/q/ - Quest


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File: 1352688097087.png (50.12 KB, 1609x1022, barum.png)


Our intrepid crew formulated their plan: Use the alien shuttle to get to the ship that attacked them, and then blow it up. Blastwave and Starry Night installed the engines from the Blue Dreamer's shuttlecraft into the alien ship, and Ensign Ladybug is reasonably sure that she can get the ship to the target.

The team is ready and equipped for their mission to the alien ship. Should they fail, it means certain death, but the fate of their own ship and crew hangs in the balance…


I shift around uncomfortably.
"What about that communication buoy? We gonna let it sit here or toss it out when we leave or what?"


"They may attack the ship if they see us send it away. Then again, they may not."


"Yeah.. good point sir. Probably still got their creepy eyes on us. We'll worry about it after we jam that bomb up their butts I guess."


Captain Giles' pages you on your suit communicators.

"Boarding Party, zis is Giles. If anything should happen to you, we'll launch ze buoy. No point in launching now and provoking ze aliens or letting zem track ze rocket.

"You're cleared for launch when ready. Godspeed to you. Giles out."

What an astounding coincidence! Great minds truly think alike.


"We should leave instructions for them to launch the buoy if we don't return within a set amount of time though."
How big was that ship? The same size as ours?


It's roughly the same size, yes.


"Look like the Captain's already ahead of ya on that. We ready to ride, boys?"
I look at the eggheads


I nod.



"I think so. Headcount?"
Who all is aboard the ship?


The four of you, as well as Tila (the explosives specialist) and Ladybug.

You could easily fit the rest of the crew in here, if you wanted. There are four remaining members of the security team who have remained on the ship: CPO Charmer, PO Upanga, Sugar Bowl, and Breezy Skies.


"Are you bringing anyone else?"


"Maybe we should leave some behind to defend the ship if they need it? The docs in sick bay aren't really able to fight for themselves ya know."


"Given how strong their marines are, they will need all the help they can get."


Duck out of the ship real quick.
Anything around the cargo bay I could rig a defense turret out of? Customize!

Roll #0 8 + 2 = 10


"I agree."

"There's no point in crippling their ship if they slaughter everyone on ours. If we want to face as few of them as possible it may be possible to use the breaching charge to get in as close to their engine room as possible."


You spend a few minutes rigging together two laser rifles and a repair drone. You manage to weld in a basic IFF system, taken off of one of the shuttlecraft.

The turret will fire automatically. On failures it will take damage (either from the enemy or short-circuiting) and on critical failures it will attack a random ally.


Aww yeah.
"Should I leave this here in case of an emergency or bring this with us?"


"Oh man, I dunno. They could probably use it as a just in case here, but then again we're gonna be fighting stuff for sure. Plus it looks pretty damn awesome…"


"Leave it."


"Maybe I can rig up another one… I'm sure I can find another system I can modify into an IFF system somewhere around here…"
Try to make another one. Maybe even add a shield to it!

Roll #0 8 + 2 = 10


"If we do our job right, we may not give them a chance to board us again. We will need the firepower though."


You make another using the other shuttlecraft's IFF computer and one of the other repair drones.

You weld on a basic shield, but it's just a thin piece of ferro-carbide plating — the stuff you use to patch holes in the bulkhead. It won't provide much protection.


Wipe the sweat from my brow. Aww. Yeah.
"Alright, two automated defense turrets. What should I do?"


"Aw yeah! Nice work braniac! Now get that thing in here so we can introduce it to our big ugly friends across the way."


"Very impressive. How long does it take to set up?"


In order to make room for the IFF, Starry had to take out the drone's motive systems. It can swivel in a 360-degree arc, but it can't move. You'll have to carry it into battle, and it takes a turn to set up.




"Very good. Can you set it up so it will fire out the door when we open it?"


No, but Starry could try to secure it to your space suit somehow.

Any catastrophic failure of the turret might have really bad repercussions for your space suit, though.


"Lug one of them things in here and let's get going!"


Ensign Ladybug leans her head out of the shuttle's doorway.

"Are you ready to go? Giles did say that ship is starting to move. I think we should get going."


"It's movin'? Aw crap!"
I jump out and carry the turret inside

Roll #0 4 = 4


You bring the one with the shield on it into the ship.


"It should be feasible."

"Yes. As soon as we load the turret we can leave."


I'm pretty sure I'm already inside.


I also pull braniac mcmuscles in the ship with us

Roll #0 1 = 1


Set one of those turrets facing outwards and take the other with me!
"Let's go!"


You seal the cargo bay off from the rest of the ship and open it up to the cold void of space. You can't see the alien mothership from this angle, but you know it's only a few thousand kilometers from the Blue Dreamer.

Ladybug fumbles with the alien controls for a moment, consulting her translation tool the whole time. She finally presses a button she assures you is the autopilot, and the alien craft slides out of the cargo bay and into the starry night.

"The alien ship has stopped moving towards the Dreamer," she says, reading her translator's interpretation of one of the many glowing panels at the front of the cockpit.

"I think it's waiting for us."

You can let the shuttlecraft continue its voyage towards the alien ship, presumably headed for its own hangar bay, or you can try to alter course.


"Better not pull anything funny. Let's let 'em think everything's cool."


"Best hope that the engine room is near the hanger then. With luck it will be on the same deck, like ours."


"Let it do what it is programed to do."


"Let's just let it duo its thing."


You decide to let the alien craft continue on its course. Soon you sight the enemy vessel in the cockpit's viewing window. While it's roughly the size of your own corvette in mass, it's shaped considerably different.

It's very angular from the outside — its main hull is roughly pentagonal, you think, though it's rounded out by small plates, like the sort of geodesic dome they use to make basic colony buildings.

The most striking part of the ship are two long, protruding "tusks" out of the front of the ship — at least you think it's the front. What seem to be engines are at the back, after all. You can't tell what they are from here, but Blastwave recognizes those tusks as the ship's main weapon. You don't see any visible windows.

The shuttle positions itself between the long tusks, and you see a huge doorway open up at the middle of the ship. This has to be the hangar.

The shuttle slowly slides through the opening, and you find yourself in an enormous hangar bay — easily three times as tall as your own cargo bay.

You can't see anything from this angle, but you feel the hangar's airlock grind shut behind you. The shuttle is currently closed, but you can open it at any time. What do you do?


"Ladybug, can you figure out if there is a way to remotely see outside this shuttle?"


"Uh, yeah, let me see…"

Roll #1 4 = 4


I say a scared prayer to my goddess, that's what I do

Roll #0 1 = 1


"Yeah, it's this button, I'm pretty sure."
She presses a button, and two huge searchlights on the front of the vessel begin to flash on and off.

"Oh, that's not it."

You say your prayers to a cold and unforgiving universe. Your mind is awash in the crushing reality that you're hundreds of light-years from the mountains and eyries of your home, separated from your family and anyone you ever loved by unfathomable distance and time. Far from finding comfort in the night, as you usually do, you find only coldness and fear.

-1 to your next roll.

Roll #1 2 = 2


She presses another button, and you hear a series of low grunts come out of a speaker mounted in the ceiling of the shuttle. The grunts are followed by high-pitched wailing, like the blast of an ill-tuned trumpet, and then the grunts return.

"Um, okay, that's not it either."

Roll #1 6 = 6


"Emergency blinkers on the shuttle? That's all we need."

"What are they saying?"


I should my laser rifle and stand off to the side of where the entrance was.


"By the fucking starts what am I doing…"


"Guh… that didn't help one bit. Dammit…"
I notice the grunts and wailing and turn to Ladybug.
"What the heck's goin' on out there?!"


She holds up her translation tool and waves it around a little.

"Third time has to be the charm, right?"
She presses yet another button. And a camera display pops up on the cockpit's viewport. It pans for a minute or so, giving you a good view of whatever is around the immediate area of the shuttle.
'r2 1d10'

Roll #1 1 = 1 / Roll #2 3 = 3


Set up my turret!


You don't see anything on the camera immediately. There are several large stacks of boxes in front of the shuttlecraft, however. It looks like this is a combination hangar and cargo bay, just like your own.

"I don't know. I haven't gotten to hear any of their speech, so I have no idea what they're saying, sorry."

You set up the turret so that it faces towards the doorway.


If anyone wants to inspect the camera, they can do so.


"Inside this thing?! C-Can't you tie that thing to somethin'? Fuse it with your jetpack or give it wheels or whatever you smarties can do with a paperclip and some tape?"

"What's it showin'?"
Look at the display

Roll #0 3 - 1 = 2


I do that.


"We have cover in here, and the turret can draw their fire. It is a chokepoint though."

Check the viewscreen.

Roll #0 3 = 3


You don't see anything, only the boxes in front of the ship and the closed bulkhead behind it.

You'll need to roll.


I check the screen.

Roll #0 2 = 2


Nothing, just boxes.


Right… sorry.
"And risk damaging my suit? No thanks."

Roll #0 3 = 3


You also see nothing.


"Hrrm. Seems like we're lucky."
I try to take a god position by where I think the hatch is.
"Open it up when we're all ready."



Roll #0 4 = 4


You position yourself behind the starboard bulkhead, next to the hatch, grabbing as much cover as you can.


I take out my cutlass
"Ready sir!"


I take cover behind the doorway.

Roll #0 9 = 9


I take cover behind anything I can find

Roll #0 8 = 8


You get behind the doorway on the other side of Astro.

You take up position behind Astro.


Draw my rifle and take cover behind the turret.


Crewmember Tila grabs her laser rifle and stands behind Blastwave.

Ladybug nervously punches a few buttons on the panel in front of her.

"Uh, sh-should we open the door now?"


"Do it. We're as ready as we'll ever be."




"Whenever you're ready Ladybug. You stay behind us, got it?"


Ladybug presses the button to open the hatch before diving for cover beneath the cockpit's control panel.

You feel the shuttle's exterior panels begin to fold back, and in an instant the the hatch whooshes open. Bright light from the hangar floods the shuttlecraft.

Your suits read that the atmosphere around you is normal, though higher in certain trace elements than back home. Gravity feels normal, as well.


"Do it already!"


I poke my head out of the ship and look around

Roll #0 7 = 7


I peek my head out and look around.

Roll #0 6 = 6


"Interesting…their planet must be similar to ours."


"Lucky us. Keep your suits sealed though."


You lean out of the ship's hatch and give a quick look around. You see some movement from behind the cargo boxes.

Before you can take advantage of this observation, however, the boxes are sent flying about the hangar, struck by three charging multi-nosed pachyderms. One strikes the side of the ship with a thud, rocking the shuttlecraft back and forth for a moment.

They aren't wearing the space suits you encountered before, but they are wearing thick armored plates around their bodies. Everyone please roll for initiative.



Roll #1 2 = 2


I put a claw on Astro's shoulder
"Let's do this sir!"
Sawbones on him



Roll #0 7 = 7


Shouldn't our turret be firing?


As you pull away from the hatch, an elephant ray gun strikes the top of your helmet, stunning you for a moment.

You fire a quick shot at the lead pachyderm, hitting him squarely on the chest. He seems to falter for a second before returning to his charge.

I'm getting to that

The turret whirs to life and prepares to fire on the incoming enemies.
'r2 1d10' / Roll #2 2 = 2


heh neat

Roll #1 6 = 6


This was actually addressed here:
>You fire a quick shot at the lead pachyderm, hitting him squarely on the chest. He seems to falter for a second before returning to his charge.


