
1.0 - The Rescue of Hethan Romund
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You stand at the bottom of a steep stone rise, clad in snow and ice. It's not especially tall, but you will need to brave the elements and exert yourself to reach the top. The path continues upward in a tight switchback exposed to the howling winds. To your left, several tall evergreen trees brush against the cliff face, where smaller trees cling to cracks in the rock. A more direct route would be to scramble straight up the rocks and ice to the valley above. In any event, you ahve to go up if you're going to rescue Romund.
What do you do?
(OoC: Let me know if I actually need to roll perception, athletics, or whatever. I’d like to scan the area, move at a steady pace, and assist others if need be to keep the steady pace, time is limited)

Heynop and Kaveri approach the trees. They are each well structured evergreens that look like they'd be fairly straight forward to climb. However some missing branches here and there suggest that an ascent would include hopping from one tree to another a few times as you reach the top of the rise. It's not a climb that either of you could imagine the famously flat-footed Cereans would find straightforward. Confident in your own dexterity, it looks straightforward enough and quite a bit less blustery.
OOC: Heynop and Kaveri - if you opt to head this route, an Easy

At least this way won't be as cold... he thought to himself.
(OoC: Coordination Check at Rank 1 Agility of 3 so YGG plus P for difficulty level, Conditioned Rank 1 doesn't come into play since no set back die.)
Rolls
Coordination Check for Treetop path
4 Success, 2 Threat
Total: 4 Success, 2 Threat
Rolls
Resiliance Check
2 Advantage, 1 Failure, 1 Threat
Total: 1 Failure, 1 Advantage
Rolls
Resilience Check
2 Success, 1 Advantage, 1 Threat
Total: 2 Success
Dagger leans into the wind and staggers along the narrow switchback to the top. The effort is intense, and he rues as the cold wind seems to push against his very mind to keep him off the top of the mountainside. Csillag manages to slip past Dagger as he climbs. Csillag makes it to the top of the stone rise, easily surpassing the challenge and feeling good about the outcome. Dagger finally crests the rise after Csillag, discouraged that he’s bringing up the rear – though his careful pace has enabled him to recuperate from the initial climb, somewhat.
OOC: Heyop suffers 2 (two) strain as a result of the climb due to disadvantage.
OOC: Dagger recovers 1 (one) strain due to his advantage.
[ OOC: Let me know if you want me to roll for it, but I don't think it will be pretty simple to just look around. :) ]
(OoC: Let me know if I need to go back to search or if we have a moment to rest/heal strain)
[ OOC: I figure instead of just asking for rolls constantly I should at least just roll what I know I can, you can roll any negatives I might have and then I'll work out my final result and try to suss out advantages and etc. I have a Cunning of 3, but no perception, so just the 3 green dice. ]
Rolls
Perception (Cunning)
1 Success, 2 Advantage
Total: 1 Success, 2 Advantage
Heyop has been able to use the few moment's rest provided by Kaveri's climb to catch his breath. OOC: Heyop, please roll a Simple (no difficulty die) Cool or Discipline check. You can recover one strain for each success.
Having reached the top of the steep climb and looked around, you take in a marvelous view of the wilderness of Spintir. You are now quite high up the slopes of the mountain, and spread out before you is a tapestry of icy peaks, snow-clad forests, and rolling hills. Above you still is the forbidding summit of Mount Tellec, reachable only by passing through a densely wooded valley. You figure it's at least another hour of hard going before you reach the temple where Malefax, hopefully, is holding your mentor. But before you can resume your hike, a flickering ghostly figure appears before you! He appears to be an older Cerean male wearing simple robes, but comprised entirely of silvery-blue light. "Hello," says the figure. "I am the Gatekeeper."
"Welcome," he says, "to my valley. You handled the climb well; you may be useful. But first I must know: what is your purpose here?"
OOC: Dagger may recover 1 strain.
OOC: I'm going to assume a perception roll, which I have 2 Rank in as well as a 3 Cunning Rank. 1 Green and 2 Yellow, yes?(Just completely ignore this if it's out of line for what's going on)
Rolls
Perception Roll
3 Success
Total: 3 Success
OOC: Csillag, how about a Knowledge (Lore) role?
OOC: GM adding 3 purple dice given the relatively esoteric nature of the knowledge being sought.
Rolls
Knowledge (Lore)
1 Success, 2 Advantage
Total: 1 Success, 2 Advantage
Difficulty dice
3 Failure, 1 Threat
Total: 3 Failure, 1 Threat
(OoC: My intent is still trying to press since we don't know where our mentor is but if we're in this Gatekeeper's land I think we have a few moments to hear him out unless it sounds like a elaborate favor that will take several days and delay us... also seeing about a barter of sorts for services rendered as a possibility maybe to help us find Romund.)
Rolls
Recovering Cool Rank 1 Presence 3 GGY
3 Success, 3 Advantage
Total: 3 Success, 3 Advantage
"We're all that's here in the immediate area. We don't really have the option to not do what we can or fail in this endeavor I don't think... With that said what do you need from us and what can you tell us about the situation so we can get this 'villian' out and get our mentor out of her situation? I'm all ears now. Dial us in on everything we need to know. " the Mirialan stated now giving the Gatekeeper his full attention.
(OoC: The group can probably tell Heyop's mood and posture have changed after the Gatekeeper's last statement being sharper in his movements and very militaristic now while talking to the Gatekeeper. He's polite but seems to want the blunt truthes and facts. Also let me know from my roll how much strain I recovered please.)
Rolls
Cool check to regain composure
2 Success
Total: 2 Success
He then turns to look at Heyop and considers his offer...
OOC: Heyop -- roll a negotiation check opposed by a red and purple die and add a boost die due to your successful climb of the rise earlier.
OOC: Heyop recovers up to three strain (it's 1 per success when recovered in this way)
"From what you tell me. If Romund doesn't know the secrets she could bluff or be honest with him and I'm pretty sure Malefax cares little either way or has been anything but reasonable since she's being detained by him. We need to get our mentor out, you need us to draw him out of there before his quest brings about acts of desecration upon your temple. That sound about right? If so what can you tell us more of Malefax and the temple? Are there others with him? Could you aid us or are we pretty much jumping in and attempting to to give a hopeful 'beatdown' to a very bad and dangerous individual?" he asked looking towards the Gatekeeper.
(OoC: This is odd since I have no people skills really... D=)
Rolls
Let's make a deal! (Negotiation Rank 0 Presence 3)
1 Success, 4 Advantage, 1 Failure, 1 Threat
Total: 3 Advantage
OOC: Given the 3 advantage, I'll give someone else an opportunity to close the deal. Kaveri and Csillag can do it with






"Let us be of use to you then. Hethan, once rescued, would be a very useful tool in removing the darkness that is attempting to corrupt this sacred valley."
Let's see if I understand how to do this dice thing. Going with Negotiation Skill (rank 1) Presence (rank 2). So 1 green, 1 yellow, and 3 boost, yea?
Rolls
Negotiation
3 Success, 5 Advantage
Total: 3 Success, 5 Advantage
He looks towards the distance, "The temple is my home. You can see what's left of its spires above the trees from here, at the far end of the valley. It is a sacred place, strong in the Force and one reason I have appeared before you is that I will not allow it to be defiled." Looking back at the party he adds, "Because of the temple's location I feel protective of it and its inhabitants. I have no desire for the dark side to take root here. Unfortunately the presence in the temple has already soured the land. You are not alone in this valley, and the locals have become quite hostile since the temple fell to the dark side. I will do what I can to help you get past them, though I cannot prevent them from attacking you."
"As to Malefax," he adds. "He is a Devaronian and he will underestimate you -- and your ability to work as a team. That will be his greatest weakness as you attempt to best him. I sense that he is stronger in the Force than any of you individually, but together you can prevail."
OOC: Initiative order would usually be determined herein through roles, but the beginning adventure provides an order based upon the Gatekeepers assistance. It is 1st PC, 2nd PC, 3rd PC, NPCs, 4th PC. You guys can take it in any order you please. If you don't care or don't specify, I'll do it in the order you post and interject the NPCs between the third and fourth of you to post.
EDIT: Adding Picture.

Edge to edge range = long
Edge to center range = medium
within ruins = short
The attackers are clustered in the center -- my assumption is that you are each hidden amongst the ruins.
[ OOC: If I hit with the Vibroknife it is Pierce 2 and Damage +1. ]
- GM OOC: Added two difficulty die for Engaged-Melee.
Rolls
Melee (Brawn)
2 Success
Total: 2 Success
2 Threat
Total: 2 Threat
OOC note: damage on a hit is 9 plus 1 per success, and is a critical hit when 3 or more advantage remain on a roll. Per our earlier discussion, I'll leave it to the GM to add the difficulty/setback dice to determine the final result.
- GM EDIT: added 1 difficulty die for short range. Also noted the 'takes aim'. Since there's no maneuver from Kaveri she can add a blue 'boost' die if she likes, taking the 'aim' maneuver. I didn't add it because that's controlling your character and felt like that crossed the line.
Rolls
Firing blaster rifle
2 Success, 3 Advantage
Total: 2 Success, 3 Advantage
1 Failure, 1 Threat
Total: 1 Failure, 1 Threat
(OoC: Aiming for one blue dice bonus for my maneuver action and taking a shot from cover Ranged - Light Rank 1 Agility 3 Edit: it crits on 4+ advantage)
GM Edit: adding 1 difficulty die for short range.
Rolls
Pew pew with a holdout pistol Ranged - Light 1 + Aiming
1 Success, 5 Advantage
Total: 1 Success, 5 Advantage
1 Failure, 1 Threat
Total: 1 Failure, 1 Threat
OOC: Agility 2 / Range-Light 1 = 1G1Y : Aiming = 1C : Range Short = 1P (If I hosed this up you can just re-roll the entire attack)
Rolls
Attack Roll [Ranged Short Aim]
1 Success, 3 Advantage, 1 Threat
Total: 1 Success, 2 Advantage
Kaveri's blaster rifle ka-pews and sends a bright red bolt of energy into the torso of one of the hunters, singing his clothing and throwing him backwards to the ground, his slugthrower rifle clattering to the ground. He doesn't appear to look like he's going to get up again as a small wisp of smoke from his singed clothing rises from his corpse.
Heyop sees Kaveri's target go down and tries to quick change targets, aim and fire, but mis-times the shot and it goes wide, plowing into a stone plinth, showering the ground with bits of dust and newly-formed gravel.
OOC: Dagger should take a setback (

OOC: Kaveri has 2 advantage to spend as she sees fit. She may: recover strain (1), or perform a bonus maneuver without suffering strain (e.g. an aim on the next target, take cover to create a setback die on attacks against you, etc.). Or you can opt for something of similar scope that's different and appropriate to the plot and situation.
OOC: Heyop has 3 advantage to spend. Options include strain recovery, bonus maneuver (move, aim, take cover, etc.), may take a boost die on the next shot on the same target or something else appropriate to the plot and situation. Heyop's missed target is hereby dubbed Bantha.
OOC: The remaining hunters shall be dubbed Chiilak and Dewback
Edit: updated damage.
