Thursday, December 18, 2025

Rebel Base Run #3

 

Session #3 

“I need to save my snakes,” McIntyre said after the prisoners were locked up.


“You act like you can barely stand to be next to a gun and yet you want to charge through this base trying to reach sick bay,” Caewen noted.


“Part of my work is based on the anti-toxins that I can create in part by using the snake’s specialized venom. The snakes are necessary injection vectors, my work suffers if I do not get them,” McIntyre bites her lip, looking down at the gun strapped under her arm, “I’m willing to even kill for it, even though it pains me.”

“Let’s try to find sickbay,” Daisy said, “Caine?” ---

Caine pulls up the schematic to the base and notes that Squad Room C has been converted to a sickbay.

“Deep into the base,” Caine notes, “Past either the vehicle bay or near the engineering and this office here. They will post guards where the reactor controls are located.”

“Then we go through the vehicle bay and just hope they concentrate security towards command,” Daisy said, “Any disagreements?”

As part of the intermission, this counts as a Short Rest. Caewen spends a Hit Die (½ Remaining) and is healed 1d10 + 2 (5) for an HP total: 20/20

---

Before the party moves, Caine attempts a Computer Tool Kit check to create a remote link between the system computer and his portable terminal, so that he can travel with the party and still work the computer systems in the complex. Computer check (+5): 10 < 15 - He cannot get his terminal to work with the computer. He can make the attempt again, but the action has created an opening for the rebel’s control room to push him out.

Computer check (+5 vs. +4): 24 vs. 13 - Caine maintains his secured connection. He can either try to remote link to his terminal, or follow the group with settings staying as they are. Looking to others for the nod, Caine makes one more attempt to try and remote link between the computer and his portable.

Computer check w/ Daisy’s inspiration (d6): Natural 20 + 1 (Inspiration) = 21. He has full access to the base’s computer. Inspiration (⅓ Remaining).

The party makes their way down the west hallway with Caewen leading the way, followed by Po, then Daisy, after her is McIntyre and Surzail, following them is Caine. The party passes by an open door leading towards the lounge. The door is open ahead of the group.

There is an ambush at the edge of the end of the corridor from the east. The guards have thrown down a lounge table as light cover (+2 AC). A Stealth roll is made versus Caewen’s Perception to see if she is surprised. Stealth: 8 vs. Perception: 12 - Caewen is suspicious about the door ahead. She calls a halt and waves Caine up to the front as he carries a set of ion grenades.

Caine Stealth: 19 vs. 13 - Passive Perception. He is able to pop out and surprise the guards. He hurls the grenade. The guards gain +2 Dex Save due to the cover they erected.

Saving Throws  Dex Save vs: 13 for ½ damage. Lightning Damage (3d6): 12 / 6

Guard #1 Save: 11 < 13 - Failure

Guard #2 Save: 19 > 13 - Success

Minion #1 Save: Nat 1 - Failure

Minion #2 Save: 14 > 13 - Success

Minion #3 Save: 6 < 13 - Failure

Guard #1 HP (12 Damage): 10/22

Guard #2 HP (6 Dmg): 16/22

Minion #1 HP (12 Dmg): 0/9 - Slain

Minion #2 HP (6 Dmg): 3/9

Minion #3 HP (12 Dmg): 0/9 - Slain

The ambush is exposed and two minions overwhelmed by an electrical burst. It is an Initiative Roll!

Initiative - Round #1  Party: 18 GM: 4

Caewen moves around the corner and engages the cover, trying to tear through it with her chainsword. Attack: 9 - Glancing blow that does do any major damage to the table. She is close with her sword raised.

Po moves ahead to to the north and west to the next alcove leading into the guard lounge. He looks down and sees the door closed. Unaware that the first set of guards he dealt with were in this lounge, he keeps the area covered.

Daisy fires a burst from her SMG and targets Guard #2 and Minion #2 who are on a clear side where Caewen is standing. Because this is a burst, the targets must make a Save to Negate.