I switch to the pulse setting and blast at two of the aliens.

Roll #0 4 = 4


I swing my vibro-cutlass at the lead one's face

Roll #0 6 = 6


I switch to disruptor and shoot again.

Roll #0 7 = 7


The lead alien is on the gangway now. It doesn't look like the gangway can hold more than one alien at a time.

The turret's first shot misses wildly, striking a cargo bin and vaporizing it. The second shot grazes the lead elephant in a gap in his armor.

Your laser rifle spits out a rapid fire of laser bolts, but the heat given off by the weapon causes you to change your aim at the last minute. One of the rear aliens hits you in the paw with his ray gun. You grit your teeth a little at that.

In a fit of bravery, you rush out onto the gangway and strike the lead pachyderm in the face with your cutlass. The sword sings a high-pitched whine as it cuts through the air before landing on his enormous ears. You leave a huge gash in his left ear. You doubt it did any critical damage, but it has to hurt. He stabs at you with his trident, but he fails to hit you as you dance in the air.

Your laser rifle fires a supercharged shot at the leader. The laser bolt strikes his right shoulder, mostly landing on armor. The laser boils off a significant quantity of armor, however, and enough singes his skin to make him let forth a huge trumpet noise from his trunks.

'r2 1d10'

Roll #1 2 = 2 / Roll #2 8 = 8


Fall back behind the lieutenant and blast it from a distance with my blaster! Same one!

Roll #0 1 = 1


Activate Charge all over the party. Irradiate.

Roll #0 4 = 4


Hadto let the dog out.
I shoot the alien on the ramp with a knock-out blast.

Roll #0 9 + 2 = 11


The turret once again misses its first shot before hitting the lead elephant on the top of his head.

You attempt to fall back, only to be caught by the pachyderm's center trunk. He shakes you violently before throwing you off of the gangway and onto the deck. You are now helpless.

You attempt to engage your charging unit's radioactive function, only to mildly irradiate yourself. You shut it off before it can do any real damage, but you feel a little sick.

You line up your gun's sights with the lead pachyderm before firing the sleep ray just as he seems ready to charge the whole boarding team. He careens over the side of the gangway and lands on the deck with a huge thud, only inches away from Gabrielle.


One of the other Pachyderms moves up to the ramp.

Roll #1 2 = 2



Roll #1 4 = 4



Roll #1 2 = 2


I try to get back up

Roll #0 8 = 8


Ugh. I have to get that thing looked at.

Shoot the next one up the ramp.

Roll #0 10 = 10


I hit that one with an explosive shot.

Roll #0 8 + 2 = 10


The turret goes haywire for a moment, shorting out briefly before landing a bolt on Astro's back. Most of it's absorbed by your space suit and armor, but it still burns badly.

You leap to your talons and paws, waving your cutlass at the pachyderm standing on the deck.

You lean out of the hatch and take aim. Your laser fire is deadly accurate, nailing the second pachyderm squarely in the jaw and leaving a long burn pattern across his face. He roars in pain and attempts to return fire, only to fire uselessly in the air.

You follow up your nerdy comrade's attack with a plasma bolt from your rifle. The plasma squirts out of your rifle in a bright purple and white ball before landing on the deck between the second and third pachyderms. It burns both very badly.


'r2 1d10'

Roll #1 5 = 5 / Roll #2 9 = 9


"Ya don't look so good man. Let's see if I can get you feeling better."
Give Blastwave some medicine to help with his radiation situation

Roll #0 1 = 1


I take aim at the third one and fire.
Marksman Shot.

Roll #0 2 = 2


Let's try this again. Charge, Lightning!

Roll #0 5 = 5


The turret stops shorting out for a moment and fires at the creature on the gangway, hitting its legs in a shower of bright red laser confetti.

You fly towards the shuttle's hatch. Right before you get inside, however, a pachyderm laser blast hits you between the wings, sending you tumbling to the deck once more. You hit your head badly on the floor, and you see flashes before your eyes.

As you attempt to draw a bead on the third pachyderm's eyes, the second one finally gathers himself from that plasma blast, firing a single ray blast at your head. Your helmet takes most of the damage, but your corneas burn from the intense light.

The charge unit sparks to life, only to peter out at the last moment. You really ought to run a diagnostic on this thing when you get back to the Dreamer.

The second pachyderm — the one on the gangway, attempts to get up.


and the turret fires again
'r2 1d10'
'r3 1d10'

Roll #1 8 = 8 / Roll #2 6 = 6 / Roll #3 1 = 1


"Argh not… again…"
Back up!

Roll #0 8 = 8


I blink a few times and hit the second alien with a disruptor shot.

Roll #0 1 = 1


Lucky me.

I take aim and shoot the one on the gangway again.

Roll #0 2 = 2


The second pachyderm climbs to his feet and moves up the gangway.

The turret nails him in his armor plating, but this does not stop his advance.

You again leap to your feet, ready for action, though your head is still very sore.

You try to shake off the laser burns, but it doesn't work. Your shot misses terribly, and the pachyderm on the gangway fires at you twice while you hang out of the hatch. You crumple over from the pain. Your suit lets you know that your stomach is very badly burnt, but you knew that from the intense feeling of excruciating pain, as well as the smell of burnt fur and flesh.

You are now helpless.

He easily dodges your laser shot and returns fire with a blast of his own. Your arm gets caught in the blast and you let out a yelp of pain.

The second pachyderm is at the top of the gangway by now. He prepares to charge the interior. Everyone who isn't helpless and who isn't AFK (so, Blastwave) roll twice — the first for your action, and the second for the dodge.

Tila attempts to fire at the pachyderm.
'r2 1d10'

The turret fires
'r2 1d10'

Roll #1 8 = 8 / Roll #2 7 = 7


'r2 1d10'

Roll #1 5 = 5 / Roll #2 1 = 1


I back up and switch back to disruptor mode, attempting to drive him out of the doorway.

Roll #0 9, 9 = 18


I try to hit the charging alien with a knockout blast.

'1d10' to duck back into the ship and out of the way of the alien

Roll #0 4 + 2 = 6

Roll #1 2 = 2


I quickly try to bandage up Astro '1d10+2' then roll out of the way 'r2 1d10'

Roll #1 8 + 2 = 10 / Roll #2 7 = 7


The little goat leaps backwards from the charging alien and frags him with a shot to his side, slicing open a long gash across where his ribs probably are. Yep, those are ribs.

The turret whirs and clicks before shorting out.

You effortlessly dodge the clumsy pachyderm's assault as your laser rifle's surpercharger kicks in, burning the skin across the back of his skull and sending him crashing to the deck. He's still inside the shuttlecraft, but he's down for the moment.

As I said, you didn't need to worry about rolling out of the way. He only charged those standing.

You quickly reach for the sleep-ray packs and load your ray pistol before shooting the giant in the stomach. You hit him dead-on, but it's not an ideal location. He'll probably only be out for a little while.

As he falls from the combination of Blastwave's impeccable accuracy and your sleep ray, you make an ill-advised roll under him. His falling legs land on top of you, knocking the wind out of you.

You fly inside the shuttle and dodge the alien's falling body. You drag Astro out from under him and return him to his feet after applying some steroidal anti-burn injections.

The third alien moves up to the gangway.


The turret fires.
'r2 1d10'

Roll #1 6 = 6 / Roll #2 6 = 6


"Egghead, on you!"
Switch my sawbones over to Blastwave


I shoot a dart full of omnipoison at him with my raygun.

Roll #0 8 + 2 = 10


Switch targets and fire at the charging alien.

Roll #0 10 = 10


The turret ignores the fallen pachyderm in the ship for the one outside of it, hitting the approaching pachyderm

You fly over to Blastwave and pat him on the back.

You switch to the anticoagulant radiation setting on your pistol — not a setting that the RSF Marines encourage, but one that might be necessary. The plasma arcs out from your ray pistol, landing across the alien's flank. The wound gushes dark red blood.

You sight the alien with your visor and land a laser bolt square between the eyes. The laser doesn't appear to have done much permanent damage, but he's down for the moment, stunned and bleeding.

The second pachyderm attempts to wake up

The turret fires
'r2 1d10'
'r3 1d10'

The first alien attempts to wake up, too.
'r4 1d10'

Roll #1 3 = 3 / Roll #2 4 = 4 / Roll #3 10 = 10 / Roll #4 2 = 2


One more attempt at finding medicine for Blastwave's radiation!

Roll #0 1 = 1


I take the time to aim at one of the downed aliens then it with with a disruptor shot.

Roll #0 1 = 1


I put a few bolts into the downed one inside the ship.

Roll #0 9 = 9


The turret, faced with no moving targets, fires a long blast of laser at the pachyderm lying in the center of the shuttlecraft.

Your movement startles the turret, which fires at you. It slices open your space suit, and you feel your right hind leg is torn open. You crash into the shuttle's deck. You don't feel very good. Maybe you need some of that medicine yourself.

You are helpless.

You take the time, but the disruptor setting shorts out the laser rifle for a moment, and your paws are burned. As you drop the laser rifle, its disruptor blast does not shut off, and you burn a good deal of your torso, as well.

You crumple to the shuttlecraft deck. You are helpless.

You mercilessly frag the helpless elephant. He squirms a little but remains unconscious as you slice open his belly. The wound cauterizes instantly, but it's still a gruesome sight.

The turret fires:
'r2 1d10'

The first pachyderm tries to wake up
'r3 1d10'

The second pachyderm tries to wake up
'r4 1d10'

The third pachyderm tries to get up
'r5 1d10'

Roll #1 2 = 2 / Roll #2 3 = 3 / Roll #3 4 = 4 / Roll #4 7 = 7 / Roll #5 1 = 1



Roll #1 1 = 1


I try to get up.

Roll #0 7 = 7


Lousy gun…
Get up!

Roll #0 8 = 8


I shoot him again.

Roll #0 9 = 9


The laser shorts out and hits Tila in the stomach.
The pachyderm within the shuttlecraft rises ponderously to its feet, blasting out a deafening round of trumpet from its trunks.

The third pachyderm, outside of the shuttlecraft and lying on the ground, attempts to crawl to its feet, too. Its legs fail, and hits the ground with a thud.

You spring to your feet, staring the risen pachyderm right in the face. Its eyeballs are blood red — probably from some wound. It couldn't be from rage, could it?

You flap your wings until you're back in the air, hovering within the shuttlecraft.

As he rises, you hit him in the side. He winces but seems to be none the worse off.

The turret is broken for the moment. Tila attempts to effect emergency repairs.

The first pachyderm attempts to wake up.
'r2 1d10'

The third pachyderm attempts to get up.
'r3 1d10'

The second pachyderm begins flailing its trunks wildly in an attempt to knock all of you down. Roll to perform an action, and then roll to dodge.

Roll #1 8 = 8 / Roll #2 3 = 3 / Roll #3 7 = 7


Tila's dodge

Roll #1 6 = 6


Dodge and switch back to disruptor mode. Try and aim for a spot not covered by his armor.

Roll #0 2 = 2


Please roll again.


Again, bandage up Astro '1d10' then do an awesome flip out of the way 'r2 1d10'

Roll #0 8 + 2 = 10

Roll #1 9 = 9 / Roll #2 7 = 7


I stick my ray gun into it's eye and fire, then roll '1d10' to jump backwards out of its reach.