OOC: I assumed 1 difficulty die for short range again. If that was correct, then it's 5 success, which translates to 14 damage (9+1/success)
Rolls
Firing blaster rifle at Chiilak
5 Success, 3 Advantage, 2 Threat
Total: 5 Success, 1 Advantage
Better prep in case there’s a charge. he thought to himself.
(From my advantage before I’ll give Dagger a boost dice and myself as well; I’m aiming and shooting Bantha then using my Quickdraw talent from Ataru Striker as an incidental to draw my Truncheon; Edit: I'll use the net advantage this time around to heal my strain)
Rolls
Pew pew with a holdout pistol Ranged - Light 1 + Aiming + 1 Boost Dice from my prior advantage
4 Success, 2 Advantage, 1 Threat
Total: 4 Success, 1 Advantage
Bantha has cover from Heyop.
Bantha swears he felt that bolt go right by his head. He quickly finds himself some cover against Heyop* and throws his long slughthrower atop the cover for some stability before firing off a shot at the brusque Mirialan. The shot goes wide and ricochets off of some ancient masonry behind Heyop.
Chiilak drops to his knee, takes aim and fires a shot off at Kaveri, figuring that the smoking hole in his colleague is indication enough of where and who the threat here really is. The slug slams into Kaveri's shoulder causing her blaster rifle to kick up slightly and smack the side of her head. Kaveri suffers 4 wounds (7 damage - 3 soak) and 2 strain
Dewback takes advantage that he's a bit quicker than Csillag and takes a shot at her before diving behind some cover. The crack of the rifle sounds and Csillag feels the slug bit into her hip as she sees Dewback find cover** behind a collapsed pillar. Csillag suffers 4 wounds (7 damage - 3 soak).
Csillag's hold-out blaster fires -- hitting Bantha with a glancing shot to his arm. The hunter winces against the pain, regretting the quality of his cover.
*OOC: I'm going to assume that Bantha's cover against Heyop will give cover against Dagger as well (determined by rolling). Csillag and Kaveri will have unobstructed shots due to positioning.
**Dewback's cover is pretty complete and manages to secure him cover against all of you.
Csillag - you have 2 advantage to spend and did 5 - 3 soak + 1 success = 3 damage against Bantha.
OOC: This ends the first turn. We have 3 player spots for initiative, then the NPCs, then the last player before the next turn. I under-calculated damage to Csillag and Kaveri - but since I didn't record the die rolls (and number of successes) we'll stick with the 4 wounds to each.
OOC: Kaveri has 1 advantage to spend. Heyop recovers 1 strain as stated. We have another character initiative slot before the NPCs have another go.
Rolls
Second Verse, Same as the First.(Attack)
1 Success, 3 Advantage, 1 Failure, 1 Threat
Total: 2 Advantage
Acklay, a little freaked out by the near miss with a hold out blaster fires off a quick shot at Dagger with his slugthrower, having regained range to bring the rifle to bear. The shot misses Dagger -- but strikes his vibroknife, shooting it out of his hand. It lands a few feet away, oscillating briefly back and forth as its blade digs into the frozen ground.
Dewback remains convinced that the woman with the blaster rifle is the big problem here and takes aim before firing another shot her direction. He luckily wings the arm from the previously injured shoulder and Kaveri drops her rifle to the ground. Kaveri also takes 8 - 3 soak = 5 damage.
OOC: I used the 2 advantage to cause Csillag's target to take a setback die. Dagger needs to go and we can get into the next round (3 PCs, NPCs, PC)
[ OOC: My maneuver was to draw my other weapon, then action was to attack. I think I have the 4 green for my gun, since I don't have Ranged(light) it's just 4 green for my agility. Plus someone said they gave me a boost dice. Plus I had a setback dice from last time. GM please correct my math if I'm wrong.
With 4 I'm going to crit with my weapon. With the other 1 advantage I'll grant the next allied character a boost dice.
EDIT: Looks like the result is 81, which is Winded: Until the end of the encounter, the target cannot voluntarily suffer strain to activate any abilities or gain additional maneuvers. It's an Average (2 black) severity. Unsure what that means. ]
GM: Thanks! Short range adds a purple die though -- so I'll add that in and ignore the additional black die (and get the same result!). In this encounter a critical hit means the target is down (either unconscious or killed).
Rolls
Holdout Blaster Fire
2 Success, 7 Advantage, 1 Threat
Total: 2 Success, 6 Advantage
Forgot short range fire adds another negative
1 Threat
Total: 1 Threat
Percentile for Critical Hit table - (1d100)
(81) = 81
1 Threat
Total: 1 Threat
OOC: We're back to a new round. 3 PC turns. Who's next (and whomever that is, add a boost die to your roll). Remember that Dewback has cover, so also add a Setback die.
(OoC: Using the Quickdraw Talent to stow my blaster as an incidental and swinging Disorient 2 goes off with a Trucheon supposedly on a success hit so let's hope I don't whiff. Damage is my Brawn (3) +2 Since I hit Disorient gives him +1 setback die per level of Disorient.)
Rolls
Melee Attack (Brawn 3, Rank 0, 1 setback dice, 1 boost die)
3 Success, 3 Advantage, 1 Failure
Total: 2 Success, 3 Advantage
OOC: Damage to Dewback is 3 + 2 + 1 (un-cancelled success) = 6 - 3 soak = 3.
Kaveri grunts in pain, surprise, and irritation. She scoops up her rifle, uses her 1 Advantage to regain 1 Strain, and fires at Dewback (the only vicious hunter left standing, and the one that just shot her).
(The die pool is: 4 AGL, 1 Ranged (Heavy) skill (which translates as 1 yellow proficiency die, 3 green ability dice), 1 purple difficulty die for short range, and 1 black setback die for cover. Correct? If so, it works out to 12 damage.)
GM Edit: Upgrading purple to red and adding a boost die.
Looks like the red die rolled the same as purple (2 threat). So no additional items taken off. The boost adds 1 success and 1 advantage netting you out at 4 success and 1 advantage.
Rolls
Shooting dewback like mynocs in a barrel
4 Success, 2 Advantage, 1 Failure, 2 Threat
Total: 3 Success
Boost from Heyop and Engaged upgrade difficulty by 1
1 Success, 1 Advantage, 2 Threat
Total: 1 Success, 1 Threat

Kaveri and Csillag are wounded while -- thank the Force -- the brash Heyop and brasher Dagger appear to have come out unscathed.
OOC: Combat cadence is now over. What do you do?
He sheaths his dagger and holsters his holdout blaster back inside of his robes.
(OOC: Checking to make sure I've got this correct: at the end of the fight, Kaveri was down 1 strain and 9 wounds, with a threshold of 12 for both. Using the stimpack, she recovers 4 wounds, reducing her wounds down to 5. At the end of the encounter, she recovered her PRE in strain (2), so she's back to 0 strain. A medicine check from someone with a medpac would roll one difficulty die (wounds are less than half my threshold), while a medicine check without a medpac would roll two difficulty dice.
Edit: per Remnant's correction, Kaveri recovered 5 wounds with the application of the stimpack, not 4.
"My apologies, I’m usually use to doing things on my own. Talking to others in a civil manner for the most part is something I’m out of practice with as well. So I take partial responsibility for your injures so you have my apologies… the keeper is correct in that if we’re going to rescue Romund we’ll need to work more as a team… " admitted his face rigid after his self-appraisal behind his head garb and his jaw set as he his gaze set on the fact two were injured in the ambush, "Dagger if you can help them get situated I’ll make sure the unconscious one is disarmed and restrained the best I can… I have no medical kit but I can search the dead and see what they can provide us."
Heyop would busy himself with getting the unconscious situated first and then go over the dead to give them a once over for possible supplies, closing their eyes and saying a silent prayer for the fallen once he had them situated together out of the elements he’d check on the rest to see what they needed and take stock of what he found.
(OoC: FYI this is long, I don’t know the ins and out of being knocked out with Stun but it I’ll remove his longarm and give him a pat down for gear, cut some of his or his companions garments to bind him if I think it’s needed to restrain him then drag him under an overhang if I can find one out of the direct weather basically in case he’s out for a while he’ll be out of the weather. I’ll drag the dead into another area if one is available close their eyes and search them, don’t know if wearing their outgarb would be helpful for additional armor or camouflage in the area. Also don’t know what I’d do to search, if I need a atheletic or brawn check to do the manual labor or take some strain I’m okay with that so let me know).
(OoC: I thought Stimpacks work up to five times before you're saturated? First healing 5 next healing 4 etc till you inject a six one which doesn't do anything to heal you since you're pretty hopped up on juice at that point)
Ok, so it looks like I've healed 1 wound with the roll, 1 more wound for her Surgeon Talent, and 1 strain for her Physician Talent.
Rolls
Medicine Check [EASY]
1 Success, 4 Advantage, 1 Threat
Total: 1 Success, 3 Advantage
(OOC: Csillag, you may've needed to have +2 purple due to "treating yourself" - but I'll pass on that for now. You also heal +1 strain for every advantage, so you'd heal 4 strain with that roll. The medkit has an 'encounter' limit -- so Csillag has gotten her use for now -- but it could still be used to help close the gap on Kaveri. It looks like Force heal and stimpacks share the 5-max limit)
ALL note that the game now awards each of you 10 XP as well.
OOC: The FaD equivalent of a goose-egg, yeah? Still one wound and one strain due to Csillag's talents.
Rolls
Healing Kaveri [EASY]
1 Success, 1 Advantage, 1 Failure, 1 Threat
Kaveri regains 1 wound and 1 strain.
[ OOC: What time of day is it? ]
It couldn't hurt... he thought to himself having holstered his own weapons in the very least he'd have a walking stick with a scope on it. Eyeing the unconscious one he gather most of the ammo clips and buried but leave one but a gun and got ready to toss stash the rest of the long rifles.
"Agreed, unless you're use to carry a large amount of weight daily these would be dead weight and slow us down." Heyop stated thinking about the coats of the dead...
I wonder if they're warmer... he mused mulling it over in his mind.
As he waited for the others to recoup he squatted from a vantage point to provide overwatch until they were fully ready to embark again on their mission.
In the momentary pause Heyop thought of Romund and his short time with her.
I'm going to have to strike a lot faster and talk a bit more probably before this is done... braining people I don't mind so much... he thought chew his lip a bit as he tapped his truncheon. Shrugged his pulled the slugthrower rifle and moved over to the others to see what needed to be done still before they head onward
(OoC: I think I'll use the 10 xp for the Quick Strike Talent, also how do you use the note function? I was going to put the part in blue as a note but I horks that up.)
(OOC: No clue how to use the notes function. :))
OOC: If I understand her Force Skill correctly, this simply heals three wounds (Csillag's INT score).
(OoC: We know what locals look like now in the snow and we can see the path ahead, if I need to make a stealth or survival path for a covered/covert route let me know. I'm ready to head out when the rest have packed up or gotten something they wanted from the fallen.)
Spanning the chasm is a tall arched bridge of wooden beams, a sturdy-looking but primitive structure met at each end by a rude trail. Tucking into the cover of the trees, you see a pair of one-horned Advozse mercenaries stands guard at the near side of the bridge. Another set is on the far side. You'll need to find some way across the bridge to reach the temple.

