Adventure Log 001: Welcome to Port Verdigris/Mutiny on the Serena Dawn

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Re: Adventure Log 001: Welcome to Port Verdigris

#181 Post by Ythgar »

Goran

Goran gives up the attempted deception and charges the nearest foe to take them down with his bare hands.
Last edited by Ythgar on Tue Jun 21, 2022 4:08 pm, edited 1 time in total.
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Re: Adventure Log 001: Welcome to Port Verdigris

#182 Post by shaidar »

Bertie

Not used to violence, Bertie is a little unsure, but decides to go at one of the remaining hijackers just like she used to tackle in her school soccer team, hoping to knock them to the floor.
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Re: Adventure Log 001: Welcome to Port Verdigris

#183 Post by cybersavant »

Skur Vonn

slowed?

grapple the mouth/ obvious leader female

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Re: Adventure Log 001: Welcome to Port Verdigris

#184 Post by Lignacious »

Chip

Chip lets out a rattling grumble, and keeps the autopistol spinning trying to jerk it away so that the Yaziran lands in the pile of grappler line

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Re: Adventure Log 001: Welcome to Port Verdigris

#185 Post by Pulpatoon »

Kallina, Goran, Bertie, and Skur Vonn all attempt to spring over the tangled pile of grappler line to assault the mutineers. Kallina, Goran, and Skur Vonn all get tangled up. Kallina and Skur Vonn are held up. Goran is able to extricate himself, but it takes so long that he is not able to take further action. Bertie springs over the pile like a gazelle, and hurdles herself at the nearest opponent, the pale yazirian scrambling for the autopistol.

Goran and Bertie: I took the provided roll as the attempt to clear the pile.
Bertie: I’m rolling for the attack, and giving Bertie advantage, since the yazirian is basically prone and occupied.
Bertie's tackle: [_3d6]=(2+3+6)=11 Result: 9. Moderate success.

Bertie crashes into the yazirian, knocking him over, but tumbling to the floor herself.

Chip spins the autopistol away from the yazirian, but it slides directly to the feet of the dralasite, who picks it up.
:: Datalink View ::
Serena Dawn Corridor 01.png
Serena Dawn Corridor 01.png (100.18 KiB) Viewed 599 times

The pale yazirian (2), still on the floor, tries to choke Bertie!
Roll [_2d6]=(6+3)=9 (Please give me an opposed roll).

The dralasite (3) fires the autopistol at Kallina!
Roll [_2d6]=(5+6)=11 (Please give me an opposed roll).

Barda (1), looking unsure of herself despite her prodigious muscularity, engages with Goran, attempting to deck him.
Roll [_2d6]=(2+1)=3 (Please give me an opposed roll).

The vrusk (4) fires at Skur Vonn with the stunner! (Please give me a roll to avoid incapacitation).
:: Datalink View : Update ::
Serena Dawn Corridor 02.png
Serena Dawn Corridor 02.png (87.38 KiB) Viewed 599 times

You are under attack! Please respond to the above attacks, and then declare your actions!
Kallina and Skur Vonn are slowed by the grappler line. You may extricate yourself, or stay where you are and perform an action.
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Re: Adventure Log 001: Welcome to Port Verdigris

#186 Post by Rex »

Kallina

Kallina will try and get clear of the line.

Clear the line [_3d6]=(3+4+2)=9
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Re: Adventure Log 001: Welcome to Port Verdigris

#187 Post by shaidar »

Bertie tries to avoid the choke hold:


Roll: [_2d6]=(3+6)=9, dis/advantage[1d6]=5

And responds by trying to elbow him in the side:

Roll: [_2d6]=(1+1)=2, dis/advantage[1d6]=6
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Re: Adventure Log 001: Welcome to Port Verdigris

#188 Post by Ythgar »

Goran

Opposed combat roll: [_3d6]=(1+1+6)=8
I'm not certain if he has advantage, but if not, his lucky trait may allow him to reroll that 2, so here's a second roll: [_3d6]=(4+3+3)=10

Goran will shove or throw Barda toward the tangler lines, and charge the Vrusk who has the stunner. His goal is to disarm the stunner with his combination of grappling, dextrous, handskill, and luck, if he can't do that he will go for the Vrusk's eyes and get so close in that the stunner cannot be used.

[_3d6]=(6+3+5)=14
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Re: Adventure Log 001: Welcome to Port Verdigris

#189 Post by cybersavant »

The vrusk (4) fires at Skur Vonn with the stunner! (Please give me a roll to avoid incapacitation).

Skur Vonn

trying to avoid the stunner

trying to extricate from the grappler

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Re: Adventure Log 001: Welcome to Port Verdigris

#190 Post by Lignacious »

Chip

Chip will advance towards the tangler mass and attempt to emphasize the kickback from the pistol to wrench it away from the drasalite again

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Re: Adventure Log 001: Welcome to Port Verdigris

#191 Post by Pulpatoon »

Kallina’s opposed roll: Roll [_2d6]=(5+6)=11
Kallina dodges the autopistol slug and clears the grappler line!

Bertie is able to not only block the yazirian’s choke-hold, but she is able to reverse their positions and pin him down. (Winning the first opposed roll will, in this situation, grant you advantage on the second.)