Roll #0 1 = 1

Roll #1 9 = 9



Roll #0 7 = 7


Oops. Ignore one of those rolls



Roll #0 2 = 2


Tila dodges the flailing trunks as she applies sonic wrench to turret. It seems to be fixed, whirring to life once more.

The third pachyderm finally manages to get to its feet and runs up the gangway.

As the disruptor charge powers up, you leap out of the way of the elephant's trunks. He still manages to stab you with his trident, which causes you to miss. You frag one of the shuttlecraft's consoles, and it erupts in a shower of sparks.

You roll out of the way and attempt to fire into the elephant's eyes. Instead, he whacks you with one of the trunks and sends you sprawling…

Until Gabrielle picks you up. The Griffon dodges the pachyderm's tendrils mid-flight before picking up Astro from the ground and depositing him on his feet once more. She bandages an open gash in his leg and stabilizes his wounds.

You emerge from that access hatch full of wires and stuff and blast the pachyderm. Or, rather, you would, but he kicks you in the head. Ouch.

The turret fires.
'r2 1d10'

The first pachyderm tries to wake up

The third pachyderm is at the top of the gangway.

Roll #1 10 = 10 / Roll #2 2 = 2



Roll #1 5 = 5


I shoot the third alien with a knock-out blast.
"Why don't these things die?"

Roll #0 6 = 6


Okay! Charge at one of 'em with my vibro-cutlass!

Roll #0 3 = 3


"We will need another ride out of here!"

Keep shooting at the one inside with us.

Roll #0 2 = 2


The turret lands a shot right at the second elephant's head, sending him crashing to the ground.

because they've got like 7 wounds
The sleep ray strikes the alien at the top of the gangway. He crumples over and lands on the deck below.

You charge the second pachyderm. As he falls to the ground, however, his shoulder hits you right in the helmet, knocking you back and stunning you for just a moment. You quickly shake it off.

You try to take aim, but you find yourself in the crashing elephant's path. You roll out of the way, only to hit your helmet against the bulkhead. It's not a big deal, but it hurt a little.


'r2 1d10'

First pachyderm

Roll #1 5 = 5 / Roll #2 3 = 3



Roll #1 3 = 3


I shoot at one of the grounded aliens.

Roll #0 3 = 3


Fine! I'll just stick to what I do best. Fix up Blastwave

Roll #0 1 + 2 = 3


Keep trying to down that pesky pachyderm.


Roll #0 8 = 8


Shoot whoever the fire is being focused on!

Roll #0 3 = 3


The turret sputters before shorting out. Fortunately, it doesn't shoot any of you.

You miss. The ray gun shorts out in your paw, giving you a vicious shock.

Your laser rifle erupts once more, and an arc of green plasma lands on the elephant. His body is instantly incinerated, and you're left with nothing more than a pile of ash.

Given what happened to the first alien the crew killed, this is a relatively pleasant experience.

Both of you get too close to Blastwave's plasma arc. Starry is burnt, but his suit takes most of the damage.

Gabrielle, however, is badly burnt on the talons and sent to the deck. She needs medical attention. Probably from herself.


'r2 1d10'

First pachyderm
'r3 1d10'

Roll #1 1 = 1 / Roll #2 6 = 6 / Roll #3 3 = 3


Get.. back… up…ohlunathishurts

Roll #0 10 = 10


I take aim at the last alien's belly with my laser rifle and fire a disruptor shot at it.

Roll #0 3 = 3


Return fire! Disrupter shot!

Roll #0 1 = 1


> return fire
Dont't return fire!
Why can't I reeeeaaad ;_;

Roll #0 10 = 10


Take out that last one.

Roll #0 1 = 1


The turret can't see anything from this angle. Both aliens are on the deck underneath the gangway, and it can't sight them. It whirs and clicks before hibernating.

You push yourself back onto your paws and administer a quick dose of euphorazine. You're still badly hurt, but you probably won't die if you get hurt again. Your training tells you that you still need medical attention, however.

Your laser rifle goes wild in your hooves, practically leaping out of your grasp as you shoot at the third pachyderm — underneath the gangway. The laser rifle's shot veers into the shuttle. You are burned and thrown to the deck, helpless.

The engineer's shot strikes you in the face. You are badly burned, but Gabrielle's quick attentions keep you on your feet.

Starry Night's laser fire also hits you, though the wound is not so bad.

1st Pachyderm

2nd Pachyderm
'r2 1d10'

Roll #1 5 = 5 / Roll #2 4 = 4


"It's just two of them, come on!"
I jump out of the shuttle and shoot at one of them.

Roll #0 5 = 5


"AGH! Fucking rifle!"
Try to get back on my hooves!

Roll #0 5 = 5


I help Starry Night back up

Roll #0 9 = 9


I lean out and hit burst fire mode.

Roll #0 10 = 10


You jump out and start firing at the third pachyderm. His motionlessness aids your aim, and you open up a large wound on his back.

Gabrielle helps the egghead to his hooves.

You strike both sleeping pachyderms, burning their hides badly. Their gray skin is now pockmarked with laser wounds.


'r2 1d10'

Roll #1 7 = 7 / Roll #2 8 = 8


I take aim at one of them and fire a disruptor blast.

Roll #0 8 = 8


"I'm startin' to get pissed off here!"
Blast one of 'em

Roll #0 10 = 10


Keep at it.

Roll #0 10 = 10


Fire my modified pistol at one of them!

Roll #0 6 = 6


Both pachyderms rise to their feet and shake off the sleep ray. The first is obviously more stunned than the second, though he is also noticeably less wounded.

You strike the third pachyderm in the armor plating around his head. It boils off in an instant, saving him from the worst of the blast, but he is still burned.

You both take aim at the third pachyderm. Blastwave hits him in the back of the neck, sending him stumbling. Gabrielle leaps up and slices the pachyderm with her cutlass. It sings as it lands in elephant flesh, and it becomes firmly embedded in the elephant's skull. The alien creature crashes to the deck, dead.

Gabrielle pulls her sword from the alien's skull. It's coated in deep red goo and purplish brain matter.

With the others focused on the third pachyderm, you land a shot on the first, leaving a small gash on the top of his forehead.

The last pachyderm stomps his feet and prepares to charge. Everyone roll twice — first for action, then to dodge.


I fire an explosive shot at one of its legs and roll to the side.

Roll #0 8 = 8


second roll, please


I dodge '1d10' then JAM MY CUTLASS INTO IT 'r21d10'

Roll #0 7 = 7

Roll #1 2 = 2



Roll #0 8 = 8


I switch back to disruptor and shoot.

Roll #0 5, 5 = 10


Dodge and aim for the gash!

Roll #0 3, 2 = 5


You artfully dodge to the side as he charges past, you line up the plasma bolt perfectly. It lands on his back, burning him as it boils away.

You fly up and over the pachyderm, but you cannot land a blow with your sword. Instead, he jabs at you with his trident. The blow he delivered to your leg is hardly a grave wound, but it hurt.

You barely dodge the pachyderm, and the resulting blast from your laser rifle hardly touches him. While you were a bit shaken up on the play, he didn't really touch you.

He nails you with his ray pistol before slamming into you with his tusks, gouging your belly and slicing it open. You're wounded, but you manage to stay on your feet.


"You got my attention muscles!"
Switch sawbones to Starry Night


I shoot it again.

Roll #0 2 = 2


We have to be doing something.

Shoot it again!

Roll #0 1 = 1


You fly over to Starry Night and focus your attentions upon him.

You miss wildly, and the pachyderm returns fire with his own ray pistol, singing your space suit's chest piece. The blow knocks the wind out of you for a moment.

As you take aim, the pachyderm throws his trident at you. It hits your sternum with surprising force, gouging open three large round wounds in your chest and knocking you to the ground.


I ignore the pain and keep shooting.

Roll #0 6 = 6



Get up and return fire!

Roll #0 4 = 4


Lift Blastwave up

Roll #0 9 = 9


That you do. The combination of training and adrenaline drives you forward, and you land a shot on the pachyderm's head, stunning him momentarily.

You struggle to your hooves, faltering…

But Gabrielle soon arrives to pick you up.


Keep on shooting.

Roll #0 4 = 4


"Man you're messed up…"
Bandage up Blastwave

Roll #0 10 + 2 = 12


"My thanks, medic…"

Focus, and pick this last alien bastard off.

Roll #0 10 = 10


"Fuuuck… die already!"
Dig out a charge pack and modify it to blow!
Then throw it! '1d10'

Roll #0 2 + 2 = 4

Roll #1 3 = 3


As you raise your rifle's sights, the pachyderm's ray gun finds you first. You take another shot to the chest, though it is not serious.

You apply several medical creams to Blastwave through the tears in his suit.

Noticing that you are pretty badly wounded yoruself, you patch up a cut to your right hind leg.

Your laser fire lands squarely on thealien's noses. His trunks scream in pain and his mouth lets out a low grunting growl of its own. He is badly wounded.

You quickly throw a charge pack that you hastily modify. It lands about twenty meters beyond your target and fails to explode.


I take a few deep breath then steady my aim and fir a disruptor shot at it.

Roll #0 7 = 7


Fix myself up the rest of the way.

Roll #0 1 + 2 = 3


Disruptor. Let's finish this thing off.

Roll #0 5 = 5


Let's try that again…
Take a deep bre- no don't do that.
Ignore that your stomach is split open and try that again!
Modify another charge pack and THROW! '1d10'

Roll #0 5 + 2 = 7

Roll #1 10 = 10


You blast the alien on the ground. His rib cage is plainly visible after the wound you deliver.

You attempt to patch yourself up with a dose of euphorazine, but you administer far too much, and you throw up in your helmet for the second time today.

You graze the creature, but don't manage to harm him much.

You ignore the pain and focus on your work. Red phase plate to green phase plate, crosswire the safety mechanisms, and then emulate all of the best pitchers back home with a perfect strike to the creature's wounded sides. The power pack becomes lodged in the alien's rib cage. He lets forth a final trumpet before it explodes. Also for the second time today, you explode an alien elephant, though this time much more completely than the first half-job. His remains land throughout the hangar bay, covering the shuttlecraft and cargo bins with dark red flesh and blood.

All of the aliens are dead.

We'll pause here for the night. We'll figure out a night to pick it up again later.


File: 1352857877028.png (19.7 KB, 1609x1022, broken tusk.png)

Our crew landed the alien shuttle in its mothership and established a foothold in the alien warship. Though the fight was difficult, with the help of Starry Night's laser turret and a great deal of plasma fire and improvised high explosive, the crew of the HMS Blue Dreamer defeated a squad of pachyderms that attempted to repel them.

The boarding party now stands in the hangar bay. It is a huge, open space, much taller than their own ship's cargo bay. Towards the bow of the alien ship (well, presumably it's the bow) is the hangar bay door. Towards the stern are stacks and stacks of cargo bins.


Oh god not more puke. I hope this ain't gonna become a thing with me


Also also heal up Starry if he still has a messed up stomach 'r2 1d10+2'

Roll #1 3 = 3 / Roll #2 9 + 2 = 11


Limp over to the cargo bins and examine 'em. Anything potentially useful?

Roll #0 1 = 1


Inspect the cargo bins and the rest of the room.

Roll #0 4 = 4


You still feel a tad nauseous, but you manage to keep down your stomach's few remaining contents long enough to suture up Starry Night's belly.

You trip over one of the bins. Inside is a bunch of what appear to be small shelled nuts.