Caewen’s Damage: 8 - Save: 12

Guard #2 Save: 19 - Save

Minion #2 Save: 14 - Save - Both take cover from the burst as the rounds bite into the table and wall ahead of her.

Caine moves in behind Daisy and fires his Scattergun at Guard #1. Attack: 9 - Miss

Guard #1 tries to blast Caewen with a scattergun. Attack: 18 - Hit. Damage: 3. Caewen HP: 17/20

Minion #2 pops around to fire a pistol shot at Daisy. Attack: Natural 1 - Gun jams and it causes Minion #2 to panic and retreat.

Guard #2 attacks Daisy with SMG. Attack: 11 vs. AC: 14 - Miss ---

Round #2 

Caewen attacks the table again. Attack: 14 - Hit. Damage: 10 damage. Table HP: 8/18 - She is making progress at breaking down the table.


Daisy taps into her powers and casts Blue-White Bolt (Spell Attack): 20 - Hit. Damage: 6. Guard #2 HP: 10/22.


Po moves into the room and aims flamer at the table. Since the table cannot move, it automatically takes damage (2d6 - Fire): 4. HP: 4/18 - Situational Save vs. Catching on Fire (+0) - 14 > 10 - Success. The table is damaged, but does not catch on fire.

Caine fires a scattergun at Guard #1. Attack: 23 - Hit. Damage: 9. Guard #1 HP: 1/22

Guard #1 disengages, running down the hall down the stairs breaking contact. 

Guard #2 fires an SMG burst at Daisy and Po. Save Negates Piercing damage (1d6+2): 8 - Save: 12

Daisy Save: 18 - Save

Po Save: 19 - Save


Both are lucky that the guard’s panic fire either misses or glances off their armor. Guard #2 breaks contact, moving away and following Guard #1, Minion #2 down the stairs and away from the hallway.

---

The party retreats back to the main hall and makes a move towards the empty lounge, just outside the vehicle bay. Once inside, McIntyre offers to heal Caewyn, but the warrior declines the offer.

---


Caewyn shook her head, “I’ve been through worse scraps, Doctor, I’ll be fine.” She steadied herself as she watched the door with her chainsword resting against her shoulder.


Caine sat at the table, drinking a hastily brewed cup of coffee as he keyed into his portable and tried to access beyond the lower level around the control room. Security was tighter in this region.

(Computer check (+5 vs. 20): 19 - He is nearly close to breaking it, but a final firewall gets in the way and blocks him from progress. To try again adds a +2 to DC to 22 as security begins to detect and reinforce itself against the intrusion with countermeasures.)

“Let me see if I can access the vehicle bay instead,” Caine says as his fingers and tail work in cooperation to rattle off keys.

(Computer check (+5 vs. 18): 16 - Daisy grants Inspiration (0/3 Remaining) for d6: 1 = 17. It was a good try, but Caine remains locked out of the system.)

“Looks like we are as far in as we are going to get unless I get another hour working this,” Caine said, he ran his finger through his fur, feeling the moisture gather at the base of his white follicles.

“We’re not going to have that kind of time now that those guards have made it back. They are going to double their efforts and probably start trying to retake the south side,” Daisy noted, “We need to move through the vehicle bay and get to Medical.”

“Over some snakes?” Caewen asked incredulously. They had barely met McIntyre and already Daisy was making plans to try and extend into the deep portions of the base in order to recover snakes.

“Yes, McIntyre here has been willing to provide healing, and I don’t want to turn her down just because her methods with the snakes are… unconventional,” Daisy said.

McIntyre blushed and turned her head, red from embarrassment, but trying to express a look of gratitude in her eyes for the party, or at least Daisy, offering to help her recover her snakes. Surzail looked equally determined, but that was because he believed in safety in numbers while trapped in the base. ---

Caewen steps through the door and leans out to make sure that the hallway is cleared. Finding it empty, she moves north towards the door leading into the vehicle bay in the marching order that had been roughly established earlier with her in the front and Caine bringing up the rear. As she tries to open the door.