Pale Yazirian’s roll: Roll [_2d6]=(2+4)=6

Bertie clocks the yazirian solidly along the side of his head with her elbow.
Ythgar wrote: Wed Jun 22, 2022 6:31 pm Goran

Opposed combat roll: [_3d6]=(1+1+6)=8
I'm not certain if he has advantage, but if not, his lucky trait may allow him to reroll that 2, so here's a second roll: [_3d6]=(4+3+3)=10
(You’d have advantage on the first roll, because of your expertise in unarmed combat. Usually, this would be a good thing, but this time it results in a poorer roll than if your luck took over. Fortunately, even with a result of 7, you still beat Barda’s roll by a country mile.)

Goran grabs Barda’s arm as she punches at him, pivots, and uses her weight to flip her over his shoulder, into the grappler line, at Skur Vonn’s feet. Without pausing, Goran rushes the vrusk, whose defensive position behind Barda has suddenly evaporated.

Vrusk opposed roll: Roll [_2d6]=(5+5)=10

The vrusk’s reflexes are surprisingly fast, as he whips the stunner up to bear on Goran. By a split second, however, Goran is faster, and yanks the weapon out of his opponent’s hand. The vrusk, startled by the sudden turn of events, holds his hands up in surrender. “Hey now there, buddy. D-don’t do anything ill-advised, tkt?”

(Also, I’m realizing that I haven’t sufficiently nailed down how stunner’s work in Free Starspiel. How good does a roll need to be to resist one? How long is the target incapacitated? Right now, I’m thinking a 10+ means no effect from a stunner, and a 7-9 puts you at Disadvantage for the next round of action. And incapacity basically lasts until combat is over (perhaps some lingering flavor effects, when it seems right). Let me know if you see any problems with this, and I reserve the right to adjust this if stunner’s prove too powerful, or too weak.)

Skur Vonn is able to shake off most of the effects from having been hit by the stunner, but he is having trouble focusing and his limbs are tingling disconcertingly. He attempts to clear his way through the grappler line, but his numb limbs seem to keep getting wrapped up in more line, and it is all he can do to avoid tripping over the prone Barda, who is spitting with rage. “You blistering blue bandersnatches! I’ll space each and every one of you!”

Chip scoots forward, still focused on the autopistol, by far the most dangerous weapon involved in the fracas.

Dralasite’s opposed roll: Roll [_2d6]=(6+5)=11

He yanks the gun from the dralasite’s grip, but not as decisively as he’d hoped. It drops at the dralasite’s feet. The dralasites leg kicks out, grabbing the pistol, and migrating up their torso to become an arm, while what had been an arm slides down to replace the leg.

The party has a decided advantage. The yazirian is pinned, Barda is prone and tangled in her own grenade mess, the vrusk is disarmed. Only the dralasite is still in a strong position, as they aim the pistol at the nearest opponent, Goran—when a second explosion rocks the starliner! A powerful vibration rattles through the corridor. The lights dim and flicker.

:: Current Time: 06:50:04, Serena Dawn Ship Time, March 25 ::
:: Location : Passenger corridor, outside Security Access 08.1 : UP Starliner The Serena Dawn ::
:: Emergency alert: Hull integrity compromised. Please remain calm and seek shelter in your nearest designated safety zone. More information and a map to your nearest designated safety zone are available vi the Emergency Protocol data stream. ::

:: Emergency pod 08 has jettisoned. ::


The dralasite turns tail and, autopistol still in their grip, runs down the corridor, away from the party. The vrusk follows, quickly overtaking the dralasite.
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Re: Adventure Log 001: Welcome to Port Verdigris

#192 Post by shaidar »

Bertie

Surprised and emboldened by her success so far she tries to keep the yarizan pinned and twist his arm behind his back just a little to persuade him to play ball:

Roll: [_2d6]=(4+4)=8, dis/advantage[1d6]=1

"Your friends have run off. Tell me what you're up to and I'll let you go. That last explosion sounded serious."
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Re: Adventure Log 001: Welcome to Port Verdigris

#193 Post by Rex »

Kallina

Kallina secures the stunner. "This is my stunner and that is my skeinsuit, off with it now!"

I am fine with those rules for a stunner, but how will you deal with Kallina's anti-stun implant? Down shift one class or just roll with advantage vs the stun?
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Re: Adventure Log 001: Welcome to Port Verdigris

#194 Post by cybersavant »

Skur Vonn extricates himself from the tangler, ready to pounce on Barda if she tries to escape
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Re: Adventure Log 001: Welcome to Port Verdigris

#195 Post by Lignacious »

Chip

Chip whistles after the fleeing drasalite to do something with the autopistol that may not be a biological impossibility for a drasalite.

He'll grasp some of the tangler telekinetically ready to reentangle Barda or the Yaziran if they get free.
By the bedrock what is going on with be the ship?

