Pipsy pops the hatch open while Jones sticks the angry snout of his flamer through the opening.
On the other side are a pair of goblin guards, at the ready [d6 = 6; not surprised; goblins = 3 for initiative; party = 2]. The goblin raiders fire their pistols as Jones [d20 = 12 & 16]. One shot goes wide, but the other comes perilously close to hitting Jones, the bullet ricocheting off the hatch lid inches from his head.
The goblins have spread out, so Jones can only get one with his flamer. Someone else could get the other, but only at the risk of shooting past Jones and possibly Pipsy as well.
What are your actions?
[Note: I envision flamethrowers less like the bulky WWII type and more like the sleek hand-held flamers the Colonial Marines had in Aliens]
Jones squeezes the trigger on his flamer and an angry gout of flame engulfs the nearest goblin [d20 = 13, hit; d6 = 5]; the shrieking goblin runs a few feet down the corridor before collapsing.
Diving out of the way, Pipsy gives an opening to Ultravox, who whips out his laser pistol and does his best to blast a goblin [d20 = 7 + 1 = 8; miss]. The goblin reflexively backs away from the blast of searing energy.
Jones scrambles through the hatch and pops off a blast with his laser pistol, nailing the last goblin in the back [d20 = 14+1 = 15, hit; d6 = 4, dead goblin]. It pitches forward face-first onto the deck.
The rest of you follow, checking the bodies. By some miracle Jone's fire hasn't set off the first goblin's ammunition. From each goblin you recover small pouches containing 10 gold coins, along with a pistol, some ammo and a few worthless trinkets.
Down the corridor, coming from the service bay, you hear several gunshots and the occasional BANG! of an exploding fragmentation grenade.
In the other direction, heading deeper into the station, you hear nothing.
Post by crusssdaddy on Aug 3, 2010 21:13:51 GMT -6
*Pipsy motions for everyone to stay quiet, then he moves all stealthy-like toward the service bay, being careful to use shadows and cover to keep himself from being seen. When he gets to the end of the corridor, he'll peek into the service bay*
The Pirate's Shame is to the right, in the service bay.
It is docked at the second umbilical from the corridor leading to the service bay. This is roughly a hundred feet from where the corridor leads in to the service bay and you're a good distance further up the corridor.
The umbilicals are basically pressurized 'tunnels' that extend from the side of the station and clamp on to the airlocks of ships docked at the station. There's a hatch on the station side, through which the umbilical is entered, and another hatch that is passed through to enter the ship's airlock.
Jones, Ultravox and Willow take up positions behind crates and support beams, giving cover to Pipsy as he creeps down the corridor, taking full advantage of the various obstacles to stay out of sight.
At the end of the corridor Pipsy observes four groups of goblins fighting a pitched battle against a dozen or so station defenders. Each group consists of about four goblins, led by a hobgoblin. Their actions appear well coordinated, boxing the defenders into a far corner of the service bay, away from the corridor and possible escape (or reinforcement). There are also a few bodies scattered about the service bay, along with debris from blasted crates and machinery.
The umbilical to The Pirate's Shame is about a hundred feet from the corridor. The goblin teams seem quite intent on the station defenders...if you ran for it you could reach the umbilical in a single round, probably unnoticed. If you attacked the nearest team, roughly 60 feet away, you'd have surprise (but then the other teams would likely notice you).