The cargo bins aren't very neatly stacked, you notice, and you can't see over them without trying to climb up over them. You hear something rustling near some of the boxes on the starboard side of the bay.


Charge my laser and approach the sound cautiously. I motion to Gabrielle and Starry Night to go up.


…Small shelled nuts?
I draw my pistol as well, and-
I never retrieved my turret, did I?
Go get it!


"Nice goin' muscles. Trying to break yourself right after I fix you up."
I pull him up

I nod and do the same

Roll #0 2 = 2


"You try walking around with your guts threatening to spill out… not fun."


"Then wait for the gal with the medical trainin' to fix you up before you stumble around like that!"


There's something moving around in one of these bins. You can open it up, if you want.

You go back to the shuttle and start dragging the turret with you. It's pretty heavy.


"Stay alert."

I take aim and pop open the bin.


"Bah, waiting's for sissies."
Check the… intact elephant's suit and see if I can scavenge some kinda propulsion system from it.



Roll #0 3 = 3


I brace myself for whatever's inside

Roll #0 1 = 1


You note that these aliens weren't wearing any sort of space suits. Instead, they were wearing some sort of heavy ablative armor. You rip off one of the panels, but you're not sure what use it will be to you.

You point your laser rifle at the bin and quickly press the button that pops it open, keeping the barrel of the laser fixed firmly on the bin the whole time.

The bin opens in a flurry of feathers. You hear a loud screeching noise as soon as the lid pops off, but there's no movement for a second. Then, the figure inside emerges slowly, its two huge, yellow eyes fixed on your gun.

In front of you is what looks like a huge bird — long-billed and covered in deep purple feathers, roughly as big as you. It clatters at you in an alien tongue for a moment before supplicating itself before you — both wings outstretched on the ground as it kneels in a kowtow.

The feathers scare you, ironically, and you dive behind one of the other bins. Not your finest display.


Why not.
Attach it to my turret and further shield it!
Also ignore everything that's going on around me because SCIENCE.

Roll #0 7 + 2 = 9


I come up and timidly stand behind Blastwave


Scan it.

"A friend of yours, perhaps?"

Roll #0 8 = 8


You weld the armor to the front of the turret.

It has another hit now.

You wave your scanner over it.

It's has a pretty similar physiology to the birds of your home planet, you note: Brain up top, two wings, two legs, two eyes. The gastrointestinal and cardiovascular tracks look strange, but you're no doctor or biologist.

The only weird bits of its physiology are the two sets of feet and talons on the end of its wings, somewhat like a bat.


Make an emplacement a safe distance away

Roll #0 2 = 2


You try to set up a fortified position using some of the cargo bins and bits of blasted alien armor, but it falls apart as soon as it comes together. Oh, right! You should weld it together instead of precariously balancing everything!


"Don't look like anyone I know. AND THAT'S RUDE, EGGHEAD!"
I flick him on the back of the head


"Ensign Ladybug? We may have need of your services over here."


Maybe I can scavenge something el-
is that a giant bird.

Just gonna ignore that. Not even gonna get involved with Gabrielle's freaky cousin or something.
Search through the crates for any parts for a propulsion system.
Should I lay off on trying to build up the turret some more?

Roll #0 2 = 2


Flick my head
Let's do this properly now

Roll #0 7 = 7


"You are quite similar in many ways. It's possible that you might be related through convergent evolution."



Ladybug climbs out from where she was hiding and trots out to your position. She sees the alien bird and runs up to it, waving her translation tool the whole time. She starts chattering at the bird in an attempt to communicate with it.


You can do whatever you want.
You don't find anything that looks like a propulsion system. There's some jars of something in this bin.

You weld together a few bins. You have a reinforced position now at the bottom of the gangway that leads up to your shuttlecraft.

Roll #1 5 + 2 = 7


"Kinda missing the most important half, jerkface…"

Roll #0 8 = 8


I give her a little poke to get attention.
"So what's it sayin', Ladybug?"


Alright, cool!
Jars? Neat.
Pick one out and look at it.

Roll #0 8 = 8


"If you want a more accurate assessment, I would require a tissue sample from both of you. Are you offering?"

Scan the catbutt in my face.

Roll #0 3 = 3


Good, now make another in front of it.

Roll #0 5 = 5


Your catbutt is really nice. If you had to guess, it was better than 80% of the catbutts out there. It's really round and pretty, even stuck in a space suit.

Ladybug takes off her space suit's helmet to show that she has nothing to hide.

"I… AM… LADYBUG. LADYBUG." She points at herself. "YOU?" She points at the bird.

The bird responds with a series of clicks and whistles. Ladybug's translation tool buzzes as it computes all this new data and spits out some bird noises. The bird, Ladybug, and translation tool talk with one another for a few minutes.

"I think we can talk," Ladybug says. "You'll have to talk into the translator, though. I don't think we can make those sorts of sounds."

"That won't be necessary," the bird says. "I can copy you well enough." Its voice is an imperfect mimicry of Ladybug's — like she was tallking through a short-circuiting radio.

"I am Seedpouch. And you must be the aliens who killed my masters."

Your instrument fails to accurately estimate the cattbutt's prettiness.

It's full of some sort of paste. Looks like zinc carbide — the sort you use to seal up the antifusion drive's leaks.

Your welding job isn't that good, and you doubt it will hold up to any sort of fire.


Ooh, that could be potentially useful.
Pocket it and give these crates one last try for a damn propulsion system. There's gotta be SOMETHING here!

"Why's Ladybug talking to herself?"

Roll #0 7 = 7


"That thing… oh man it sounds just like you! Do me next come on!"

Roll #0 5 = 5


"Masters? They practice slave labor?"


Knock it down and scan to see how many doors there are, and assess their useablility

Roll #0 1 = 1

Roll #1 6 = 6


"A slave? No, I'm a…" he whistles at the translation tool and its computerized voice says, "SERVANT."

"…a servant. The Broken Tusk clan pays my people for my services as a manservant and translator."

He clucks in what seems like a laugh before saying, in an eery version of your voice, "I am a silly-looking alien."

You find some wheels. They look like they go to something bigger, but they should easily support the weight of the turret. You'll need to fashion a drive train of your own, though, if you want it to work.

You don't see any doors nearby, save for the giant hangar bay door behind you. It works pretty well, you think.


Screw it.
Just attach the damn wheels, fashion a handle and push it.
It's a push cart turret now.

Roll #0 10 + 2 = 12


"T-That's not me at all!"
I huff and give him a glare.
"Anyway ya jerk, your masters are a bunch of dicks that attacked us. If you're working for 'em then tell me why I shouldn't smack you around right now!"


Look for something to repair and repair it
"…wasting time"

Roll #0 2 = 2


"We plan on disabling their ship so ours can escape. If you can provide us directions to the engine room, we will give you passage out of here."


"We're gathering information and I'm upgrading the turret. I've yet to get any reports saying that our ship's been attacked again, so we should play this safe."


It glides around with ease on the giant wheels you attached. You even fashioned a hand-brake, to keep it from sliding around.

He gives you a confused look. Well, you assume it's a confused look. With those huge eyes, he always looks vaguely startled.

"Because I have…" Again he sings at the translator. "SURRENDERED," the electronic box spits out.

"…surrendered. To kill me now would violate all…"


"…propriety. It would be most…"


"…disgraceful! You can't kill someone who has surrendered! No advanced species known to the Paathi has ever been so barbaric!"

He seems to be a bit agitated at your suggestion.

You try to fix up the console Blastwave shot in the shuttlecraft. You don't even know where to start on this alien equipment, though.

"Why should I help you, when you threaten me? Why should I trust a race that threatens to hurt a surrendering manservant?"


Aww yeah.
Give it a push and hop on top of it, and ride it over to the group.
Rolling to not let out a childish whoop of joy.
"Wait, what was that? Who's threatening to hurt who?"

Roll #0 5 = 5


You let out a little yelp of happiness. You stifle it a little.


"…So you butts kill a bunch of our crew without warning and want us to take your surrender seriously? Pfft. Be glad I'm a sweetheart."
I roll my eyes and turn around, then scout out the place. No visible doors, right? What about access hatches or vents?

Roll #0 4 = 4


"Say we get attacked while we're at it."
Come on just start coupling wires and weld parts together

Roll #0 1 = 1


"Ohmygoshmuscles is that a moving gun and can I have one!?"


"Our medic does not speak for the rest of us. We must complete our task with or without your help though. Your assistance would be appreciated, but is not required."


"That is the way of the…"
"Yes, that."

You give yourself a pretty bad shock when you try to cut a power coupling from a maintenance hatch.

"You have shown that you are stronger than my masters. Honor demands that I surrender and be…"
"…absorbed into your clan. I will help you, but you must promise to take me with you."


There aren't any obvious hatches or vents nearby, but you note that there's a lot of light coming from the direction of the bow — past all of the cargo bins.


"Those were the terms proposed. Can you provide us with a layout of the ship?"


I point out the direction of the light to everyone else.
"Fun times over there, boys."
I turn around from Seedpouch (with my pretty cat butt facing him) and huff


Try to get up and dust myself off, checking for injuries

Roll #0 9 = 9


"Fine by me. Welcome aboard, erm… don't quite think I caught your name."
You know… I should probably find that rifle I lost.
I hop off my turretcar and go look for it.

Roll #0 6 = 6


"Yes, but first…"

He lightly taps you on the helmet.

"…token resistance. Honor demands I at least do that much before surrendering."

"The ship's engine control is on the second deck, one deck up from here. The…"
"…doctor and sleeping areas are there, too."

"The top deck has the leader's room, as well as the ship's main control room."

Your head buzzes a little, but you should be fine.


You find the rifle lying near the gangway.


Attach it to the turret!
Last mod for the turret, I swear!

"Alright, that should be enough for now. We going somewhere?"

Roll #0 9 + 2 = 11


"Thank you."

I wander off in the direction of the light.

"Are you always this cordial during first contact situations?"


Join the party


"Our 'first contact' already happened. Ya know, with lots of blood and puke and impaling?"

I admire this amazing thing. Wow


You attach the rifle to it. +1 to hit now.

You wander through the boxes for a few minutes before reaching a clearing. Extending up from the center of the clearing, all the way up to the ceiling, is a long translucent tube.It radiates light from the inside.


"Not with this species."

"Impressive. When we return we should devise a motive power system for it."


"Ugly bird (that's that thing) is gonna tell pretty bird (that's me) where to bust stuff up at"

"H-Hey muscles, think a gal can have a chance to ride on that…?"


"Hey! You find something over there?"
I push my turret-cart of death over to him.
"Mm. Ideally, I'd like to rig some kind of flight based propulsion system to it, so it has more mobility, but this'll do fine enough for now."
"It supported my weight, so… sure, I guess?"


Make another emplacement with the boxes, heh, then follow Starry Night

Roll #0 7 = 7


I jump on the cart
"Aww yeah. You're my favorite egghead!"
I stroke the turret.
"Let's go!"

Roll #0 6 = 6


You stack a few boxes on top of each other and weld them together.


"Hmm… you know, hop for a sec. I wanna try something."
Use my EARTH PONE STRONK strength and try to lift the turret on my back.

Roll #0 6 = 6


"Perhaps, but that may be situational. Regardless, it will protect us nicely as we go up this lift."


You stick your nose under the cart and lift the turret with your back. You struggle, and your knees threaten to buckle, but you can carry it like this, even with Gabrielle riding on it.