He'll check his link for the nearest 'safety zone' or escape pod
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Re: Adventure Log 001: Welcome to Port Verdigris

#196 Post by Pulpatoon »

The party entangles and interrogates the remaining mutineers, Barda and the pale yazirian. Barda remains aggressive, biting and kicking as Kallina reclaims her skeinsuit, and refusing to answer questions. The yazirian, however, is more easily pressured. “W-we’re not doing anything! We’re just hijacking the ship. Slagge says it’s our ticket to the Jubilee Nation…”

“Shut it, Kchraung! Another word out of you, and I’ll bite your face off!” shouts Barda, lunging her line-bound form at her companion.

“Yark!” yelps the yazirian, looking between Barda and Bertie with equal fear.

Chip checks his link for the nearest safety zone, but finds the indicated Emergency Protocol channel is empty. The map sent previously by Jeeves indicates that the escape pods are by the airlock by which you entered the starliner.

:: Current Time: 06:56:16, Serena Dawn Ship Time, March 25 ::
:: Location : Passenger corridor, outside Security Access 08.1 : UP Starliner The Serena Dawn ::

:: Emergency alert: Hull integrity compromised. Please seek shelter in your nearest designated safety zone. ::

:: Emergency alert: Emergency braking maneuvers have failed to deploy. Update to estimated time to impact: Two Hours. For more information and instructions, please access Emergency Protocol data stream. ::


As Chip is already viewing the emergency protocol channel, he sees the announcement about the ship’s loss of integrity appear, and then disappear. It occurs to him that someone who knew more about these sorts of things might be able to hack the channels deletion buffer. That would only work if whoever was deleting the messages was either very rushed or incompetent... But then, nothing about this operation has indicated that it was being run by beings over-burdened with competence.

Jeeves slides smoothly to Bertie’s side and makes a polite coughing sound. “Ms. Wilberforce, it is my duty to inform you that your father's advice in this situation would be to gather your things and make your way to the escape pods.”

Kallina has retrieved her skein suit (Armor 1) and stunner. I'll note this on the spreadsheet.
Rex wrote: Sat Jun 25, 2022 2:59 am ...how will you deal with Kallina's anti-stun implant? Down shift one class or just roll with advantage vs the stun?
I think the downshift suggestion is a solid one. Let’s run with that, for now.

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Re: Adventure Log 001: Welcome to Port Verdigris

#197 Post by seanfsmith »

Drago Bisque

"Good god I am sorry. I had meant to help you there but but I just froze. Drago has not been in conflict for many some time."
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Re: Adventure Log 001: Welcome to Port Verdigris

#198 Post by shaidar »

Bertie

"Thank you Jeeves, that would be the most sensible course of action." she grimaces "Unfortunately, there seems to be little sense going around." she looks at Barda and Kchraung "You're not hijacking the ship, you're managing to blow it up. Rather than killing us all, why don't you help by telling us what you've done, we may be able to save the ship."
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Re: Adventure Log 001: Welcome to Port Verdigris

#199 Post by Rex »

Kallina

"Jeeves, can you plot us the fastest route to the escape pods? Just in case."

Sheet updated.
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Re: Adventure Log 001: Welcome to Port Verdigris

#200 Post by Pulpatoon »

Drago Bisque starts to alertness, finding it harder to shake off the torpor of their week-long nap. Their teammates are interrogating two mutineers among a massive scrawl of wire. The following scene plays out before their sleep-encrusted eyes:

Bernie: Thank you Jeeves, that would be the most sensible course of action.
Jeeves: One endeavors to be of service, ma'am.
Bernie (to the mutineers): You're not hijacking the ship, you're managing to blow it up.
Barda (snarling): We’ve got it under control.
Kchraung (alarmed): Yeah, but… nothing was supposed to blow up! I mean, just the weapon’s locker, nothing big…
Barda: I told you to shut it, Kchraung.
Bernie: Rather than killing us all, why don't you help by telling us what you've done, we may be able to save the ship.
Kchraung: I knew this ship was too big! I told Old Ned that it isn’t nothing like the jumpers and haulers that Slagge and Tellrin’k are used to!
Barda: Tell you what, you let us go, and we’ll let you join us. C’mon, I recognize your type. You're not corpo hub-worlders. You want adventure and riches and power! The frontier is s'possed to be free, right? Free to do whatever you want. T' take what you want. We’re gonna get this ship under control, and with a prize like this, we’ll be able to join the biggest, free-est crew in all of Free Starspiel!
Kchraung: Right! We’ll be stars! First class entry in the Jubilee Nation!
Barda: Or, you could keep up whatever it is you think you’re doing now, and get shot dead and dumped in space. Your call.

:: Current Time: 06:58:48, Serena Dawn Ship Time, March 25 ::
:: Location : Passenger corridor, outside Security Access 08.1 : UP Starliner The Serena Dawn ::

:: Emergency alert: The Observation Dome has depressurized. Bulkheads have sealed for your protection. ::


Kallina: Jeeves, can you plot us the fastest route to the escape pods? Just in case.
Jeeves: Certainly, Ms. of Furie. I shall take into account your recently acquired access to the internal security corridors.

(From down the corridor, around a corner, stage left, the sound of a lift door opening and the clattering of feet.)
A still-somewhat distant dralasite voice: C'mahn! Thiuss whay! They hhhahve Barda!

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