basically the same. I took up flying for the freedom to seek out these places and people. To try and be one of them as well, for the ones that need it.It's not a safe life, but it's one of freedom, of sorts.
Sure hyperspace can be dull, some captains can be earworms, some astrogation paths might dump you right into an uncharted asteroid field full of imminent death if you so much as twitch the wrong move on the stick... but that comes with the job. With the life. I... I'm not so good with words and it's hard to describe to someone who hasn't seen it for herself, but I hope it answers your question."
He makes a thoughtful pause as he speaks again.
"But as I said, there are millions of people living their lives and billions of stories birthed from them. I'm sure yours isn't nearly as dull as you make it out to be. Truth be told, most of the time my life is also boring. I just try and remember the interesting parts. Makes for better inspiration. Do you think it's boring, the things you do, or do you assume I would?"
Perception check to try and pry.
As in figuring it out, not making her say it. That'd be Persuasion, something Corran isn't good at. I'm a tad concerned that, being personally more persuasive than Corran by a decent margin, I'm misplaying him somewhat in the conversation. Oh well, ce la vie.
http://invisiblecastle.com/roller/view/4226020/
21.
Also, the way I describe him he really should be a Scout, not a Soldier :lol
Taking some liberties with that whole "Cha 8" here I feel ;)
I hope this compensates for my month-long absence btw ;)
Corran takes this opportunity to close his eyes and rest a bit. Ok, so how do I fix this problem? I said I'll call and I will, but honestly I don't think she can come along. Maybe Sirona can take her with her, she's leaving soon and the guy won't have time to pay her off.
Won't call the rest of the group until after I've been taken care of. If it suits the story, that call can come either while the rest of the guys are busy or after their shenanigans are done. Whichever takes the least amount of days IRL. Considering my sporadic posting, not sure which will happen first.
As far as I know, Sirona will be leaving soon, right?
Sirona is the party's ride to Felucia, so she will be ready to leave when you all are aboard. Though the rest of the party may be worried after a few hours of not hearing from you and they are all set to leave.
With you getting surgery to heal up you could be out for a time plus the unspecified amount of time you were touring and writing it could be very late indeed. But compared to the amount of scavenging time the other group has spent time on along with the time of their skill challenge, I think both groups there are about the same spot. Kel sync'd up with their timeline with a comm call.
The droid answers in a soothing voice, "You are correct sir, I am 2b67. Please do not attempt to sit up." it hovers over to the bed and proceeds to run a scanner over your body. "The blaster injuries are not terminal to this patient but will require a procedure to repair." it reports to Alysra.
"I am going to administer an anesthetic that will put you in a state of sleep sir. Please do not be alarmed at the sharp pain or cool sensation" as it produces a long thin needle and slides in expertly into a vein in your arm. "Again I feel I must protest to these conditions. The risk of infection is very high in this environment. Would it not be better for this patient if we moved him to the medical facilities in the palace?" it addresses Alysra as firmly as it can muster.
"No, you will perform he procedure here 2b." she sternly says.
"Very well." it says and goes about setting up around you to prepare. As you are nodding off you note when the droid is turned away from you that one of it's data ports has a very slim object sticking out.
I used a passive perception here to save time in spotting that item.
After 4 hours of surgery and treatment you will be at full. Had it use a med pack for first aid first then surgery.
Corran gets his comlink and dials the first number he finds.
Going to have the conversation in the main thread.
Your comm beeps a few times as you try to hail your companions comm units.
We can hold it in both threads. That way we are still separate until the whole party is brought back together. You have an opportunity to slip out without having to help Alysra while she is gone which is the easy way out of this. You could also stay true to your word and help her.
Corran speaks softly into the comlink as he gets up, gets dressed and collect his things.
"Oh nothing much, apart from learning that the entire planet has underground caves filled with insectoid people that likes to enslave everything and that wake up ever so often; having fought three of these things to save a woman and getting shot in the stomach; during the walk back to civilization to get patched up get pleaded to kill a supposedly horrid nobleman so that said woman can escape his tyrannical reign. The standard as soon as I score some R&R, really.... I told her I wouldn't do that, so she pleaded that I'd take her with me when I was leaving, which I'm sure you all can realize is a really bad idea. I told her I'd call and talk with the rest of my crew about it, which I now have done. I don't have any idea on how to help Alysra right now since we're on the chrono, if anyone has any thoughts I'd love to hear them before I get out of here. I hope you all haven't had as much fun as me."
I intend to sneak out, mostly since that's the easiest way to get thing moving again. Besides, Corran can always rationalize that he'll be back.