>even with Gabrielle riding on it.

Roll #0 1 = 1


Oh hell yeah!
I look up to Gabrielle and grin.
"Enjoying the ride, Gabby?~"
Anyways, there's a tube here or something?

Roll #0 10 = 10


You giggle like a schoolchick.


The tube glows with an eery light. With the giant turret on your back, you struggle to reach the scanner on your belt, but you manage to get it out and wave it around a bit.

There's a strong gravimetric charge to the tube. It's like some sort of miniaturized tractor beam, you think — something far beyond the abilities of pony science.

Probably, you walk in and ride the tube up to your intended destination.


The starboard side of the tube rises. The port side pushes down.


Make another emplacement somewhere else and then return to the party

Roll #0 1 = 1


"Seedpouch, do you know where this leads to?"


I nod a whole lot
Rolling to stop the giggling and act all calm and cool like

I'm still on the mobile turret on his back right?
"Awww yeaaaaaaaaah!!"


You attempt to weld together two boxes in front of the lift tube, but the alien metal just refuses to melt.





Roll #1 10 = 10


"It goes up to the next floor. The right side will take you up. The left side takes you down."

"Of course, this is the bottom deck, so there's nowhere to go but up."

You came here to kick ass and chew bubblegum. And you're all out of gum.


Only way to go is up I suppose.
I walk into the right side!


I lean against the turret as best I can and motion like I'm putting a sweet pair of shades on


I follow.


"I did what I could here. We going?"


"Seedpouch, what sort of guard does the commander of this ship have, and what sort of guard does the command room have? Is there a secondary command room?"




I follow him.


You all (plus Ladybug and Seedpouch) step into the shaft. You skin tingles a bit, like you've been charged with static electricity, and you begin to rise slowly towards the next deck. In a few seconds, you see an exit from the shaft. You may exit here, if you wish, or you may continue to the top deck.

"This ship has a crew of ten, not including me. Two of the Broken Tusk Clan were sent to your ship, and three were sent to deal with you when you arrived here. There is the doctor and the engineer and the clan leader, too. The last two warriors were with the captain when he sent me to translate for your surrender, but he may have sent them elsewhere after I left."



I stare at the strange lift.

"Only ten? Are they all combat personnel?"


"Really? Good. This is our stop, team. We're going to the engine room to return a favor."
I step out of the lift with my laser rifle shouldered.

Roll #0 10 = 10


"Engine control's here. Let's stop and… deposit our little 'present.'"
I still have the bomb, right?


"Uh huh… can we just blow up some engines and save ourselves the trouble of findin 'em and smackin 'em all around?"


"And maybe leave behind a breaching charge or two as a present."


"This is a…"
Ladybug holds out the translator for Seedpouch.
"…scout ship. It is, of course, small and lightly-armed."

"All Paathi are trained in the arts of war, alien."


You step out of the lift and look around. There don't seem to be many bulkheads on this ship — it's just like an enormous cargo hold. Towards the bow, you can see a few lumps of fabric on the deck — beds, perhaps?. It's far too dark for you to see much past that. It seems these aliens have better night vision than ponies or dogs.


Diamond Dogs have good hearing, don't they? Can I hear any movement in the dark?

Roll #0 4 = 4


Pretend I'm lifting up a sweet pair of shades and peer at those lumps

Roll #0 10 = 10


Look towards the stern. Is there anything that looks like an engine room?

Roll #0 8 = 8


You can hear some grunts coming from towards the bow, and the low humming of the engines seems to intensify towards the stern.

They are, indeed, beds. It doesn't look like they have individual sleeping quarters here. Everyone just sleeps on the deck.

You peer around the tube and see a long corridor that leads to a lot of light and noise.


"Sounds like they are at the bow and our objective is the stern."


Is my turret picking up on anything?
Temporarily disable its attack and just let it detect enemies.

Roll #0 10 = 10


I twitches a little at what is probably movement towards the bow.


"Agreed. We could plant the bomb now and attempt to escape if you still have faith in the shuttle."


"It… it twitched!"


"If there are only five left we may be able to take them by surprise and capture the ship."

I stop and think for a few seconds.

"Command would let each of us name our reward if we can capture this ship, I bet."


"Yeah, it's detecting something. Towards the bow. Probably more of the bastards."
"After the beating it took back when we boarded? Hell no!
…Plus, imagine. If we brought this ship ba-"
"Forget the rewards! Imagine the sheer TECHNOLOGY in this ship! Imagine the leaps and bounds we could advance if we brought this back!"


Ensign Ladybug speaks up,
"The High Command would certainly like to look at all this technology, I'm sure…"

"…but it's a big risk."


"Maybe I could get my own turret and my own beefcake to carry it around…"
I stroke the turret I'm riding and drool a little.

"Ya wanna blow it up, Ladybug? What about my own big gun?!"


"Was there a secondary shuttle in the hangar we landed in? In the heat of the moment I forgot to check."


"True, but we were taxed to capacity fighting just three of the aliens. There is no telling what they might be using against us in their own ship."


"That yields a big reward. I say we go for it."
"We were trapped inside the shuttle and the first time we didn't know what we were up against."


There wasn't. That might explain why they never sent another boarding party over.


"Given the similarity of our technology, it might not take long to figure out how to control this ship. We may want to plant the bomb first though, as a last resort."


She blushes a little and avoids eye contact with you.


Can our suit radio's reach our ship from here, or would we have to use the ship in the hangar?


There will be a slight delay, but unless the alien ship's hull is shielded against low-band radio frequencies you should be able to get a message back to the ship.


"Pffft. It's hard to tell since you're already a sweet red, but if I didn't know any better I'd say you're blushin'. Got a thing for big barrels?"
I run my claw along the turret and wink at her

Roll #0 9 = 9


She's… rubbing my barrel.
Rolling not to blush.

Roll #0 5 = 5


"I-i-i think we need to keep our minds on the mission, Gabrielle."


"Could you two avoid courtship rituals until we are out of the hostile alien ship?"


"Find a place to stow your barrel after we get back to the ship. Here's the plan. We cripple the ship and signal the Bluedreamer to come along side and pull close enough for the rest of the security team to board. If they have to they can use the emergency tethers to tie the ships together. While they are doing that we fight our way back to the hanger to keep the landing area clear."


I pause and think for a second
"Well… we might die here after all…"

"Action! I like the way you think sir!"

Roll #0 4 = 4


I don't know what that roll was for. Ignore it I guess!


"Understood. Engineer, we should go prepare the bomb."


"Stow my barrel- she's cute but i'm not going to be going and hitting on the first mare rubbing my barrel!"
I nod.
To the stern!

Roll #0 5 = 5


"Once we get to the end of the tunnel have the turret cover our rear."
I follow him.


"Riding this thing into battle is my mission~!"

"Yeah well… I'm not gonna drool over the first bulky strong cute stallion with a big gun I see either! Hmph!"
I stick my beak upwards with an annoyed expression and ride along


So is everyone going down to the engineering section?

Please say yes and don't make me handle split ups again


Still riding on top of Starry Night!






The squad moves down the corridor towards the stern of the vessel, and towards the low hum of what Seedpouch assures you is the engine room.

The engine room is a huge cavern, extending up the full three decks of the ship. In the center is a huge antifusion drive core, far larger than that which powers the Blue Dreamer. You can feel its raw power in the deck you stand on.

The room is arranged like some sort of square grain or missile silo — in the center is the power drive. Around the outside bulkheads is a long clockwise-spiraling gantry, leading to the top and bottom of the room. You can't immediately see any pachyderms in here, but the gantry is opaque, so anything immediately above or below you can't be seen.


"We can blow this up without destroying the entire ship, correct?"


That's an engineering and physics question.


But to our engineering and physics students: Probably.


Technobabble to find a prime location for that.

Roll #0 4 + 2 = 6


Scan the core. There's not going to be any interference from it that will interfere with any of our equipment and/or the bomb, right?
"Hmm, I don't know… NO."

Roll #0 4 = 4


If you just blew up the main reactor, it would be catastrophic. But if you blew up the plasma injectors — presuming it has those — it would cripple the ship without blowing it up.



"Can we fire the gun at stuff in here?"


You don't think there will be any interference, but with all this alien equipment, who knows?

Your training tells you that shooting the reactor would be ill-advised.


"Not the reactor, no. You saw what an antifusion breech did to the Dreamer, and this one is much larger than ours. Probably to power their main weapon."

I point to the injectors.

"Those, however, we can destroy."

Roll #0 6 + 2 = 8


You wave your scanner around. You detect boron ionization — the telltale sign of plasma injection systems — at the top of the gantry.


"Yeah, I'm not trustin' myself with this thing in here."
I hop off the turret for now and stay behind Blastwave


"You find something?"


"The injectors are on the top of the gantry. It will be a short trek to the bridge from there, if the layout stays consistent."


"Then let's get up there. Someone watch the rear with the turret."
I advance up towards where she pointed while keeping my eyes open for any aliens.

Roll #0 9 = 9


"Or I could just fly up there."
I set the turret down and try to fly up to where they are.

Roll #0 10 = 10


"Lead the way! I dunno what's what in here."

Rolling to resist watching rears and turrets

Roll #0 9 = 9


I trek up after her, keeping my eye on my scanners.



You advance up the gantry, checking any corners and taking it slow, lest you alert any elephants.

When you come to the top of the gantry, you see one of the giant gray bastards — you halt and hide behind the nearest large conduit or machine.

It looks like it's the engineer Seedpouch mentioned. He's looking at something on a console, away from you.

You land on the gantry not far from Astro, Gabby, and Blastwave. Miraculously (or perhaps as a result of all the engine noise), the pachyderm doesn't hear you.

You follow, managing to keep your attentions on potential giant-elephant-hiding corners.


"Anyone wanna take care of that thing? Or should we sneak by?"


Wait for the party to signal something to me.


"I can take care of it. Is it close enough to our target to be killed by the bomb?"


How close is he to the injectors?


It's currently facing away from where you would need to plant the bomb. But it is nearby. It would almost certainly be incinerated in the blast. Anything that was on the top of the gantry would be. It would be advisable to get out of the engine room before detonating the bomb. It has a remote detonator.

Staying stealthed while planting the bomb would, of course, require rolls.


Try to subtly mess with the injectors, decrease their output and the like and see how he reacts.

Roll #0 6 = 6


I take aim with my plasma rifle and hit the alien with a stun blast.

Roll #0 7 + 2 = 9


You move over to the injectors and shut off a few of the regulator valves. The engineer's console lights up with a flashing blue light and he starts punching buttons…

…before he is immediately dropped by a sleep ray blast to the back of the skull. He's out for the foreseeable future.


"Nice shot sir!"


"Well shit! I was gonna try something really stealthy and then you just go and blast him!"
Whatever. Completely disable the plasma injectors.

Roll #0 8 = 8


You disable the plasma injectors. In seconds you feel and hear the main power go offline — the dull red glow from the antifusion drive dies away, and you feel the gravity begin to fail before secondary power switches on.


"Eh, you tried egghead."
Jump back on the turret

Roll #0 2 = 2


"This should rile them up a bit. Now that that's out of the way, maybe we can use the bomb as a trap?"



Check the corridor to the bridge. Is there a place to set it up?

Roll #0 5 = 5


You stub your back right paw as you clamber up on your sexwagon.

Seedpouch whistles at Ladybug's translator.
"Devious," he says.