OOC: The party is "due left" of the bridge tucked into the ^ or chevron of the trees north of the trail (about 1" to the right of the edge of the picture) before it turns east. You are not yet aware of any way across other than the bridge (despite the helpful map!)
(OoC: Trying to find out everyone elses thoughts, stealth around using camo paint to figure out what's going on, take the guards out, see what's on the bridge and around it, also if the slugthrower has a sight could I look through it for a better picture of them and what's going on or is it iron sights?)
"Remember Drist...", she started.
"Dagger", he quickly interjected.
She let out a small sigh and continued, "Dagger. Though it may seem avoidance or confrontation are the only methods around a problem, that is too binary. The best solutions live in the rainbow of hues, not in just black or white."
If only she were here now.
Feeding off of Remnant's idea she continues, "Anyone know if we can set this to go off remotely? Leave it behind, sneak up close to the bridge, and make our move when this goes off." Quickly realizing that she's just a bit out of her element she adds, "That's if you all think it might work...".
Kaveri is going to look around, sneaking around their surroundings. Because of the distance to the mercenaries and the trees, Kaveri is able to gain some advantage in her sneaking around.
GM dice add - 2

GM dice add - 1


End result:
- perception: 4 success, 1 threat
- stealth: 1 triumph, 4 advantage
Rolls
Perception (to search the area)
4 Success, 1 Advantage
Total: 4 Success, 1 Advantage
Stealth ( to sneak around)
3 Success, 3 Advantage, 1 Triumph
Total: 3 Success, 3 Advantage, 1 Triumph
Perception difficulty dice.
2 Threat
Total: 2 Threat
Mercenary vigilance, and distance to stealth
1 Advantage, 2 Failure
Total: 2 Failure, 1 Advantage
"I think we should save the grenade unless you have more than one for an emergency. Granted it'll make a lot of noise but if we just need noise I can hold up someplace fire this off in rapid succession" Heyop stated shaking the longarm. "Being out in the open moving towards the guard will likely get us shot I think, considering how they're guarding the bridge I figure it's an important choke point, local or intruder they'd probably just as quickly put us down as tell us to turn around and go away."
"I think we need to check out the area around the bridge without being seen the best we can before we make a plan... there's enough camo paint for everyone, its nothing fancy just makes it harder to spot you. If they have electronic scanning gear or a droid we're kind of hosed regardless" he finished offering up the disc
(OoC: There's four applications left if anyone wants any, it'll help if people are looking for us in this environment I think)
Kaveri is able to sneak fairly close to the mercenaries through the cover provided by the trees -- while it's not particularly thick, she has "ridden this varactyl" before and knows her way around alpine forests to find what she seeks. While sneaking about, she is able to see that the mercenaries are equiped with Blaster Pistols -- and seem to be quietly discussing the latest now-illegal-thanks-to-the-Empire pod-racing results on Malastare. "That crazy Dug," she overhears, "is taking too many chances -- his engine boosts are well past the safety guidelines for even people who boost engines. He's lucky he doesn't create some kind of fireball at the starting line." His colleague appears less concerned about the fate of this overclocking Dug, however.
In her position Kaveri notices several items that could help move past the mercenaries without conflict. First and foremost, it might be possible to scale up and down the ravine further downstream. Still the way looks somewhat treacherous and it'd take someone with excellent physical skills to pull it off. There's no way Dagger could do it without help -- the way he's built it seems like a stiff breeze might launch him from the cliffside. The mercenaries themselves seem barely professional. Based on their poise, outfitting and conversation -- it doesn't seem like a sufficiently convincing story would make it hard to bluff your way past. Lastly, as Kaveri turns back towards the party, having reconnoitered sufficiently, she spots a small cave entrance on the north wall. It's possible it could lead somewhere, but... it's really rather hard to tell.
"We can't climb the ravine, so the bridge is the only way across. But there is a cave entrance in the north cliff face; we could use that to hide for our diversion." She points out where it is, or the specific direction where it is, depending on whether it's visible from this vantage point. "That is, if you don't want to try to bluff past them. I still don't feel good about that, but I got pretty close to those bungos - close enough to convince myself that they're pretty amateur. So bluffing could work, but I bet they'd really fall for a diversion."
[ OOC: what sort of check would that be? ]
"To the cave then?" she asks, itching to get moving.
Rolls
Survival Check
3 Success, 2 Threat
Total: 3 Success, 2 Threat
Missed Purple
1 Threat
Total: 1 Threat
Coin Toss (1st or 2nd black dice removed) - (1d2)
(1) = 1
"Every moment we waste is a moment Hethan could be tortured, or worse.", he states as he marches past the group.
(OoC: I'm assuming the same level of difficulty/combination of dice as before. What is the range between the cave and the bridge?)
Rolls
Stealth to get to cave
2 Success, 4 Advantage, 1 Threat
Total: 2 Success, 3 Advantage
(OoC: I'll take the baby blue booster die but it's suppose to give 1 autofail to perceive us by eye. Let me know when you'd like a stealth roll, I'm trying to stay a short distance behind Dagger so I can get up and hoof it to assist if needed.)
OOC: Any rolls needed?
Nope -- based on Heyop's description of the equipment used.
[ OOC: My aim is to deceive the guards into heading out towards the ruins in a hurry. I'm unsure if taking the time to mask myself will grant me any bonuses on making them think I am one of the hunters. I am hoping so. If so feel free to let me know or add the rolls. I would assume the time it took me to get over to the bridge is enough to let the others decide if they want to follow me or head to the cave. ]
Rolls
Deception (Cunning)
1 Success, 2 Advantage, 1 Triumph
Total: 1 Success, 2 Advantage, 1 Triumph
2 Failure
Total: 2 Failure
Heyop shadows Dagger along the southern batch of trees and blinks in surprise as he runs out into the open shouting about the impending doom. The mercenaries turn, looking a bit skeptical at this. One of them takes a step back -- but the cool mist that pervades the area around a waterfall and the falling temperatures have created a small sheen of ice where he steps. He falters and falls backwards off the bridge, grabbing the coat of his colleague as he does so. They both tumble down and land with a pronounced splash in the fast running, and cool mountain river. Dagger is able to see both come up for air -- but they are clearly no longer a threat to the party.
The two guards on the far side, however aren't completely sure what happened. It looks to them like Dagger maybe just pushed their colleagues both over the bridge. They both step back, fearful of this crazy man who can toss people from a bridge. One of them draws his pistol, but clumsily drops it.
(OOC: The far mercenaries are long distance from Dagger and Heyop -- and extreme to Kaveri and Csillag).
He quickly tries to change his tactics to roll with this, seeing that one of the guards is frightened looking and has dropped his pistol. He draws his pistol in one hand and vibroknife in the other, more to look formidable than any sort of dual-wielding intent. He walks towards them at a quickening pace and levels the blaster at the one who has not drawn a weapon. "You have two choices now. Put your weapons down and surrender, or join your friends below. I will not ask again."
[ OOC: I honestly had no clue what just happened and am just as thrown off as Dagger is. Hah. I want to try and intimidate them into giving up, or jumping over on their own. It's two on one, but I think given my scare into them I have a good shot at this. Also I would like to be closing the distance gap as best as possible while I'm doing this intimidating line.
Edit: Or maybe not the best. Oh geez. Do I get any bonus dice for this? Lol. Also add in whatever negatives. ]
Rolls
Coercion (Willpower)
1 Success, 3 Advantage
Total: 1 Success, 3 Advantage
Discipline of affected mercenaries
1 Failure, 1 Threat
Total: 1 Failure, 1 Threat
After feeling stupid in not checking out the cave the first time, Kaveri is reluctant to give up without at least looking further into the cave. The problem is that there's no light.
"Uh...got a light, Csillag?"
Kaveri attempts to reach out with her feelings into the darkness, as Hethan taught her to do, to see if she can detect any living creatures nearby.
(Kaveri is going to try to use her Sense ability. As I understand this, I roll a Force die first to generate a pool of dark/light points, which I can then spend to use the ability. Is that right?)
Rolls
Rolling a Force die for points to use Sense
2 White Force Points
(OoC: Attempting to use Influence. I figure fear would fall into the same category as confusion for requirements. After that aim, if I’m too far out move in closer to get a bead on the target.)
Rolls
You're feeling very... FREAKED OUT MAN! GAME OVER! Influence Force Power Attempt
1 White Force Point
OOC: Is Csillag close enough to the bridge to hear any of the going ons there? She's quite focused on this cave for now.
(OoC: I'm interested in what we can hear, too. I've assumed that we can't hear something at extreme long range, what with the waterfall and the fact that no one has fired yet. We might have heard Dagger yelling a moment ago, though...)
Kaveri calmly reaches out with her senses into the cave. The Force flows through her -- encouraging tranquil thoughts of awareness and she easily reads the presence of Csillag next to her -- a bright light in the skein of the Force. Ahead the cave feels empty of life... to the extent that Kaveri's senses can reach. It is dark, and foreboding -- but at least for the next several feet she cannot sense other life. Notably, she cannot sense Dagger or Heyop either -- giving her a sense of the limitations of her Force power.
Csillag cocks her ear towards the bridge, wondering what the men are up to. She's fairly certain she hears Dagger yelling over the low roar of the falls. And there may be a couple other voices in there -- but she's not certain (A perception check could help here with 3 difficulty dice due to the range and ambient noise).
OOC: Kaveri -- correct on the Force usage.
OOC: We now have 4 dark destiny and 3 light destiny points.
OOC: Dagger has closed to Medium range with the Mercs. Heyop is still at long range (and out of range).
OOC: Let's roll initiative:
- Dagger: Cool
- Heyop: Cool
- Kaveri: Vigilance
- Csillag: Vigilance
Rolls
Initiative for the mercenaries
(OoC: I'll post actions once we get init order I guess)
Rolls
Init Roll (Cool Rank 1)
2 Success
Total: 2 Success
Rolls
Cool (Presence)
3 Success, 2 Advantage
Total: 3 Success, 2 Advantage
Initiative (Vigilance): 1 success, 2 advantage
Perception: 2 success
Rolls
Vigilance (for initiative)
1 Success, 2 Advantage
Total: 1 Success, 2 Advantage
Perception (to see/hear what's going on at the bridge)
3 Success, 2 Advantage
Total: 3 Success, 2 Advantage
Difficulty of Perception check (forgot to add this)
1 Failure, 2 Threat
Total: 1 Failure, 2 Threat
Rolls
Perception Check
3 Success, 1 Failure, 4 Threat
Total: 2 Success, 4 Threat
Initiative
1 Success, 2 Advantage
Total: 1 Success, 2 Advantage
Csillag, hears much the same, but unlike Kaveri is fairly convinced that both Dagger and Heyop are in some sort of very serious trouble. Perhaps they've been captured or are hurt? It's really quite hard to tell, but it doesn't seem to be going well.
OOC: Initiative order is: Player, Player, Player, Player, NPCs.
We're now in 'round time' -- you guys have the first set of actions. Go.
I wasn't completely sure how to use the 'threat' for Csillag -- so opted to have her mis-hear what's going on, even though she could hear something. Opinions on alternative choices/actions are welcome in the OOC thread. I like feedback!