Q: Has one of the Engineers engaged in a lockdown?
A: No, no modifier

The door opens with two engineers continuing to work on the APC as a set of irregulars linger around and watch the action. One of the minions gets a Perception check to see if he notices the door open. 5 - Failure.

---

Surprise Round
Caewen makes an Intimidate check, banging her shield with her chainsword to try and cow the assembly. Intimidate: 20 - Hard Success.


The minions look up in surprise and panic, seeing the hulking Bradshaw with a shield and a chainsword that is revved for cutting. They drop weapons and surrender. The Engineers get a chance to resist. They must make a Cha Save vs. 13. The natural 20 gives the Engineers a Disadvantage.


Engineer #1 Resist: 6 < 13 - Failure


Engineer #2 Resist: 15 > 13 - Success


Initiative - Round #1
GM: 19

Party: 8


Engineer #2 uses his datapad and activates a ceiling turret against the party. He moves to the front of the APC to call in his position. “Intruders are in the bay with the APC!”


Turret descends and targets Caewen. Attack: 8 - Miss


Presence of the turret and the call-in gives Engineer #1 a chance to resist: 13 ≥ 13 - Success! He draws his pistol and moves to the back of the APC to gain cover. He fires a shot at Caewen. Attack: 21 - Hit. Damage: 7. Caewen HP: 10/20


Minion #1 and Minion #2 are irregulars and lack the will to fight. They cower in a corner.


Caewen moves to engage Engineer #1. She uses Second Wind and heals (1d10+2): 8. HP: 18/20. She attacks Engineer #1. Attack: 19 - Hit. Damage: 6. Engineer #1 HP: 11/17


Po moves in and fires a flamer bolt at Engineer #2. Attack: 21 - Hit. Damage: 9. Engineer #2 HP: 8/17


Daisy moves in and uses her powers to attack Turret with Blue-White Bolt. Attack: 11 - Miss


McIntyre and Surzail hang in the doorway to avoid the turret.


Caine moves in and uses an Ion Grenade on Turret. Attack: 19 - Hit. Damage: 12x2 = 24. Turret HP: 0/22. Remaining Ion Grenades: 1

---

Round #2 

Engineer #1 fires his pistol into Caewen. Attack: 14 - Miss


Engineer #2 activates Drone who hovers nearby and targets Daisy with Shock Bolt. Attack: 14 - Hit. Damage: 8. - Daisy Reaction (Hexagonal Shield - Absorb: 7). Final Damage: 1. Daisy HP: 16/17. Casting is truncated to Cantrips for 1 round. He draws and fires a pistol at Daisy. Attack: 11 - Miss


Caewen attacks Engineer #1 w/ Sword. Attack: Natural 20 - Crit. Damage: 8 + 8 = 16. Engineer #1 HP: 0/17 - Slain. She moves to flank Engineer #2 after dispatching Engineer #1.


Po fires a flame bolt at Drone. Attack: 5 - Miss


Daisy fires her SMG at Engineer #2. Attack: 12 - Miss


Caine throws his last ion grenade. Targets Save for ½ damage. Save: 13


Engineer #2: 6 < 13 - Failure


Drone: 12 - Failure


Damage: 6 at Engineer #2 HP: 2/17

Drone Damage: 6x2 = 12. Drone HP: 7/19


Surzail cautiously moves into the room, serving as McIntyre’s bodyguard, covering for her with a scattergun. He moves in and attacks Guardian #1. Attack: 16 - Hit. Damage: 8. Engineer #2 HP: 0/17 - Slain


McIntyre moves in and guards the minions with a sweep of her pistol. Without a drone pilot’s active mind, the drone spins in a haphazard circle before falling to the ground.

---

The party had managed to secure irregulars as prisoners and the vehicle bay, which included a functioning APC. All Caine needed was some time to secure the vehicle, and then after that, a way to open the false cliff face that the initial explorers or rebels created when building the base to maximize camouflage.

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