"Thank you."

"Seedpouch, how do we disable the secondary power source? Can either powersource be reactivated remotely?"


You could set it up at the mouth of the corridor. It wouldn't be noticed immediately from there.

It will almost certainly incinerate anything at the top of the gantry, so you don't need to worry about exact placement, really.


"Mm? Your species not like the concept of a surprise attack on someone?"
I sigh and grit my teeth.
"Not like these fucks respected that…"


"Ow jeez…"
I glare at Seedpouch
"Ladybug, get away from that thing…"
Pull her onto the portable sexwagon

Roll #0 10 = 10


"Better set it up fast. They will want to know what happened back here."


Two pretty ladies are riding my barrel.
Nope. Totally gonna ignore the implications of that. Yep.

Roll #0 2 = 2


"My species doesn't make war," he says. "But the Paathi see nothing wrong with surprise, only with…"
"…yes, deception."

"H-hey!" she lands across your lap, belly up, staring into your face through her space suit's visor. Even her deep red coat can't hide how much she is blushing right now.

You can't ignore the implications.


Try not to react to it then!

Roll #0 7 = 7


"Fight to win. Now tell me: How do we disable the secondary power source?"


You fly down and pick up the turret.
"You're, so strong…" Ladybug coos.

"I'm just a servant," Seedpouch says. "I don't know how the ship works."


"Heh. You can say that again."

"Then consider this a nice big explodey surprise."
I put my helmet to Ladybug's and give a little grin.
"Hehehe. Knew ya had a thing for big guns~"

"I know, right? I bet we could ride on him all day!"



Roll #1 9 = 9


"Even with their advanced tech, I highly doubt they can run their engines on secondary power. And besides, do you really want shrapnel and debris from the bomb floating in zero gravity?"
"Ladies, please."


"Very well."

"New plan, everyone. We hide the bomb up here, then hide and disable the turret. Once a few of the aliens come up to investigate the disabled power we slip out and detonate the bombs. Any objections?"


I look at the turret, then at Ladybug and Starry Night.
"…Maybe a teeny tiny objection. B-But you're the boss!"


"What is it?"


"I got none. Just tell me where to set the bomb, chief."


"gettingoffthisthing but nevermind!"
I hop down and stand off to the side


"Put it somewhere where it won't be immediately seen but can permanently disable the power."


Rolling to find a place like that?

Roll #0 7 = 7


You tuck the bomb neatly between the plasma injection regulators. It won't be noticed easily, and they will damage main power irreparably while also providing a maximum amount of shrapnel.


"Good work. Let's get hidden."
I go back down to the tunnel and find myself a hiding spot.

Roll #0 10 = 10


"So… it's planted. I-"
"Hey wait!"
Fly back down, grab my turret, and follow him.

Roll #0 6 = 6


I follow these two and hide

Roll #0 1 = 1


Can my 10 save her from that 1?


You hide at the bottom of the gantry. Ladybug and Seedpouch hide, too. The gantry is a thick metal deck, however, so it is opaque — you don't have to worry about anyone seeing you.

You attempt to hide by flying into the gantry. The sound of your helmet slamming into the metal deck echoes throughout the cavernous engine room — silent, save for your racket, thanks to main power being offline.

Your noise, in addition to the sudden disabling of main power, summons at least one elephant. You can hear stomping around somewhere at the top of the gantry, probably in the corridor. The sound of trumpets and low grunts bounces off of the bulkheads and reaches you at the bottom of the room.


Wait a second. We are hiding by where we came in, right? Was there more than one way in?


Oh no oh no oh no HIDE

Roll #0 3 = 3


Yeah, at the top of the gantry is a corridor into the rest of Deck 1.

Towards the middle is an exit to Deck 2 — that's where you came in, and it's where you are now.

At the very, very bottom there is no exit — it's just a square compartment filled with stuff. It sits on Deck 3, but there's no exit to Deck 3.


You make even more racket. The sounds of trumpets get closer. You can hear them stomping around at the top of the gantry.



Roll #0 6 = 6


I speak into my communicator.
"That's enough. Let's get out of here and detonate the bomb."

I leave my hiding spot and go down the tunnel.


You hide next to everyone else. At least one of the pachyderms is moving down the gantry now.


I speak into my communicator as well.
"You two go then. I gotta stay here and make sure the bomb gets all of those bastards when it goes off."

Roll #0 3 = 3


So are you setting it off?


"Your call. Just make sure they don't disable it and make sure you aren't caught in the blast."


"What? I'm not leavin' you here by yourself! What if you get hurt!?"
Stay by Starry Night and protect him with sawbones (if I can)


Not yet.
I'm gonna wait until more are in sight, or I hear more than the one.


You hear one moving around at the top of the gantry. It's going quickly. If you wait much longer it might not get caught in the blast.

You're sure there's at least one, probably two up there, in addition to the one you disabled.

You prep yourself and get ready for the blast.


Fuck it.
Blow it.

Roll #0 6 = 6



Gabby, roll.

Roll #1 10 = 10




Roll #0 7 = 7


The photon grenade bomb ignites into a tight ball of fusion-powered destruction. The roar from the explosion can be felt from the other side of the ship, you're sure, though your suit's helmet blocks out most of the noise.

The intense heat at the top of the engine room instantly incinerates everything in its immediate area. You feel it burning on your backs and heads, though the gantry and your suits save you from the worst of it.

The explosion is over within a microsecond, but the bulkheads at the top of the engine are still glowing red hot when you look up to survey the destruction. The top of the gantry is gone — melted. Most of it is pooled in a corner of the engine room opposite your hiding place.

You see a single pachyderm at the top of the still-intact portions of the gantry. Evidently, he was far enough down the gantry to survive the blast, though it looks like he's badly burned.

The gantry above you begins to give way, bending down from the stress from the explosion, as well as the pachyderm's weight. Within seconds, he comes crashing down on you.

We'll pause here for the night. Starry and Gabrielle will need to roll to dodge the elephant. They'll do that next time.


File: 1353204064011.png (1015.79 KB, 1280x720, future_pony_by_gign_3208-d5fjo…)

Our RSF boarding party attacked the alien engineering room, knocking out the engineer and planting a makeshift bomb in order to destroy the ship's main power. They incinerated a few aliens in the resulting blast.

Starry Night and Gabrielle stayed behind in engineering to make sure the bomb went off smoothly. While they avoided the worst of the blast, one of the pachyderms sent to investigate the commotion in main engineering survived the explosion, as well. The catwallk that circles the main power core has collapsed, and the alien is just about to fall on our heroes…


The alien above Starry and Gabrielle begins to topple off of the melted catwalk. Starry Night and Gabrielle should roll to dodge.


Roll #1 6 = 6


Move the heck outta there

Roll #0 8 = 8



Roll #0 4 = 4


The pachyderm teeters over the edge of the gantry before losing his footing and falling the thirty or so feet to the catwalk below. Gabrielle, with her cat reflexes, dodges the falling pachyderm effortlessly, but Starry is smacked in the head by a flailing trunk. His helmet takes most of the damage, but being struck by a weighty trunk in freefall still smarts pretty bad.

The alien lands on his side and strikes the ground hard, but soon he begins to shake off the fall. Burns up and down his back bear witness to the extreme heat and radiation of the jury-rigged photon bomb, but the elephant is still alive.


Everyone roll for initiative.

Roll #1 8 = 8


I try to shake off the hit and draw my pistol and shoot!

Roll #0 4 = 4


I put my hand on Starry Night's back.
"Let's do this egghead!"


Toss another grenade at him.

Roll #0 5 = 5


The pachyderm rises to his feet. He's badly burned, but he has managed to hold onto his trident and raygun.

He lets forth a few blasts from his trunks, stomps his front feet, and charges Gabby and Starry. They should roll to dodge, in addition to their normal roll.

You fumble as you try to draw your pistol from its holster. The pachyderm weakly jabs at you, catching you in the armor and hardly knicking you.

You re-familiarize yourself with the big, strong stallion's anatomy and prepare yourself for the fight.

You twist the grenade to arm it and throw, striking the pachyderm right in the flank. Unfortunately, it's a dud.


Slash at its dumb face with my cutlass '1d10' as I sidestep it 'r2 1d10'

Roll #1 7 = 7 / Roll #2 4 = 4


Dodge the charge '1d10' and grab the grenade, then throw it and shoot it! '1d10'

Roll #1 9 = 9



Roll #1 6 = 6


Charge everyone's weapons with fire.

Roll #0 7 = 7


You wait until the last possible moment to attack — too late, in fact. You are gored on the alien's tusks, but not before you slash him across the eyes with your cutlass. He trumpets a scream of pain and pushes you to the side.

You effortlessly dodge the elephant's clumsy charge and, hoping that its problems are confined to a faulty charge, you throw it back at the alien. Just as it reaches the alien's body, you tag it with a blast of laser fire. The grenade erupts as it crosses the alien's back, adding further burns to his already-wounded body.

The alien falters from the blast but stays on his feet. It's clear he's near death, but he shows no sign of giving up.

For the first time in ages, your charging device clicks and whirs to life, sending out an electric signal to your allies' weapons. Their weapons will function with a fire effect for the next two rounds.


"Take that ya ass! …Ah jeez that hurt.."
Slash it again

Roll #0 10 = 10


Jet over and on top of it, and shove my laser pistol towards its head and fire!

Roll #0 6 = 6



Take aim and hit him with a disruptor blast.

Roll #0 10 = 10


Oh yeah, does my pistol still only fire Disruptor rounds?

Roll #0 4 = 4


The alien roars and lunges at the three of you with its trident and tusks, threatening to impale Gabby and Starry with his pointy accoutrements.

Gabrielle leaps into the air, raising her cutlass high in both claws before slicing downwards, She cuts off all of its trunks before it can stab anyone. The sword, now white-hot from Blaswave's charge unit, instantly cauterizes the elephant's wounds.

The alien screams and prepares one final, desperate charge. Starry Night fires at the creature, but to no avail — it won't be stopped. Starry rockets up into the air to avoid the charge.

But Blastwave takes aim with his laser rifle and lets forth a seething jet of hot plasma fire, cutting the elephant's skull in two. Its body hits the ground with a sickening thud and slides forward a few more yards before coming to a stop inches in front of Blastwave's boots.



I kick it's body.
Heal up whatever damage it did to me

Roll #0 2 + 2 = 4


I take a few sighs of relief after the elephant goes down, smacking my head as I come to a realization and jet over to my turret, reactivating it and nosing under it, setting it on my back.
"I don't think that was all of them…"

Roll #0 5 = 5


You wince as you suture up your wounds.

You go back into the corridor and lift the turret onto your back. Ladybug is still on it.

"So, uh, what now?"

Seedpouch and the rest of the party are further down the corridor, keeping watch.


"Probably not. If Seedpouch is correct, there should be at least two or three more."


I jump on the turret.
"We go burn up all the other alien things and take their ship."
I lay my head against Ladybug.
"That hurt.. guh. Egghead, I'll let you lead me around. Ladybug, you stay still like a good pillow."

Roll #0 1 = 1


Ladybug squirms a lot as you rest your head on her flank.


I sigh and shake my head.
"Do you think we can take two or three more of those things?"


"Based on empirical data…"

I nudge the latest corpse.

"Possibly. We are learning more about their weak points, but they do retain a significant advantage in strength and stamina. I would suggest setting another trap if we are able."