OOC: I'm assuming that she's still far enough way that one round of movement will still leave her quite a distance from the action.
I don't remember all the negatives. I think I also get strain for trying to use a cumbersome weapon. This plan is going south FAST.
OOC: No strain, just makes it harder to use. You're left with 1 advantage. Looks like 2 can play the "rolls badly" game.
OOC AGAIN: Actually, since I was and idiot and forgot about AIM, could I do that now and add a bonus blue? I'm going to roll it, if you want to disallow since I sort of already said it, you sort it out how you want.
OOC LAST TIME: Total whiff still. I'll just use the left-over advantage to give the next person to go a blue dice.
Rolls
Ranged (Heavy) (Agility)
4 Advantage
Total: 4 Advantage
Difficulty dice for medium range + 1 for cumbersome
3 Threat
Total: 3 Threat
Totally Aimed...
(OoC: Moving to Medium from long, using quick draw if it's not considered already out for the weapon and using Quickstrike Rank 1 on the Merc being fired at since he hasn't acted yet (gives +1 boost dice))
Edit: Advantage Spendage: 1 Adv to heal one strain and the other 2 on Merc picking up his blaster to give him a setback die on his next check.
GM Note: Added a boost from Dagger (above). Also the way I read this is 2 maneuvers (close from long to medium) + an action. On the two maneuvers you'd take 2 strain -- I'll assume the extra advantage given by the boost die will be used to offset that strain.
Rolls
Ranged Heavy @ Med Range (Agi 3 Rank 0) + Quick Strike Rank 1
3 Success, 4 Advantage, 1 Failure, 1 Threat
Total: 2 Success, 3 Advantage
Advantage boost passed on by Dagger.
2 Advantage
Total: 2 Advantage
Dagger's slugthrower simply doesn't wish to cooperate. It belches slightly and kicks in his hands as it fires, striking one of the pillars towards the end of the bridge, causing small chips of wood to go flying and floating aimlessly down into the rushing stream below. Unlike Dagger, Heyop's aim seems a bit more on-target as his slugthrower barks its projectile down the length of the bridge and into the standing mercenary. The mercenary takes the hit, but his blast vest helps keep him standing.
Heyop's target -- the standing mercenary -- aims carefully back at Heyop and fires a shot with his blaster pistol. The shot skims the pillar that Heyop is hiding behind and nicks him in a puff of wood and smoke. Heyop takes 2 wounds.
The kneeling mercenary also aims and shoots, but at Dagger. He's feeling slightly better that although this guy can apparently throw people off of bridges, he can't hit the side of a bantha with a rifle. Or so he thinks, anyway. However, his cockiness gets the better of him and the shot goes wide -- but just barely. Dagger is fairly certain he felt the heat of that bolt as it streaks past and buries itself into a tree a few meters in front of Csillag with a flare of sparks.
OOC: Next round. Players then NPCs.
Rolls
Standing mercenary shoots at Heyop. Aim boost, cover Setback. Medium range.
4 Success, 3 Advantage, 3 Failure, 2 Threat
Total: 1 Success, 1 Advantage
Kneeling mercenary shoots at Dagger. Aim boost, Heyop's setback, medium range.
2 Success, 2 Advantage, 2 Failure, 2 Threat
Finally! I hit the broad side of a barn! 9 damage!
Rolls
Heavy Ranged (Agility) + Aim. Negatives for cumbersome and distance.
3 Success, 3 Advantage, 1 Failure, 3 Threat
Total: 2 Success
(OoC: Taking a moment to aim and taking a shot on the same one since it's always better to share the pain.)
EDIT: Advantage spending (5): Heal up one strain (1), I'd like to give them both a set back dice (2 advantage each) (3,5).
GM note: The way I read Quickstrike is it's a bonus per encounter, versus round -- but since both your dice are equal, I'll just ignore one of the boost dice. As a result, I'll (unless you say otherwise) hand the next player roll a boost die rather than delivering a setback die to a random one of the mercenaries due to losing one advantage.
Rolls
Ranged-Heavy Check from Medium Range (Agi 3, Aiming, Using Quickstrike since I go first)
4 Success, 5 Advantage, 2 Failure
Total: 2 Success, 5 Advantage
(OOC: I'll wait on Kaveri depending on whether or not she stops at long range and shoots (with a roll) or continues closing the distance).
Kaveri reaches the end of the bridge and rushes up against a pillar, she snaps around and lines up a shot with her blaster rifle, intending to take down the last of the mercenaries. Her shot lands on the mercenary's shoulder and spins him to the left where he sprawls to the ground -- and no longer moves.
(OOC: We're out of combat now -- back into narrative mode. What next?)
Rolls
Kaveri's long distance shot with a blaster rifle. Ranged (Heavy)
4 Success, 3 Advantage, 1 Failure, 4 Threat
Total: 3 Success, 1 Threat
Heyop's boost die
1 Success, 1 Advantage
Total: 1 Success, 1 Advantage
Response: Ohyah.. modified. :)
"Everyone okay?" Heyop would mutter while taking stock and inventory of the situation still scanning the area as well.
Dagger will look for equipment as well and then may rest a moment and distribute XP. How much did that reckless stunt earn?
"So much for a distraction then."
(OOC: Dagger - there was 10 XP awarded earlier, but that's it so far. FFG seems a little stingy on XP, wanting ~several encounters before awarding ~10 XP). I'm still learning how I'd like to balance it -- but for now if you haven't taken that 10 before, you have 10 pending.
Training my melee skill. Costs me 10 XP to get first rank since it isn't a career or subtalent skill.
Rolls
Perception
1 Success, 4 Advantage
Total: 1 Success, 4 Advantage
"You probably shouldn't ask... if things had gone bad we would have had to explain to Romund when we save her how Dagger got injured in this rescue attempt. That's not something I really want to burden her with if we can help it." Heyop chastised Dagger before quick drawing the new pistol to get a feel for it. With a sigh he continued, "I'm not here to bust your ball man... but if we're going to rescue her I do realize time is of the essence but we need to be going able to maintain at 100% for when we face this guy who brought her here... Lets take a moment and we can press after that... Am I still bleeding?" Heyop added standing and turning this way and that trying to figure out if the wet/warm feeling was sweat or blood.
(OoC: I'm mostly ready to go after we recover strain or if Csillag wants to look at my wound, if it's minor rubs some mud on it and we're good to go
Csillag will use her Force Heal to heal three of Heyop's wounds.
"How's that? If you need some more treatment just let me know and I'll break out the medpack."
With nothing else to occupy your immediate attention, you slowly and implicitly gather things up and head down the path, taking the left turn north. It leads to a series of steps carved into the mountain side that lead up to another steppe, from which the river falls under the bridge. It continues along the river and across the step for what appears to be the final ascent to the mountain. A series of switchbacks that disappear into a tunnel a few dozen meters below the temple.

The going isn't particularly tough -- but it's still a bit of a walk that requires the better part of a half-hour to get to the entrance of the tunnel due to the continuing increase in elevation. It appears to lead behind the falling river that now clearly originates from the temple above. The tunnels seems... dark. Though sconces can be seen not far from the entrance -- as if to indicate that at one point artificial light was available. About 50 or 60 meters above you, you can make out the wall of the temple -- crumbling towards the eastern end directly above you. In the center of the wall there looks like some kind of obeslisk in the middle of the river -- which pours quickly around it and down the falls that the cave before you runs behind.
OOC: Dagger and Heyop add a blaster pistol (Ranged (Light)) to their inventory. Dagger adds a comlink, too. I think you both have dropped the rifles, as well?
(OoC: Let me know if you'd like a stealth check.)
Csillag remains back by the entrance to the cave whilst Heyop noses about.
He mutters under his breath as he walks, Hope the ship's captain won't miss these. Probably should have asked for them.
Flipping a light-side point to help us out here. :)
The tunnel snakes straight and curves up and to the left, coming out into the sunlight once more on the far side of the temple, about halfway up from where you entered the cave. The path leads around the mountain, with an old stone bridge arching over the waterfall that originates from the temple. A short walk around the eastern side of the temple leads to a set of stairs that curve north, east and then back around to the plaza of the temple.

As you settle into the plaza the temple seems even larger than you first imagined it, its large stone arches and pillars crowned with snow. To your right, around a large pillar is a short flight of wide stairs leading into a natural grotto of some sort, while ahead of you is a large stone plaza. The temple itself is an imposing facade of stone, crumbling rock and the occasional cloaked statue that ancient Jedi appear to be so fond of in their work. Far across the plaza, you can easily make out the silhouette of a small door past on of those statues. Smack dab in the center of the temple is the main entrance -- and about 15-20 meters away on the eastern end of the temple, another small opening appears to lead inside.
This broad, stone plaza that you're on is lit by the warm spring sun -- and dozing in the sunlight at least 75 meters away is a small pack of four native predators. They appear to be large, four-legged mammals with powerful jaws and fangs. One stirs in its slumber, jostling a second, and suddenly there's a snarling, spitting, roaring and a crunch of bone and blood. Now there are only three. Clearly these animals are driven mad by the dark side of the Force. Getting past them, into the temple is your next challenge.
Rolls
Firing (should it become necessary, with Aiming bonus die)
3 Success, 2 Advantage, 4 Failure, 1 Threat
Total: 1 Failure, 1 Advantage
Trying to sneak behind the pillar that is just due east of the animals on the above map.
Rolls
Stealth (Agility) Positive dice.
2 Success, 3 Advantage, 1 Triumph
Total: 2 Success, 3 Advantage, 1 Triumph
(OoC: I thought we were the red circle on the map.)
Rolls
If needed for the influence roll.
1 Black Force Point
To the party's surprise, another pack of three of the predators appear at the entrance to the grotto -- having closed stealthily without you noticing. However the sight of potential prey triggers a power struggle amongst the three, and they are soon just two. Their business done, their turn their bloody maws at Heyop, Csillag and Kaveri, quite interested in the meals before them.
Players please roll Vigilance for initiative.
OOC: I took the lead on this triumph because I wanted to keep things progressing. In the future if you roll a triumph, feel free to work with me in the OOC thread or through notes or messages if you want to accomplish something suitably dramatic and awesome. A triumph is meant to be a pretty big deal, so use it well!
Rolls
Cool for wolf initiative
2 Success
Total: 2 Success
Rolls
Vigilance
2 Success
Total: 2 Success
"How? How did you do that, Dagger?", the tone almost worrisome, "He came at you with a vibroaxe, and somehow managed to fall on it, killing himself."
"I don't know", Dagger responds, looking around the room confused, "I'm more concerned about how him landing on his axe sent out blaster shots that took the other four guys down", he looks down at his unfired blaster.
"Well, whatever you did, don't stop doing it, c'mon, let's hurry", she says, running of down the alley, the look of worry not completely removed from her face.
Dagger snaps back to reality and sees his problem isn't over yet. His friends may need his help, or maybe just his dumb luck.
WHAT IN HOLY HELL IS GOING ON WITH ME!?! Lol. Dagger will just be slapsticking his way through stuff from now on. If it isn't broke don't fix it. I've taken out 6 enemies without a single wound.