As you slip out of her quarters, you still can't shake the feeling you abandoning her while in need. Its an unsettling feeling you struggle to push away with your rationale that you will come back here to help her when the job is done. You easily find the docking back again. The Banshee is a welcome site after your short Alderaanian adventure.
Jump back to the other thread now unless there is something more to tackle in the conversation over the communicator or there was something you wanted to buy or look into separately.
You and the two scouts set out quickly after readying a few supplies. After a number of hours out from the hidden village, Murlak returns to your side with word that he has found signs of passage. Returning to the spot you find the tracks of two bipedal sets of prints of similar size as Vazus, another set the larger in size, and the last appears to be dragging something in a slithering pattern. The direction the group is taking is heading right back for your village.
You gain rapidly on the group and happen upon the spot of a giant fallen fungus, rotted with age and haphazardly camouflaged with artificial light coming through in places. Before you can spring any ambush, you are interrupted by thunderous foot falls that chill you... a Bull Rancor on a hunt of it's own. You move further on choose a different battle field to not stir the ire of such a formidable creature.
Backtracking to a point not far from your village, you find a spot that will make the best use of you and your companions abilities to hide and breathe water.
Fungal Swamp Map (http://www.minmaxboards.com/index.php?topic=9679.msg156947#msg156947)
Choose a spot for you and Murlak and Ralgek. The red outlined squares are impassible terrain and provide cover. The green outlines are areas of difficult terrain. The water is waist deep in most places and cane be easily hidden in but is also difficult terrain to walk through but deep enough to swim if needed. The light from the moons and the fungi of the jungle provide a setting of dim light and give you concealment while your low light vision negates theirs.
They will arrive on the scene from the upper left hand corner of the map.
After tracking the humans Tuokool, and his companions submerge under water and hide near one of the giant mushrooms, lying in wait for the intruders. They ready themselves to defend the village. While alone under the water Tuokool prays in his mind to his ancestors to watch over them during this hunt, the murder-make will be swift and the village will be safe for now, all he can hope is that one of the local Rancor's doesn't get to curious about fighting that will soon brake out and finish it off faster than expected.
1d20=5 (http://invisiblecastle.com/roller/view/4460913/) - reroll
1d20=3 (http://invisiblecastle.com/roller/view/4460915/) ... WOW ... apparently i start glowing under water
i'll keep the the 5 + 12 = 17
as for the location i'll hide near the center left mushrooms (near T-11 on the map)
The map has an alpha numeric grid, though as my maps get larger the letters and numbers get harder to see. As you move within your post just let me know where you end your move at. When we get to combat I will have you clearly marked where you are. For the hiding spot do you want to be at like U14 or more like P20, or another square? I can put the others in squares nearby.
As the begin to cross you ready to spring your ambush.
Go ahead and give me an initiative check for after the surprise round.
1d20=2 (http://invisiblecastle.com/roller/view/4470435/) my initiative is 4 ... hurrah for crappy rolls :|
You hear the human say "Well, lets hope we don't run across any more of those leeches. I don't suppose any of you have a boat on you?" and you grasp most of what is said with what you have learned of the basic tongue.
"Unfortunately, I do not have a boat," answers the tentacle faced alien as both begin to wade across to the island nearest to you coming to the shore just opposite of you. You can make out through the dense foliage that they appear to be searching themselves for something. They must have already encountered the planets leech slugs.
Behind them the menacing alien rumbles in a deep voice "Guys, are you sure it's a good idea? We have a map and we could at least look for ways around this swamp first rather than wade through waist-deep water through which we can't see jack shit."
While the serpent-like alien looks bewildered around at his equipment, apparently trying to determine how best to keep it all dry in the crossing. Then looking at a small hand held metal device the makes beeping noises as he fiddles with it.
You have a clear view of the Dashade and Sluissi but the Human and Khil now have concealment due to the foliage. The human is at N10 while the Khil is at M11.
Map of the Felucian Swamp (http://www.minmaxboards.com/index.php?topic=9679.msg156947#msg156947)
Of course it would... the large alien grumbles and begins to slosh into the dark waters. He takes a more southerly route and you begin mostly loose sight of him on the farther side of the island.
The Dashade has moved to I13.
"Now?" you hear Kaglek reach out to you through the force as the large alien approaches his position.