I ignore her squirming and sigh.
"Where next?"

Roll #0 10 = 10


Ladybug settles down and hugs your helmet.

Seedpouch speaks up.
"There should still be the doctor and the clan leader, and maybe one warrior left. The leader might still be on the top deck, but the doctor is probably on this deck.


"We should take out the leader and warrior first. Though they're probably all on high alert after that explosion… "


"Take out their doc and they can't fix whatever damage we do to 'em. I like it."
I reach down and pat Starry Night.
"Lead the way, muscles."

Roll #0 2 = 2


"We may need to sneak past him though."


So, uh, which way?


"For what? He's on this deck, right? Let's go right at him!"


"The doctor? Oh, correct. Let us go."


"I'd rather prefer not to lead us into death… do we have a plan?"


"Sneak up on their doctor, and then…"
I tap the turret's barrel and wink.


"Astro did put one forward earlier. We could call the Dreamer for backup and bring on the rest of the security team now."


"That'd definitely give us more of a change against them. I say we do that. Everyone else?"


"Yeah, sure…"
I shrug and admire the turret's barrel


Blastwave configures his communicator to transmit back tot he Dreamer. There's a delay of roughly thirty seconds, but you soon hear Captain Giles' voice on the other end of the transmission.

"Blue Dreamer here, boarding party, we read you."

You tell him of your plan and instruct him to bring the ship alongside the alien vessel. He tells you that, with the ship only capable of half power, it will take a few minutes, at least, to arrive. Your security team will need a place to enter the ship, too.


"O-kay… I guess we're doing it then."
I try to radio back to the ship to send the security team over here.

Roll #0 4 = 4



I turn my attention to Seedpouch
"Any good place we can take over for our guys to board?"


Well scratch that.
"They should be able to enter through the cargo bay…"
I head over there. They can enter through here, right?

Roll #0 2 = 2


"The ship has an airlock on the top deck, and there is the hangar bay you came in, obviously."


"We will need to extend an airtight seal between the vessels. Otherwise they will have to go EVA."


"Yes. Though I'll need to get a space suit if we are going to open that."


"Yeah, might as well use the hangar. We know that's clear already."


"…or you could do that."


"It'd be easier if we just cast a line out to them and have them exit out like that. Properly docking the ships with each other, especially with alien tech would take to long and would attract too much attention."


You all head down to the hangar bay. Fortunately, the ship's lift beam continues to work, even on auxiliary power. Seedpouch finds a spacesuit in the cargo bay and puts it on. He also tells you where the bay door's controls are.


"True. We would just have to keep the line secure, which will be difficult if we have to fight another one of the aliens. Can the medic and ensign keep watch?"


I continue being a useless sack of feathers on Starry Night's back while a pretty mare hugs my helmet :v

Roll #0 4 = 4


The Blue Dreamer comes alongside, and the alien ship does not fire upon it — all power really is out.

You radio your plan to the Dreamer, and the security team spacewalks over through the open hangar bay. No elephants attack the hangar bay.

You now have a squad a security personnel with you — CPO Charmer, PO Upanga, Sugar Bowl, Breezy Skies, and Tila. They are armed and ready for action.


I send a message to the ship over the com to head around to the hangar bay entrance.
"Well Gabrielle? Can you watch for us and make sure nothing's going to attack us?"


Dammit! Again!


"All right. We'll go to the upper decks and take out the rest of the crew. Then between the two ships, we should be able to reach Command somehow."


"Uh huh."
I slide off the turret and keep watch for any aliens.

Roll #0 10 = 10


I nod.
"Right. Is everyone ready?"


You don't see any. You do get a good view of Ladybug's rear, though.


I check my tool once before giving an affirmation.

Roll #0 7 = 7


"Yep. Niiice and ready…"
I uh.. keep scouting some more

Roll #0 6 = 6


So where are y'all going?


I wanna go for the doc still. Cut off any healing they can do


Let's take the bridge.


Sort yourselves out


"So, do we have any idea which one we should go for first?"


"Well I wanna surprise their doc. Think Blastwave's got other plans. Got an opinion, egghead?"


"We have the horsepower to take the bridge now. If we corner the doctor in his laboratory afterwards, we may be able to force him to surrender. That would be a greater victory."

I look at Seedpouch.

"Unless that would be culturally impossible for them?"


"That might actually work better… is it, Seedpouch?"


"Sure. I'll leave the planning to you two then."


Seedpouch looks eager to explain the cultural mores of his masters.

"The Paathi are not averse to surrender. But surrender in the face of an inferior opponent is most disgraceful.

"It is possible that the clan leader would surrender to you now, but Blacktooth is a proud bull.

"The clan members will not surrender until the leader has surrendered. If you want to take the doctor alive, you will have to defeat Blacktooth or convince him to give up the fight."


"How would we go about doing that without killing the two of them in the process?"


"And odds are this 'Blacktooth' is the most seasoned warrior aboard. Best to take him now, while our numbers are greatest. An alien scientist would be almost as valuable as the ship itself."


"The more we take alive, the better chance we have of finding out just what the heck they wanted in the first place."


"I know Blacktooth well, but I've never known him to listen to much reason.

"It is likely that your bomb attack — if he knows what happened — shut off any chance of convincing him to surrender. He may think you are a dishonorable opponent now and refuse to submit to you.

"One of you could challenge him to a duel, though… That may convince him of your honor, and he would probably surrender before you killed him. He would likely not allow you to surrender, however."

"There may be other ways, but I do not know."

"That he is. And the doctor is the closest this clan has to an…"
"INTELLECTUAL" the translator spits.
"…yes, thank you, Ladybug."

"Oh, they wanted to take you as a prize. You are an alien ship. You have value as a curiosity, if nothing else, and the lesser clans of the Paathi are always looking for new worlds to conquer."

"I thought you knew."


"…Hey here's an idea: SCREW THESE JERKS LETS MELT 'EM"


"What kind of a duel are we talking about here?…
And no, we've never encountered these… Paathi before. This is our first encounter with them."


"Whoever accepts the challenge would be at a significant disadvantage."


"Oh, huh. You were not the first alien ship of this type that the Paathi have encountered,, or at least that is what Blacktooth said…"

"No matter. The duel would be one soldier against another: Blacktooth against a champion of your choice."


"Not entirely…"
"Yes, I figured as much, but what about the rules for the fighting itself? Is it just… hoof to hoof? Weapons? What?"


"The terms are decided upon by the participants."


"Then let's go kick his butt already!"


"I'd love nothing more than to beat that little shitbag's head in for what he did to my crewmates… my friends. I volunteer to fight him if we choose to do that."


"If you two are volunteering, then I hope you are prepared. Each one of us nearly died to one of them already."

"Are we ready?"


"Yeah, ready."


Charmer comes up to you and salutes.

"Are we coming with you, sir?"


"Ready. Should we send Seedpouch ahead to tell them that I'm challenging him to a duel?"


"Yes. If nothing else he may respect a show of force. If not, we can ignore his offer of a duel and defeat them through weight of numbers."

I head towards the lift.


I follow


"He can announce us and our intentions as we enter. I get the feeling they appreciate pomp and rhetoric."


[s]So you're going up now?

And Seedpouch goes first?


Looks like it!



"Are you sure that you want to be the one to do that? I am the security chief after all."


Paused until tomorrow

Space Quest: Episode 1: The Pachyderm Menace: The Final Chapter tentatively scheduled for 2200 MLPG time.

Or earlier if we're all here.


er, 2000 MLPG time
1900 Central
1700 Pacific


File: 1353286004161.jpg (151.45 KB, 900x686, tumblr_m9jqrrXNOq1qkaynko1_128…)

The crew valiantly slaughtered the wounded pachyderm that attacked them. They then called the Blue Dreamer and brought it alongside the alien warship, and the RSF security team boarded the ship.

According to Seedpouch, the ship's commander should be on the top deck. The ship's doctor may or may not be with him. In any case, the crew needs to either neutralize the pachyderms or convince them to surrender…


"Okay so who's gonna fight the big guy? Am I gonna have to kick his butt myself?"


"Let's review. If you think you can defeat the commnder in a duel, you will need whatever advantage you can get away with. Despite their pretenses of 'honor,' we are all still soldiers."


"I will."
"Right. Seedpouch, how much can I convince him to allow? Say, my turret?"


"Paathi rules of dueling are flexible and subject to the agreement of both parties. Blacktooth is unlikely to see you as much of a threat, and he does not have much of a bargaining position, so he may allow you to bring a lot into the fight.

"But convention dictates that only what can be worn can be brought into the a duel between two bulls. And since your turret cannot be worn…"

"That is correct. You are, I am sorry to say, probably greatly inferior to him in physical combat. Cleverness is advised."


"Worn? I can change that…"
Assess. How hard would it be to attach my turret to my suit, and how much would that hinder my mobility?

Roll #0 2 = 2


"Inferior? But look at the muscles on egghead here! You sayin' he can't take on their boss like that?"


Well, you think, you can do a lot with duct tape and glue these days. It would probably hinder your mobility a lot, though.

"Blacktooth is a noble bull Paathi, a veteran of many battles and the conqueror of Yantos. I am sure master Starry Night is brave and strong, but Blacktooth is a formidable warrior. One does not rise to become leader of the clan without proving oneself above all his brothers, and the Broken Tusk family is a strong one. Strong, but small."


I do have a jetpack though…
Yeah. I try to attach it to my suit.

Roll #0 7 + 2 = 9


"Hmm. Engineer, do you mind if I take a look?"

Technobabble to see what I can do with the jetpack, turret, a spare communicator, and one of our rifles.

Roll #0 2 + 2 = 4


As you begin work on the turret, you remember that you can just remove the wheels and carriage. Of course! The turret is now attached to the back of your suit, rigged to the chin controls in your suit's helmet. It will automatically fire when you turn it on, just as before.

Nonetheless, attaching the turret has compromised some of the suit's ablative armor, and even with your jetpack, you'll be a little less agile that before.

-1 to all dodge rolls. The turret works as before. It will fire at your enemies as though it were dual-wielding laser rifles. It has, thanks to your previous modifications, 4 wounds. Should it be broken, it will be very difficult to repair it while it is on your back. -2 to repair rolls for it.

You realize that you could easily turn the combination into a nifty espresso machine. Canterlot-style coffee is difficult to get out here on the frontier, so you store that plan away for the return voyage.


"Well, I tried. It might do to reinforce your armor somehow though."


How excited am I at this turret's new location?

Roll #0 10 = 10


"Alright, that should do it."
"If it won't further hinder my movement…"
Assess my suit. Any way I can reinforce this without further restricting movement?

Roll #0 10 = 10


You're giddy like a little kitten. The sight of Starry's strapping frame carrying those big, long guns is almost too much for you. You lose yourself in the moment as the laser rifles twitch and track your slightest movements. You know it's silly, but they look like they're eagerly waiting to spurt out a hot jet of plasma fire over the first enemy they see.

You think you can reinforce your suit to take some more damage if you cannibalize some of the ablative armor from the dead elephant in the engineering room. Also, you could rig an ejection system for the turret, so that if it breaks you can easily lose it.

+1 to those modifications.


Alright! Let's do this then!

Roll #0 5 + 3 = 8


You rig the modifications up easily. You can take another hit now and you can jettison the turret if it breaks (or if you just want to for whatever reason).


"Tehehehehe ohmylunathisisalmosttoomuch~!"
I nudge Ladybug.
"You seein this?!"