Rolls
Vigilance (Willpower)
2 Success
Total: 2 Success
Rolls
Vigilance
4 Success
Total: 4 Success
Rolls
Vigiliance Check (Rank 1 Wil 2)
1 Advantage
Total: 1 Advantage
Range to the wolves is Short for Kaveri, Heyop and Csillag (1 purple die).
Go!
Heyop looks at the ladies with him and the predator's as they closed in. "Well we can't all be Dagger." he stated his hand blurring to his holster. An attempt to take down the beast before they pounced would be great. Dagger might be slowly warping reality around him but Heyop just had to have faith in his own ability.
(OoC: Using Quick Draw to pull as an incidental, Aiming, and using Quick Strike (Once per encounter before a target has acted this encounter, I'll assume they're at medium but if it's less just edit out one of the purples.)
Edit: Advantage spending (2) - (1) Heal 1 Strain (from my dark force roll), (2) give the next PC a blue boost die.
Double edit: Shooting with the Blaster Pistol since it was in my holster... I don't know how to shoot two guns at once. T-T
Rolls
Ranged - Light (Agi 3 Rank 1 + Aiming + Quick Strike R1)
2 Success, 2 Advantage
Total: 2 Success, 2 Advantage
It makes sense for Dagger to go in the last slot since I was busy with the other creatures. So I'll take last slot voluntarily. I would also like to see if it's okay with the GM that I draw my knife as an incidental during my move maneuver. I'll also trade my action for a second move maneuver to get to medium range. I haven't put away my blaster pistol either so I'm moving in with both out. Let me know if that's too much.
GM: adding a boost die from Heyop.
GM Edit #2: Ugh. Sorry.
Rolls
Attack [Ranged-Short/Aimed]
4 Success, 2 Advantage, 1 Failure, 1 Threat
Total: 3 Success, 1 Advantage
Boost from Heyop.
And the moment passes -- almost as if it didn’t happen. But there are three nearby, dead, icewolves to give lie to that fact. You each feel -- a rightness -- like your actions were coordinated, and correct. Each player recovers 2 strain if they have any strain damage.
The plaza is now empty of predators and the temple remains. How do you proceed?
Kaveri considers her own question.
"If we can get closer, I might be able to detect Malefax or Hethan with the Force. Any other ideas on how we could work together as the Gatekeeper suggested?"
"If everything hits the fan I guess we'll roll with it." Heyop stated rolling his shoulders and neck his hands clenching and unclenching quickly, "What do you guys think? Also should we move in as a squad or spaced out in case there's more patrols?" Heyop added cocking his head sideways looking to the rest of the group.
(OoC: I'd like to heal up some strain if we take a few minutes to pow wow on a plan. It's apparent Heyop is quick to rattle of a simple assault raid plan and extract but lets hash it out what people think.)
"Perhaps one of us could scout ahead of the group but I think we should stick together as much as possible. Once contact is made I'll split off and locate Hethan. Just give me a some sort of sign if things start going bad and I'll join the fray."
Csillag will offer medical attention to anyone that needs it. I'm assuming she can use her force healing multiple times while we're taking a little break and discussing our plan of attack.
The sense of the Dark Side is seductive, but she resists the temptation...this time.
Rolls
Force points for Sense
1 Black Force Point
Rolls
Rolling Cool to attempt strain recovery (Pre 3 Rank 1)
4 Success, 1 Advantage
Total: 4 Success, 1 Advantage
Stealth if needed (Agi 3)
2 Success, 4 Advantage
Total: 2 Success, 4 Advantage
Rolls
Sneaky Sneaking
4 Success, 2 Advantage, 1 Triumph
Total: 4 Success, 2 Advantage, 1 Triumph
Kaveri and Csillag enter their room -- and while also L-shaped, this one has been rotated onto its side. Upon entry they see a statue of some long-dead Jedi, seated in a contemplative pose. Around the corner of the L there are three options. North into a small room. West into a room that has several flights of stairs lining its outer wall up to another level and east, through a large door into what looks like the antechamber of the temple -- where the main entrance would no doubt lead.
Hopefully, the others have reached the main hall, too, and we'll meet them there...
Like much of the rest of the temple, the room is in disrepair, with foliage running amok -- mostly in snaking vines -- and rock cracked and/or crumbling here or there. It's unclear just how old this temple is, or when it was last occupied, but it clearly looks like it's seen much better days over the past few years.
Directly across the way -- to the east -- the large doorway which is the analog to the one they are looking through appears to have suffered some form of rocky collapse, and it is cut off. North, out of the antechamber, one of two large double-doors is missing leading further into the temple, the other standing lonely sentinel.

(OoC: Trying to access how far down it is to below, if there was never a walkway (no debris below), if it collapsed naturally (debris right under where the walking should be, if it was blown up (debris scatter below but away from a specific area; if you need multiple rolls I’m okay with that. I’m trying to figure out why the gap is here and if we’d be able to climb across the other side back up if we don’t make the jump)
Rolls
Perception Check (Rank 1 Cun 2)
2 Success
Total: 2 Success
Then she moves ahead into the Antechamber, going up close to the northern door, and will reach out to the Force to see if she can sense anything other than the Dark Side of the Force. She reaches out to the Light Side of the Force and feels for other life forms in the area (other side of the door, other side of the rockfall...?).
Rolls
Force points to consider using sense power
2 White Force Points
Kaveri moves forward to the door and reaches out with her mind -- the Force surges and responds. She easily picks up the warm, diffuse light that is Csillag nearby and at the very edges of her awareness she senses the presence of a handful of beings. Due to the distance, the taste -- or sense -- of these beings is very faint, but it doesn't have the rancid, cold feeling of the dark side. If Malefax is that direction, he is not nearby at this time.
Rolls
Coordination (Agility)
3 Success, 2 Advantage
Total: 3 Success, 2 Advantage
Rolls
Coodination to scramble down (Agi 3 Rank 1)
2 Success, 1 Advantage
Total: 2 Success, 1 Advantage
Perception for Glowlight area (Cun 2 Rank 1)
3 Success, 1 Advantage
Total: 3 Success, 1 Advantage
A climb up - either where you came from, or ahead - is an average task and will requires two purple dice.
[ OOC: Can I do this in any way to leverage my agility instead of brawn? I'll roll both, you take what you think is right. ]
Rolls
Agility
4 Success, 1 Advantage
Total: 4 Success, 1 Advantage
Brawn
2 Advantage
Total: 2 Advantage
Difficulty
1 Failure, 2 Threat
Total: 1 Failure, 2 Threat
(OoC: I figure it's an athletics check since climbing up would be all upper body, considering I saw Dagger with the Slug Thrower Rifle I'll wait to see if he manages it up. If he fails to climb up I can try to maybe give him a boost or something... unless he's like 90 lbs wet in which case maybe I can carry him on my back?)
OOC: Heyop can assist Dagger - if so, y'all should own that narrative. The roll will be 3 green + 2 purple.
Once Dagger was on the wall Heyop would attempt to find his own way up so he could call in his status to the other team.
(OoC: I'll let Dagger make the roll for himself with the assist.)
Edit: I'll spend the threat as wounds, Dagger not knowing sometimes his feet weren't on solid footing didn't noticed he was slipping since I was pushing him upwards will holding on myself up.
Rolls
Rock Climbing (Brawn 3 Rank 0)
2 Success, 3 Threat
Total: 2 Success, 3 Threat
Rolls
Rock Climbing
3 Success, 3 Threat
Total: 3 Success, 3 Threat
Note that the threat should be strain rather than wounds. Why don't you both take 3 strain as part of the joy of climbing.
(Oh I'll take the strain instead then. XD If we have time to I'd roll Cool if not the roll doesn't count.)
Rolls
Geh huff huff I hate the taste of gravel in the evening Cool check (pressence 3 Rank 1)
1 Success, 4 Advantage
Total: 1 Success, 4 Advantage
Alas -- unless you want to stay put for a few minutes, a Cool check would not be appropriate at this time for recovering strain. My mental sense of a strain recovery cooldown is something like 5-15 minutes of recentering/etc. I'll need to read up on that in the CRB.
I'll wait 'til you guys collectively figure out the plan to provide some more narrative.
Scanning the area Heyop got back on his Commlink as he looked around. "We're in the main body of the temple... If Malefax is doing all this I can see why the Gatekeeper wanted him out..." he stated looking around at the ready as they pressed forward.
(OoC: Let me know if I need perception tests or anything... Yaaay we didn't have to climb back down!)

The Assembly Hall is lit by brilliant shafts of sunlight from above. From their vantage point they can see 4 pillars in a curve that stake out the boundary of a wide balcony which is split by water rushing pure and quickly off the ledge into a pool below. Oddly the sound of the moving water isn't disruptive -- it's peaceful and meditative. The same red accents in the floor appear bordering the channel of water which is about a meter across.
Well past the Assembly Hall another corridor is visible on the opposite side. Heyop and Dagger wonder if that's where, perhaps, Csillag and Kaveri have gotten themselves off to. But they are both mindful, nonetheless, that they cannot make out where their colleagues are just yet. Briefly, they catch sight of an Advozse mercenary walking, on patrol at the end of that far corridor as he turns south -- perhaps towards the women.
(OOC: Csillag and Kaveri are just below the "small room" in the lower left of this picture.")
Rolls
Stealth (Agility)
5 Success
Total: 5 Success
Opposed roll.
2 Threat
Total: 2 Threat
Kaveri will head back into the antechamber, go to the northern door, and peek quickly around the corner to get a quick glimpse at what's there.
(OoC: No idea what I'd do to let Dagger actually know. I'm figuring the sound of the pool and the serene nature wouldn't cover up the sound of blaster fire. I do agree a quick kill or knock out is probably beneficial)
Dagger makes it to his pillar -- eyes intent on the retreating mercenary across the way. This focus causes him to be particularly surprised (Dagger takes a setback die on his next action) when not far from his position you all hear a scream followed by "Nothing! The archive is empty! Just a bunch of useless scrolls and tablets! Where is the holocron?!" Whipping his head around, Dagger sees Hethan Romund against a pillar (the star) with another mercenary standing over her. Across the hall, a red-skinned figure with two sharp horns on his forehead strides into view and points a wicked serrated sword at Romund. "Tell me," you all hear, "or I’ll skin you alive!" Dagger sees him turn and stalk back into the archive from which you hear more screams and crashing. The voice seems unhinged, and waves of anger, fear and hatred boil off of its owner, permeating the temple.
OOC: My assumption is that Heyop isn’t quite where Dagger is, being a bit more cautious. Csillag will be assumed to be near/at Kaveri absent instructions otherwise. Malefax is occupying the archive to the left of the hall. What do you do?
Rolls
Prepping for turn-based stuff. Initiative for Merc (if surprised)
1 Advantage
Total: 1 Advantage
Initiative for Merc (not surprised)
1 Success, 1 Advantage
Total: 1 Success, 1 Advantage
Initiative for Malefax (surprised)
2 Success
Total: 2 Success
Initiative for Malefax (not surprised)
1 Advantage
Total: 1 Advantage
Rolling cool for initiative because I pegged these guys before they've seen me. I'm prepared to attack, if we aren't quite in turn based I want to attack with surprise now. Let me know if I'm reading that wrong from the PHB. Also not sure if setback would go on initiative. If you would rather I roll Vigilance just take away the last green die result.