Use the Force Check (1d20+1+2=16) (http://invisiblecastle.com/roller/view/4472947/)(added a +2 here for his familiarity with you and working so closely with you)
+++not now, take Murlak, and try and get behind them, wait for my signal, i have a plan in motion, you will know to reveal yourselves when the time comes+++
+++<msg>+++ are messages sent by me via telepathy
The serpentine alien begins to cross last when your first message goes to the largest of the group. He proves difficult to connect with through the force but you manage. He is instantly alerted to your presence and runs along the shore to take cover among some fungus. The human is alerted by this and moves behind a giant mushroom stalk as you message goes to him before he asks, "What did you see big guy?"
The large alien is definitely ready for anything.
Murlak and Kalgek Initiative Checks (1d20+8=12) (http://invisiblecastle.com/roller/view/4477306/)
Both you and the Dashade will go in the surprise round.
The human moves for cover, seeing the large alien spooked. "What did you see big guy?" he asks.
"Some creature in the water. Head popping out 5 meters west of my position. And it can use the Force!" You have definitely been discovered.
You and the Dashade have actions in a Surprise round. Waiting for one more initiative on the other side.
Hearing the large aliens call, the dark blue fellucian lifts from the water with his hands up, but ready to act in case the situation turns south the menacing skull blade on his back ready to slay the mercenaries of the empire, he knows the others have his back but there is something off about the aliens in the swamp they don't seem imperial, he decides to talk to them, maybe he can reason with them, with out blood shed. The appeals to them in little intergalactic common he learned from talking to Vazus:
Leave us be!, Empire send enough young ones to The Great Spirit and put terrible curse on young ones still living, make much water red with blood of noble warriors, now send guns for hire to make murder on more innocent that still survive. I no want to fight guns for hire, but i defend land, keep village safe, if no other way i will accept fate and join The Great Spirit with young ones and warriors protecting village. I ask you, leave us be, go, tell Empire masters, you find swamp empty, allow us move village to safety, we never harm Empire or Outworlders, we just want Life.
Sry, i checked the reply on the other thread to speed things up a bit:P ,
also i ready an action to use the Force if they decide to attack.
'We don't like the Empire much, and the feeling is rather mutual." The large alien says though even his voice is intimidating, the being does begin to viibly relax a bit though keeps his weapon trained on you, "We also have no quarrel with you and your people."
The human's intentions are easier to read, he lowers his blaster pistol, though it is still in hand and steps out from behind the giant stalk to learn against it. "Well then, looks like we may be on the same side, enemy of my enemy and all that."
Murlak and Kalgek will be up soon, they will delay for your signal.
Felucian Hospitality Round 1!
Map of the Felucian Swamp (http://www.minmaxboards.com/index.php?topic=9679.0)
Status
Dashade @ O10 | Hit Points = Down 0 | Condition Track = 0 | Misc:+5 to FORT against extreme temp and rads (Racial); +1 to all skill and ability checks (Silten's Destiny) | Cond: +2 to FORT against Poison and Disease; Concealment (Foliage) -2 to attacks against you and -5 to perception to notice the target
Human @ M14 | Hit Points = Down 0 | Condition Track = 0 | Misc: +1 to all skill and ability checks (Silten's Destiny) | Cond: +2 to FORT against Poison and Disease;
--->Sluissi @ M8 | Hit Points = Down 0 | Condition Track = 0 | Misc: +1 to all skill and ability checks (Silten's Destiny) | Cond: +2 to FORT against Poison and Disease;
Murlak @ | Hit Points = Down 0 | Condition Track = 0 | Med Pack Use = 1 | Misc: | Cond: Concealment (Dim Light, Water, Opposite side of the foliage) - 2 to attacks against you and - 5 to perception to notice you;
Kalgek @ | Hit Points = Down 0 | Condition Track = 0 | Med Pack Use = 1 | Misc: | Cond: Concealment (Dim Light, Water, Opposite side of the foliage) - 2 to attacks against you and - 5 to perception to notice you;
Tuokool @ T11 | Hit Points = Down 32/32 | Condition Track = 0 | Misc: | Cond: Concealment (Dim Light, Water, Opposite side of the foliage) - 2 to attacks against you and - 5 to perception to notice you;
Khil @ M11 | Hit Points = Down 0 | Condition Track = 0 | Misc:+1 to all Defeneses (Destiny); +1 to all skill and ability checks (Silten's Destiny) | Cond: +2 to FORT against Poison and Disease;
The water around you begins to roil with movement and you feel several creatures at you feet passing you and try to leave with pieces of your flesh.
Move Action = Running Attack (swimming) ends after attack at U15.
Standard Action = Bite attack with rapid strike on Tuokool [vs. REF] (1d20-1=12, 2d4=5) (http://invisiblecastle.com/roller/view/4482946/), miss
You may now begin posting in the main thread since you have joined the party effectively enough and I can keep the combat going in one thread only.