Rolls
Cool (Presence)
4 Success
Total: 4 Success
Surprise Heavy Blaster Shot
3 Success, 4 Advantage, 2 Failure, 1 Threat
Total: 1 Success, 3 Advantage
This is a dumb idea...
Sprinting forward Heyop moved into the room past Dagger and his pillar, his hand moved to his holster pulling and shooting from the hip before diving behind the next pillar.
"Romund. Stairs Down Now!" he barked. He didn't catch if she was chained down but with two guys shooting at him the guard probably would be hard pressed to focus on her hopefully. And who was the other guy talking about skinning people?
(OoC: Moving to the pillar West of Dagger's Quick Drawing my Blaster Pistol also and attempting to put a hole in Romund's Guard restrains and telling her to pound feet)
Edit: Modified due to Dagger T.T I'm glad he's on our side
Rolls
Init Roll (Pre 3 Cool Rank 1)
4 Success, 2 Advantage
Total: 4 Success, 2 Advantage
Ranged - Light (Agi 3 Rank 1 + Quick Strike R1)
2 Success, 5 Advantage, 1 Failure
Total: 1 Success, 5 Advantage
Kaveri rushes up the stairs on the left (hoping for a chance of flanking an opponent, not knowing that Malefax is actually on the left), as she replies to Csillag: "They found Hethan - and some bad guys - upstairs!"
IF Kaveri sees a hostile this turn, she will take a bead and fire; otherwise she'll try to spot hostiles from the top of the stairs.
OOC: GM: I'm flipping a destiny token to upgrade difficulty. The range is 'short' so only one die is rolled. End result, 1 success, 1 triumph, 1 despair. Whoa.
Rolls
Initiative/Vigilance
3 Success, 1 Advantage
Total: 3 Success, 1 Advantage
Heavy blaster rifle shot
2 Success, 1 Advantage, 1 Triumph, 1 Threat
Total: 2 Success, 1 Triumph
Difficulty upgrade
1 Failure, 1 Despair
Total: 1 Failure, 1 Despair
Rolls
Initiative
2 Success
Total: 2 Success
Malefax -- having heard the fire, radiating heat, and yelling, "If you've shot my prisoner, I will personally skin you alive an inch at a time -- and I'll make you eat every inch I remove from your useless body!" He takes several strides outside the doorway between the rows of pillars and looks a little stunned, seeing the mercenary dead and Hethan freed. "What? You! I knew you were keeping secrets from me!" He raises his sword menacingly at the stunned mentor...
Kaveri lines up a difficult shot -- between the wall and the outer pillar at the red form beyond. The shot hits Malefax… hard. It lifts him up and pushes him through the left-most pillar of the inner set -- sending bits of aged and well damaged masonry flying in a cloud of dust and stone. Malefax’s sword clatters to the ground and he hits the ground and skids into the channel of water with a splash. With a quiet, "beep", Kaveri’s blaster rifle helpfully reminds her that she is out of ammunition and it’s time for a replacement ammo pack.
Csillag hauls up the stairs after Kaveri and reaches the top just after Kaveri’s shot hits Malefax.
OOC: We’re now in Tactical Time. Order is player, player, player, player, NPCs. Whatcha do?
Key Ranges:
Csillag Hethan (Medium)
Dagger Hethan (Short)
Heyop Hethan (Short)
Kaveri Hethan (Medium)
Csillag Malefax (Medium)
Dagger Malefax (Medium)
Heyop Malefax (Medium)
Kaveri Malefax (Medium)
Popping a light side point to upgrade one of my shooting dice. Firing at Malefax after I make sure I still have cover between me and Malefax.
GM: He has the benefit of cover and is prone, so adding 2 setback dice. Additionally, I'm flipping a point back to upgrade difficulty.
1d2
( 1 ) = 1 - replacing the first difficulty die (I used the Die Roller in tools).
End result: 2 success 2 threat.
Rolls
Blaster Pistol
3 Success, 1 Advantage, 2 Threat
Total: 3 Success, 1 Threat
Upgrade and setback
1 Failure, 2 Threat
Total: 1 Failure, 2 Threat
Glad she's on our side could have used a good sniper at... he started to muse shaking his head hearing the clattering of a sword.
Heyop couldn't hear Romund moving she was still alive but her senses seems off since she wasn't reacting.
Here's to acting stupid... Heyop thought with a sigh moving out from cover.
Sprinting past Dagger he dropped the blaster in his hand next to Dagger midstride. Getting closer to Malefax low to the ground Heyop's mouth gapped open as his face contorted snatching up the dropped sword and attempted to rush Malefax to bury it in the captor roaring as he made a diving thrust.
(OoC: Dropping blaster by Dagger as an incidental, Closing the distance for the maneuver, I'd use Quick Draw to snatch up the fallen sword, if not let me know and I'll modify it. I'd also like to pop a light side point to upgrade my skill in Melee.)
Edit: T_T 1 Advantage to heal strain; 1 advantage to give next pc a boost dice; 1 advantage on noticing a single important point around me.
GM Edit: Malefax is prone, providing a boost to Melee. However the sword Heyop grabs is a sith sword and the very act of holding it creates distraction and conflict for the light side user. Adding 2 setback dice. wow. that's a complex way to have a no-op.
Rolls
Heyop Hack! Melee Check + Quick Strike R1 (Bra 3 Rank 1*)
2 Success, 3 Advantage, 2 Failure
Total: 3 Advantage
Boost for prone, setback dice for holding onto a sith sword.
The rifle is useless without a charged power pack, so Kaveri runs forward to take cover behind one of the pillars (stealth). She'd also like to look if a fallen mercenary has a power pack she can scavenge (Perception).
(OoC: I don't know if that takes two rounds or one, but I'll do the rolls here. I'm assuming average difficulty for both.)
Rolls
Stealth
4 Success, 2 Advantage, 2 Failure, 1 Threat
Total: 2 Success, 1 Advantage
Perception
4 Success, 1 Threat
Total: 4 Success, 1 Threat
Heyop pushes through the settling dust, leaving his blaster behind with Dagger and snatches up the sword Malefax was wielding and almost instantly regrets doing so. The sword, an ancient sith artefact, radiates fear and hate, distracting Heyop as he attempts to plunge it into the prone Malefax. Distracted by the dark side of the Force, Heyop’s thrust misses. Heyop takes 2 strain.
Csillag runs across the hall, casually leaping over the channel of water and settles next to Hethan who blinks in surprise at seeing her former student. She gingerly cradles the blaster pistol handed to her by Csillag, saying, "I’m not sure I know how to shoot one of these things. I’m an academic, after all." Her tone is oddly calm -- she appears to still be in some form of shock.
Kaveri moves to a pillar and eyes the fallen mercenary next to Hethan and Csillag. His blaster pistol lies near him on the ground.
Malefax stands from the channel, injects himself with something and spreads his hands before Heyop. Heyop is gently pushed backwards, towards his friends and is dropped unceremoniously into the channel. "You disgusting weaklings. How dare you raise my weapon against me. I will kill you all." Heyop is wet, but otherwise unharmed.
OOC: GM flips a darkside destiny point to enable Malefax to use the Light side of the Force.
Range check:
Dagger Malefax (medium), Dagger Hethan (short)
Csillag Malefax (short), Csillag Hethan (engaged)
Kaveri Malefax (medium (just)), Kaveri Hethan (short) -- and to the dead mercenary too
Heyop Malefax (short, wet), Heyop Hethan (short)
Rolls
2 White Force Points, 1 Black Force Point
Rolls
Stealth to swap ammo packs
4 Success, 1 Advantage, 3 Threat
Total: 4 Success, 2 Threat
OOC: Flippin' another light side point, boss. Upgrading a green to a yellow.
Post Roll Edit: Oh...geez. I don't...even...what? I'm going to have to check this out in the PHB to see what I can buy.
Spending Edit (7 adv):
2 adv - Give Malefax a setback on his next check
1 adv - Give the next person to go a boost on their check.
2 adv - Give Heyop a boost on his next check. I think if he goes next, he will get two boost.
2 adv - Free maneuver, I'll take the aim maneuver to ready for the next round
I feel like all of that means I missed, but I'm laying down amazing cover fire.
Rolls
Blaster against Malefax (upgrade, aim, and setback) (range medium)
1 Success, 8 Advantage, 1 Failure, 1 Threat
Total: 7 Advantage
Heyop breath was ragged, the blade was odd in his hands. "You talk too much." Heyop retorted back rushing him again and swinging into the man with his own blade.
(OoC: Closing the distance to Engaged and trying again. I'll take all the help I can get.)
Edit: >.< I guess I'm taking a wound, using two advantage to heal the two strain (Ongoing I take it) and give the next person a boost die.
Rolls
Melee Attack (Brawn 3, Rank 0, 2 setback dice, 2 boost die)
2 Success, 4 Advantage, 3 Failure, 1 Threat
Total: 1 Failure, 3 Advantage
"Do you think you can get to the entrance over there?" she asks as she motions towards the stairs where she ran in from.
OOC: Are they any noticeable wounds? Is there a way for Csillag to 'treat' shock?
Dagger, distracted by the dust and the darting people starts firing of shot after shot from his blaster pistol, filling the temple with the sounds of blaster fire and bursts of stone as the bolts hit walls, rubble and pillars. Although a passable impression of a B1 battle droid from the Clone Wars, it nonetheless requires Malefax to focus on the incoming fire to ensure that he doesn’t wind up picking up another hit.
Wet and a little out of sorts, Heyop steps out of the canal, and charges in at Malefax with the sith sword, as its cold, dark hatred works against his senses. Malefax ducks and weaves Dagger’s blaster fire and adds to his choreography an impressive lean backwards as Heyop’s swing passed well above the dodging darksider.
Hethan responds to Csillag and grabs her arm as the two begin to creep outwards towards the stairs, but Hethan suggests, "Shouldn’t we get behind Dagger and all that blaster fire?" She weaves with Csillag over to the eastern side of the assembly hall and towards the corridor that Dagger and Heyop entered from, putting Dagger and his pillar behind them. "Wait, there’s another…" she starts.
Malefax springs upright after dodging Heyop’s swing and laughs mockingly. "You incompetent fool!" He sneers as his blaster pistol comes into his hand, "I will gun you down, take the sword and then end the lives of your petty little friends." He fires and at this range, it’s difficult for him to miss. His shot hits Heyop squarely who flinches with the sword -- it comes close enough to Malefax that he has to move quickly to stay out of the way. Heyop takes 7 damage (minus 4 soak means 3 wounds). Malefax suffers a setback die on his next action.
Urik wakes up with bits of rubble falling onto his face. He is located behind the dias at the northern-most part of the assembly hall. The first thing he notices is lots of noise and chaos -- and several blaster bolts flight around hitting things. He remains bound at his hands and feet, and fairly well battered from his most recent… lessons.
OOC: Ranges are basically the same -- Csillag and Hethan have moved further from Malefax and Heyop (medium), while everyone else is short to everyone else.
Csillag -- there’s nothing in particular to roll to help with the shock at this time -- roleplaying through it is sufficient.
Note - because Malefax is engaged with Heyop (range wise) ranged attacks against Malefax upgrade their difficulty one die (e.g. 1 red instead of 1 purple).
Rolls
Malefax uses a blaster pistol on Heyop
3 Success, 1 Advantage, 2 Failure, 3 Threat
Total: 1 Success, 2 Threat
(OoC: help me out with the damage: is it light or heavy now?
Rolls
Firing heavy blaster with aim
6 Success, 1 Advantage, 2 Threat
Total: 6 Success, 1 Threat
"Target...Down..." he stated trying to keep focus what was he so tired? "Everyone status? Romund you ready to teach a lesson? So uh... it's okay if we kill these guys right? Otherwise... whoops. Anyone remember how we contact the Gatekeeper? He's going to be a little irked I guess by the blaster fire." he barked over his shoulder... it didn't look to him like he was holding a heavy blaster but it felt like it.
(OoC: At 1/2 some wounds since I have soak but still feeling it so RP'ing the adrenaline is wearing off. Actually asking Romund point blank if we're suppose to kill these guys. If Malefax moves I squeeze the trigger, new person we probably don't realize yet moved I point the sword at him...)
Standing and surveying the scene Csillag asks "Is that Malefax? Is he dead?"
(OoC: Blaster in his face and searching him so I can safely restrain him. Dagger's moving on so I want to make sure someone doesn't shot of stab me in the back named Malefax.)
Hethan calls after Dagger and says, "I don't know -- a youngish looking human boy. He was wearing the robes that you all seem to favor to keep you out of sight and out of mind, so I didn't get a good look at his face."
It sounds like the fighting is over. Do I hear voices? That's not Malefax talking...who else is here? What's going on?
Urik takes a deep calming breath and assesses his surroundings.
OOC: I'd like to assess the hiding place I am in; is there light? What can I see? Can I find an entrance/exit? Also, what are my bonds like? Are they metal binders, or just rope?
"If he moves again feel free to shot him... That sword... Be mindful of it. I'm going to check on Romund. Heyop stated holstering the fallen Jedi's blaster.
Checking his side Heyop felt it now hot, warm, sticky, burning... Yep he'd been shot. He sucked his teeth to check on his mentor.
"I told you daily exercise helps you in everything you do...How are you feeling. We got help from one called the Gatekeeper do you know of him and you mentioned this guy had an apprentice?" he started with a jest handing Csillag the injector. Once he knew Romund was was okay and more of another threat he'd focus on the matter of the apprentice... "Also, that sword is... Malice." he added standing his face dark as he swallowed trying to describe the queasy confusion of feelings from holding the blade... Was that why they were that way? Their weapons drove them insane?

...then the head of a Togruta female pops around the heavy stone base and sees Urik, blinking furiously. This is, of course, Kaveri who has swung by on her way to check out the other archive room that she spots across the hall. Kaveri, for her part spots a disheveled looking human male -- perhaps not quite fully adult, it's sometimes hard to tell with humans -- bound by hand and foot.
Hethan nods to Heyop, "I'm feeling much better now, thank you. Despite all his threats Malefax didn't cause me serious harm -- it was..." she considers, "It's hard to explain. I felt the fear very intensely, so that even his lightest touch was somewhat scarring. Much more so than the physical weight behind the blows." Nonetheless, Hethan does sport a few fantastic bruises. "I'm so glad you all got my signal -- I was worried that I hadn't been fast enough. I barely had time."
Using the power of the Force to influence people's emotions can cause mental strain on them when you didn't want to do that much in the way of physical damage... If worse comes to worse I guess even I could use that...but I wonder if it would be more civil... or less... Heyop mused to himself before following up on this so called apprentice.
They also needed to find the Gatekeeper. Either to get chewed out for messing up his temple that was in ruins already in their defense or to let him know the corruption had stopped.
Rolls
Perception: Scanning the area for Malefax Jr. (Cun 2 Rank 1)
2 Success
Total: 2 Success
Urik is a tall, sandy haired human male of about 14 years. He wears voluminous robes that hang awkwardly on what is probably a lanky frame. His face is a mosaic of pain; old scars mingle with fresh cuts and bruises over a weary, haunted expression. His lower lip is split open in a way that will likely leave a permanent cleft.
"I heard shooting. What is happening?"
Rolls
GM Knows
3 Success, 6 Advantage, 4 Failure
Total: 1 Failure, 6 Advantage
Couldn't fit all the dice.
"So...Hethan was telling the truth...I thought she was just trying to save her own skin."
Urik's eyes suddenly widen, and his voice goes husky, "Wait, you shot Malefax!? Is he...?" His hands are shaking.
He couldn't be the gatekeeper... he knew too much of this place... Heyop thought trying to sort out the facts.
Heyop waited on guard for either sounds of a struggle or seeing Kaveri with someone else in tow.
"You wouldn't by chance know where the Gatekeeper of this temple is would you Rommund? He did help us a bit in getting to you... well he just wanted the dark angry sod out of his home..." Heyop asked out loud wondering if the apprentice picked up on it.
"You gotta STOP doing that!" Heyop retorted fingers moving off the triggers as he holsters a blaster.
"We did try to not harm the locals... some kinda harmed themselves..." Heyop admitted in a lower conversational tone, "Looks like he didn't find the holowhatsit..." he eyes the Gatekeeper and shrugs not really sure if that's good or bad.
Hethan looks, confusedly, at Heyop. "Are you ok? Who are you talking to?"
"Sorry sorry guess it was a bad joke... but if you're concerned about other people I guess you're actually doing better..." Heyop suddenly said spinning the blaster on his finger with a shrug as he scratched his face.
With his mouth covered he felt odd asking... he kind of didn't want to know. "Ar... are... are you a ghost?" he asked the creepy figure next to him behind his hand quietly.
Hethan continues to watch Heyop -- and now Dagger -- talk to themselves. "Are you all quite alright? Is there something happening to you? Did you say a ghost?"
"Out of curiosity Romund if a Jedi was imprinted in a holocron is that a Ghost? There's a guy that's been helping us standing next to me but in all honestly if it's a ghost we should probably get the #@%@ out of here... can't shoot or stab a Ghost... Don't trust it, no offense man but that's creepy." he finally stated with seriousness in his voice even though it sounded a bit silly.
Hethan's eyes light up. "Did you say holocron? That's lovely!" She claps her hands together. "What does it look like? What's it saying? Does it know about the temple. What's its name? Oh.. I have so many questions."
"Seriously though is he a ghost? He wants us to do some cleansing ritual I think... Is that going to bring him back from the dead?" He started to ask his mentor before looking at the Gatekeeper, "You're not going to try and do some old school dark mumbo jumbo and kill us and come back to life right?" he accused
"No offense but this is all kind of convenient in a way man..." he says with a sigh pressing the bring of his nose with his thumb and index finger shutting his eyes for a second. "He says something of a cleansing ritual because of what Malefax did to the temple and the locals... the animals were turned on each other lost in a madness also to wipe it clean... I guess he looks like an old guy... He's helped us out since it was in his interest to be honest I don't really know if he's setting us up or not though. He also stated you can't weild the Force Hethan... he did say you were knowledgeable and a good person though... so I know he speaks some truths..." his voice trailed off... he really wanted a drink now...
The Gatekeeper smiles serenely at Heyop, "No -- I cannot come back to life. I'm a highly advanced programmed personality. Not some vestage of a soul. To my knowledge no Jedi has that power. And I can assure you, I have no interest in dark side rituals. My objective is to return the temple and the valley to its proper state." To Kaveri he adds, "The ritual is simple -- it's a form of guided meditation. It will take a few hours and it will be tiring, but if successful, we can remove the taint of the dark side across the valley. As to Malefax," he gestures, "my sensors aren't in pristine shape, but they quite clearly indicate he's most assuredly dead already. Isn't that right, young one?" He looks at Dagger with this last comment.
He charges forward and begins stomping and kicking at Malefax's inert form, a stream of incoherent cursing pours from his lips, tears stream down his face and his features are contorted into a mask of rage and hate.
He shows no signs of stopping, even as the bones of Malefax's face crunch under his heel.
For now Csillag will stay with Hethan offering to help her in any way that she can.
OOC: Missed the last post, just pretend this happened before Urik flipped.
He faces Hethan, "I WILL NEVER BECOME A MONSTER LIKE THIS! NEVER!
Urik turns his back on the group and draws his deep hood over his head. Takes several deep breaths, and draws himself up to his full height. He is tall, over six feet, but his robes drape loosely over his wiry frame.
He turns, walks to Dagger, looks him directly in the eye, "You did the right thing. I only regret that my own hand could not do the deed. Malefax was a beast, worthy only to be put down." His features are composed, but deep emotions still swirl behind his eyes.
He breaks his stare and walks calmly to Malefax's sword, and picks it up.
Heyop let out a shrill whistle. "Yes Dagger he was an evil man, he did evil things. His sword urged him to do wicked things..." he began eyeing the boy. "Kid... Put the sword down now, I'm not going to ask you again and I know exactly what it's feeding you since I've held it. It'll take you to a dark place and want you to relish there in the very macabre thoughts. You have a chance to either follow in Malefax's footsteps or show that you can do more good than he could have down bad."
"I'm not going to preach words of judgement you should feel remorse Dagger, finding peace and being emotionless to me are two different things. This is the real world and ideology doesn't always marry up to actions we need to take. Personally I can kind of see her point. Malefax Dagger isn't who she's worried about as much as she worries for you, you're a lucky Sod but when it runs out it's not going to be pretty, the fact you basically killed someone regardless of his actions while he was defenseless seems something you want to justify. You did it because you felt it was needed. Malefax also justified all his actions though. She worries because that's a dangerous mindset at times, just like Malefax. Malefax is just one soldier in the war Dagger, his death mean this battle is won but what he knew could have saved others. Revenge only stays the dead in your mind for a moment afterwards you feel the weight of their lost potential... but then what? Their faces burned in your mind isn't the scariest thing even when it's in the hundreds... Malefax and his actions aren't the scariest thing... it's forget those we've lost and what they stood for... and forgetting yourself..." Heyop states his face dark looking at Dagger.
He had seen much death in combat over the years, sometimes they died from tactics, betrayal, bad intel, bad luck, the very fact they were at war. Heyop brought himself out of the dark musings and stared at the kid... if the kid went crazy they'd have to deal with that first.
When Heyop begins his tirade, Urik's face goes hard again.
Urik has reached Malefax's body. He delivers another solid kick to the inert form, then stoops and begins removing the sheath for the sword.
OOC: GM, what is the sword doing to me? Is there something I can do (or a check I can roll) to sort of take control of it or resist its influence?
Hethan paces a bit, "I am grateful for my rescue, of course -- but I would prefer to be in Malefax's thrall than to see you turn into Malefax himself. Perhaps this temple will have more guidance for us -- I see archives, and though they may be sorely ruined I have hopes that there are things yet to learn in this place. We are in an out-of-the-way place in the Outer Rim, it seems like as good a place as any to tidy up and settle in while we learn."
Urik's grip on the sword is uncertain -- and emotions of fear and loss begin to overwhelm him.
He adds to Urik, "I do not think, youngling, that the way to cleanse a weapon of the Sith is through more death -- Sith or otherwise. But.. my knowledge of these matters is uncertain." He gestures, "Instead -- calm your mind and search your feelings. Does it seem right that a weapon forged by beings who used oppression and callous disregard for life would be cleansed by the death of any other being or beings?"
OOC: It is possible for a light-side minded person to wield the sword without challenge, but they must be stronger in the Force than any in the party is today. Perhaps some research within the temple or otherwise will help you identify how to remove the taint from the weapon in due course.
Urik sheaths the sword, then lets the scabbard dangle by its strap, so he is no longer touching the actual weapon. He tries to keep a stoic face, but it's obvious that fatigue, shock, and other, deeper emotions are threatening to overwhelm him.
"I haven't spoken correctly. Forgive me. It's been...a very long time since I've spoken to anyone beside Malefax. And Hethan, but only briefly. You have my gratitude for setting me free." Urik sketches out an awkward bow.
The view is, breathtaking. The natural beauty of Sprintir is on display, and without the threat hanging over Hethan or their own lives, it's much easier to see the scenery and enjoy it. By all accounts, the wall of the balcony is probably on the other side of the corridor you came down -- so it seems like the terrace has been intentionally separated from the bustle of the temple.
Hethan says, "Well isn't this lovely?"
OOC: I'll post a map/image of the balcony and path there later this evening, Eastern. Urik and Dagger -- please roll an easy (1 purple) discipline check if you do choose to meditate.
Back inside the temple, the gatekeeper says to Kaveri, "You may stand or sit as you like. This will be a form of guided meditation. I'll be asking each of you to be calm and center yourselves -- then draw upon the Force as we work through the cleansing. Depending on your collective ability this could take some time, or it could go relatively quickly -- I think experience will tell. Find a position of comfort and let me know when you are ready and we can proceed."
Urik sits down cross-legged, with the blade across his knees, and begins to meditate. He is trying to work through the darkness of the past few years, and to do so with the sword in his possession. This blade is the last tangible connection he has to his family, and unless a very compelling reason surfaces, he has no intention of giving it up.
Rolls
Discipline roll (Will 3, 1 rank, 1 black for sword)
2 Success, 2 Advantage, 2 Threat
Total: 2 Success
She breathes deeply and slowly, centering herself as Hethan taught her.
"I'm ready."
He hated that he wanted Heyop's approval. Maybe next time he should at least consult the group. Consult Heyop.
Rolls
Will for Meditation
3 Advantage, 2 Threat
Total: 1 Advantage
Meanwhile at the meditation terrace, Urik settles easily into a meditative trance and can sense the dark side taint being pushed away. Some of that effort tugs at his own darker emotions, lifting his spirits somewhat. Urik recovers all strain. Dagger finds it somewhat harder to focus and concentrate, with the events recently past roiling around in his head and his concern about the approval of his friend. Hethan sees both of them trying to be lost in their thoughts and wanders quietly away to search the temple.
After some time, the gatekeeper smiles, "Yes, that's it -- you've cleansed much of this taint away. Perhaps, if necessary, gather up the rest of the taint, as you would a ball of twine that's come undone. Tie it together in your mind until it is tight then imagine it elongating and disappearing into a bright void..." The imagery is odd, and of varying degrees of help to the three Force users in the assembly hall -- but finally, almost like a flash of lightning they can sense that they have succeeded, and broadly within the valley, life is back to normal. "Excellent." says the gatekeeper.
Urik and Dagger sense the flash as well and the living Force that is so prevalent in the valley and that imbues this temple calms them and restores them, encouraging them in the ways of the light side of the Force, rather than those of the dark. Serenity, coolness under fire rather than rashness and hate or anger. The world just seems righter now than it was and Dagger, in particular is able to achieve some perspective that no -- he has not been sent to his room as punishment, but rather he's sent here for renewal and nourishment. Dagger recovers all strain.
Rolls
Secret Roll
The last time he attempted to meditate in this way was when he was a young boy. Feeling this new expanded awareness, Urik wonders if his meditations may have brought Malefax to him and his family. This thought, which before would have sent him to near suicidal levels of self-loathing, now causes him some disquiet.
This is the first time in 5 years that Urik has been alone and free. Thoughts of avenging his family and killing Malefax have consumed him for most of those years. Now that the subject of his hate, fear and wrath is dead by another's hand, he feels somewhat at loose ends; both afraid and exhilarated by the physical, spiritual and practical expanses before him. He has no possessions beyond the clothes on his back and sword in his lap. He has no connections to family or friends. There is nothing to tether him to the world. He has gone from being an abused slave to having a freedom so complete and total that he cannot even comprehend it.
I must speak with the others. They have lives...they must have plans. They freed me, now perhaps they can help me find purpose.
(OOC: To the GM: The others are speculating and wondering about the bigger picture of Malefax's network and motives. Urik has been with him for the past 5 years and may have picked up on some interesting tidbits here and there. Feel free to use Urik's voice/actions as exposition if you need to. Or you can send me a summary of what Urik would know and I can RP the exposition.
The gatekeeper does what he can to help each of you with a better awareness of the Force -- and ensures that the Jedi code is known to you in full:
There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.
As part of cleaning up, the party discovers that Malefax and his mercenaries left behind credit chips sufficient to provide some much-needed cash to the party. A total of 1500 credits is found, enabling each of the party to enrich themselves by 300 credits.
When someone appears bored -- or at wont for something to do, anyway, the gatekeeper is always to hand with a suggestion. Perhaps some of the sensors hooked into the network could be repaired in some of the more remote locations throughout Mount Tellec and the valley. Or perhaps some of the local creatures like the flitterbats or sloths could be calmed and enticed back into the region to accelerate the valley's recovery. Or perhaps just some mundane sweeping and keeping of the temple including replacing some burnt out circuitry or repairing some walls, etc.
OOC: Assume that for the next ~2 weeks game time, you have the ability to do some things. Rather than roleplaying two weeks, I'd rather you guys had some opportunity to narrate this pause, in things. This can include working on skills or whatnot that you may choose to improve with Experience Points.
To do: Each character should roll 1d10. Subtract from that number any conflict you may have been given by me (I would have done this through a note to you) and add the result to your Morality. Let me know if you have questions.
The following XP rewards are made:
Urik: 10 XP (this is at your discretion - I don't want you to fall too far behind the rest of the party, if you prefer to not take it you may opt not to do so).
Heyop: 10 XP
Dagger: 10 XP + 5 bonus XP for being a reckless/enthusiastic character who was very true to form.
Csillag: 10 XP
Kaveri: 10 XP
Kaveri - please also pick an emotional strength and emotional weakness (CRB Page #50).
Once you guys have had a chance to talk about what you're doing (and I'll give you some room to back-and-forth if you want) I'll lock the thread and open the next phase of the story in a new game thread.
He will also attempt to spend some time with Heyop sparring in hand to hand combat to try and increase his effective melee.
Only -1 Morality. Dagger DGAF. Spending my 15xp to increase me Melee skill.
Rolls
Conflict vs 8 - (1d10)
(7) = 7
In general, his demeanor is reserved and stoic. He says little, but joins in any tasks he can assist with and works very hard at them. He doesn't smile at all. Jokes are met with a confused cock of the head, when they are acknowledged at all.
After a few days, he begins making awkward overtures to his new companions. His furtive questioning quickly makes clear that he has no idea what is going on in the Galaxy at large. He is vaguely aware of the Empire as a political group his parents were running from, but has few details on what has been happening in the past decades. He obviously went from a sheltered colonial community to the forced apprenticeship of Malefax. His world has been narrow and confined to specific places and people.
OOC: If anyone is willing to toss me some details that their character would relate to Urik, that would help me RP a bit going forward. Not sure what everyone's experiences were in the Galaxy, and Urik's experience is very limited and focused. In particular, Urik would be very interested in any details regarding the Jedi order, Order 66, the Rebellion, Darth Vader/The Emperor and any atrocities of the Empire your characters witnessed.
Rolls
Morality roll - (1d10)
(1) = 1
Before he even had time to formulate his plan a platoon of storm troopers, apparently on orders from Vader himself, took over the location and executed all of them. The only explanation he has ever heard was "crimes against the empire". He took up a new vow that day to hunt down and destroy Vader and the sith that follow the dark side of the force.
He spent years living in the seedy underbelly of various inner rim cities. This planet is actually the most remote location he has ever been to. The open, natural, setting is both interesting, and unfamiliar.
Ooc dealing with wildlife, Assisting Dagger and Urik if needed.
Rolls
Morality gain 1d10 - (1d10)
(4) = 4
Urik would have gladly accompanied Heyop into the wilderness to explore. He grew up on a colonial world that was mostly wilderness, and has some skill in Survival.
He also is beginning to feel a bond with Dagger. When Dagger opens up to him, Urik reciprocates and tells the story of his family. His parents discovered (somehow) that he was force sensitive, and as the Empire rose and the Jedi order fell, they chose to join a colonial expedition to avoid the Empire's reach. This may have been a mistake. Malefax found them somehow on this backwater world. He came in, killed Urik's entire family while Urik watched helplessly, then took Urik with him. He informed Urik that he would be trained as Malefax's apprentice. That was 5 years ago. Since then, Malefax has been "training" Urik mercilessly. "Abusing" would likely be a better description. Urik tried over and over again to escape and/or kill Malefax. Rather than being angered by these attempts, Malefax seemed to find them amusing. Urik is grateful to be free, and to have new companions who are not "masters".
A few OOC housekeeping questions:
1. Malefax would have come here in a ship. What is the status of that ship? Is it usable? Does Urik know where it is? Is it better, worse, or comparable to the party's ship?
2. Urik has very few possessions. Is there anything he can scrounge from Malefax's stores or the bodies of the mercenaries? In particular, I'm wondering if he could have found a blaster or medical supplies of any kind.
3. What is the situation with the sword? Can Urik use it now without penalty? Or is it still tainted? Is there anything Urik can do to "cleanse" it, or is it just an evil weapon by nature?
A few OOC housekeeping questions:
1. Malefax would have come here in a ship. What is the status of that ship? Is it usable? Does Urik know where it is? Is it better, worse, or comparable to the party's ship?
2. Urik has very few possessions. Is there anything he can scrounge from Malefax's stores or the bodies of the mercenaries? In particular, I'm wondering if he could have found a blaster or medical supplies of any kind.
3. What is the situation with the sword? Can Urik use it now without penalty? Or is it still tainted? Is there anything Urik can do to "cleanse" it, or is it just an evil weapon by nature?
1. The hired mercenaries that Malefax had provided the ship -- it's safe to assume the merc who escaped has commandeered the ship for his private use and has departed Spintir.
2. You can find a blaster pistol, unfortunately medical supplies are in short supply. If you want to consider other incidentals, let me know -- I'm totally reasonable here. :)
3. No, it cannot be used without penalty unless it goes through some cleansing ritual. Unfortunately, efforts to figure that out have not provided any particular insight just yet -- perhaps if more of the holocrons of the temple are found they may be able to assist.