I… I gotta touch it

Roll #0 3 = 3


I see if I can amp up the turret with some of my Charge effects.

Roll #0 9 + 2 = 11


"You look like a walking battle tank. Are you ready for the fight?"


I nod.
"About as ready as I'll ever be. I want revenge on that fuck."
I- I'll wait for zulu's response to this…


"Oh, oh my…"
You're pretty sure you can feel Ladybug blush through her suit. You can feel a lot of heat coming off of it, anyways.

You rev up your charge unit and set it to hold. You think that setting it to charge while Starry is fighting might be outside interference, but maybe if you did it just before they started…



Roll #0 6 = 6


"Leave him alive if at all possible. Command will want to talk to him."


"That is delicate, jury-rigged equipment. If you insist on caressing it, could you wait until we return to our ship?"


"Wha-… I.. It just looks cool, okay?! And I'll caress whatever I wanna!"
I huff



You lovingly stroke the barrel up and down its length.

You feel it power up just before a stream of laser fire streaks past your ears and vaporizes a stray particle of dust a few meters behind your head.

Must've been a misfire.



I smack my face and try not to get ideas. Those are for later.

Roll #0 8 = 8


"SO, YES. Shall we move on now, or does anyone else have any more ideas to turn me into even more of a walking tank?"


You're able to control your healthy stallion libido. You don't even think about Gabby and Ladybug sensually _________________________________________________________________________________________________________________________________________________________________________________


"You're the one with the uh… big guns. I'm ready when you are!"


"Let's go."


"None at the moment. Come by my lab later though."

I document all this in my arm.


Just as it should be.
Can't have anything distracting me from the fight!
"Onwards it is then."
I walk over to the elevator and ride it to where the ship's commander is.
"Well Seedpouch?"


I follow


I follow as well.


So do I.



All of you, plus Seedpouch, Ladybug, and the rest of the security team, pile into the lift shaft and slowly rise towards the top deck. The gravity beam deposits you in a corridor on the top deck. Towards the stern is main engineering — you can still feel the heat from the photon bomb's blast. Towards the bow is the first doorway you've seen on the ship, extending several meters into the air, tall and wide enough for several of these monstrous aliens to pass through easily.

Seedpouch turns to you and says, "This is the command deck. Ahead of us is the control room."

"If you want a duel, let me go ahead. I will explain what happened to Blacktooth and make your challenge formally."

"He is almost certainly in there. If you want, of course, you could go in there and just shoot him now…

"Or we can try the duel. It is up to you."




"I say duel."


"Let the walking mass of sex and destruction kick his ass!"


"If they insist."

Ready to activate the charges in the turret.


Seedpouch approaches the door, walking inside as soon as it whooshes open. You can barely see inside the doorway — it is almost pitch-black inside.

The door remains open, and you hear a loud series of trumpet blasts and the sound of something being thrown against the bulkhead, followed by a few smaller blasts that sound like they were filtered through a tinny radio — undoubtedly that is Seedpouch.

Seedpouch emerges from the command room in a few minutes, looking a little bruised.

"I have made your challenge. He will accept. He doubts your prowess, and will allow you to use whatever weapons you may carry. His terms are as follows: If you best him, the ship and its remaining crew are yours. If he wins, however, you are honor-bound to surrender your lives and your ship to him, and you will return to his clan's planet as a prize.

"Do you accept?"


"I'll only accept if everyone else does."


"We will not loose."


"I accept too."
I grab Ladybug's hoof and place it and my claw on Starry Night's back, then wink.
"We'll be cheerin' for ya, big guy!"

Roll #0 9 = 9


"We don't have the authority to speak for the rest of the ship. Taking the bridge by force would be the logical option, but I defer to your decisions."


"I figured we'd just blast him if the big guy lost," mumbles one of the greenstripes. CPO Charmer hushes him.


I message him privately over the coms.
"Exactly. None of us have the authority to make this deal."


"That is also an option. Hopefully the diplomatic corps can handle any fallout."

"You are the commander here. I'll follow whatever directives you give."


Oh man, gotta cheer on Starry Night any way I can.
Can I possibly tear a few cloths in my medical supplies kit and make some pom-poms? It's cheesy but every bit helps right?

Roll #0 9 = 9


"So… I guess that's a yes then. I accept."


"We will stick to the deal."
"Be prepared to assist Starry Night if I give the order. Our job is to ensure the security of the ship and her crew, so that is what we will do."



You tear up some of your bandages and make a set of pom-poms, just like in high school. You hand a pair to Ladybug, who has some difficulty gripping them.


Seedpouch opens his mouth and imitates elephant noises once more, beckoning you all to follow him.

As you enter the command room, a bright light turns on and illuminates the center of the room — a high circular platform bare of any furntiture or control panels. Looking around, you can see that there are dozens of control panels strung out along the outside of the roughly trapezoidal room. At the front of the room is what appears to be a large computer screen — currently dark. It is not dissimilar from your own bridge.

A huge, pale-white elephant stomps out of the darkness and climbs to the top of the platform. True to the name, Blacktooth's mouth is full of inky spiked teeth. He lets forth a guttural roar, like a whale song being dissected in slow motion, and stomps his feet several times.

Seedpouch bows and issues his introduction for his former master. "Lord Blacktooth, master of the Broken Tusk Clan, commander of its navy, conqueror of Yantos, Imperial Knight and Banner of the Seven Winds."

Seedpouch then bows and screams something in trumpets and grunts. He waves to Starry to take the platform.

Roll for initiative, Starry

Roll #1 5 = 5


I activate the charges discreetly.

should I roll for that?


I fly up on top of the platform and try to look intimidating.

Roll #0 1 = 1


Can I see the other surviving aliens?


"You can do it! Kick his ass!"
I cheer and shout and shake my pom-poms, nudging Ladybug to do the same

Roll #0 4 = 4



The turret is charged for the next four turns with a fire effect.

It's pretty dark in here. Roll for it.

Blacktooth charges you as soon as you take the platform, knocking you to the ground. You aren't wounded badly, but that really hurt, and your turret doesn't fire immediately.

Blacktooth laughs a hearty laugh as he stands above you. At least it sounds like a laugh. They say laughter is a universal language, after all.


Rolling to see if I can see the enemy aliens.


Now with 100% more rolling!

Roll #0 6 = 6


Scramble back to my hooves and try to jet away!

Roll #0 3 = 3


"Get up big guy, nothing to it!
Make it back so we can do it!"
Keep cheering

Roll #0 2 = 2


You can barely make out a single pachyderm, standing silently on the other side of the platform, almost against the wall. He is watching the fight dispassionately.

He kicks you while you're down and laughs once more.
Your turret fires.
'r2 1d10'

The sight of your champion faltering on the ground takes most of your heart out of it. Ladybug hugs you out of fear.

Roll #1 6 = 6 / Roll #2 5 = 5


We'll see how much he'll be laughing when I'm back up!
Try to roll away from him and jet up into the air!

Roll #0 1 = 1


"Seedpouch. I can only see one alien aside Blacktooth. How many did you say there were on board this ship?"


I calm myself and give it my all
"Come on Starry use that mass!
Get on up and kick his ass!"

Roll #0 3 = 3


You try to roll away, but before you can jet away he stomps on your back right leg, breaking it.

Your turret, however, manages to tag him. The laser fire and Blastwave's charge scars his white hide slightly.

"Ten. If you killed both remaining warriors in that blast, then that must be the doctor. Honestly, I have a hard time telling them apart, myself."

Starry's continued beatdown holds you in place. You hug Ladybug back.


Roll #1 3 = 3


"This may not have been a good idea."



Roll #1 5 = 5


"Then the commander and the doctor are the only ones remaining? Good."

"He can do it."


"Fight fight fight!
We know you can win!
Take your hoof to his ass
And shove it in him!"

Roll #0 3 = 3


I- I don't need a rear leg… I can make it without one. I can just fly!
Do or die…

Roll #0 2 = 2


The turret shorts out for a moment.

Confronted with the possibility that you sent Starry to his doom, you tear up a little.

You engage your jetpack, but Blacktooth immediately bats you out of the air and slams you to the ground again.

'r2 1d10'

Roll #1 4 = 4 / Roll #2 10 = 10


I whisper into my communicator
"I can't let Starry go out like that. We're steppin' in soon right?!"

Handstand! Gotta keep Starry's fighting spirit burning somehow ;_;

Roll #0 7 = 7


"Not unless it looks like Starry is about to die."


Do it or die time…

Roll #0 7 = 7


"You had better work fast in that case, medic."


Even upside-down and after sustaining quite a jostling, your turret manages to track its target. Its first shot misses, but its second dead-on, ripping a gash across Blacktooth's ivory face. Blacktooth falters to the ground, stunned.

You channel your burning spirit into the best cheer you think of. It's a primal scream that tells everyone around you, even that big, hulking brute that's pummeling your friend up there, that you and the RSF are not to be fucked with.
+1 to Starry's next roll.

With Blacktooth stunned, you rise to your feet, ready to beat this guy's head in.


and the turret fires
'r2 1d10'

Roll #1 9 = 9 / Roll #2 10 = 10


"No one interferes unless I say so. Understood?"


Revenge time…
I grin and fly up!
Aim my pistol for that fuck's head and BLAST HIM!

Roll #0 9 + 1 = 10




"Kick him left!
Kick right!
Punch him in the guts!
And when you're done you headbutt in the nuts!"
I cheer evertim /)>( )<

Roll #0 1 = 1




The thought of that laughing asshole alien makes you seethe with quiet rage. You channel all of those feelings into your aim, and you hit the stunned alien with your ray pistol dead on. Its arc of plasma fire cuts into his white flesh, revealing dark red, blubbery insides that ooze almost black blood.

Your turret's fire hits him in the ribcage, searing him badly and causing him to scream in pain.

He tries to rise to his feet.

The turret fires
'r2 1d10'

You stop cheering and start gyrating lasciviously. -1 to Starry's next roll.

Roll #1 10 = 10 / Roll #2 7 = 7



Roll #1 3 = 3


oh, right, that didn't matter.


"I don't think that is very encouraging, medic."


I do nothing but cover my face with my pom-poms in shame. Rolling to see how embarassed I am

Roll #0 3 = 3


Ignore Gabrielle and keep shooting at him! Blow out his elephant knees and keep him from getting up!

Roll #0 10 - 1 = 9


"S-Shut up! I'm tryin' my best to cheer for him!"


He jumps to his feet and knocks you back, winding you.

Blacktooth prepares to charge…

But you take careful aim at his knees and try to cut the support out from under him. He immediately falls back down, wounded.

The turret singes his back badly.

You blush in shame. Or, at least, Ladybug thinks you blush in shame. There's a lot of heat coming off of your suit, anyways.


"When we get back I'm going to recommend you visit the ship's counselor for impulse control lessons."


Right on!
Modify a spare charge pack to explode and throw it at him while he's down! Blow that fuck up!

Roll #0 3 + 2 = 5


And uh, rolling for the throw?

Roll #0 4 = 4


'r2 1d10'

Roll #1 4 = 4 / Roll #2 1 = 1


"And I am going to tell the cook that he needs to start putting hormone inhibitors in the food."


Maybe.. Maybe I'm better with moves instead of words.
Lift Ladybug up and have her shake her pom-poms!

"I'm fine, egghead! I just got caught up in the moment!

Roll #0 1 = 1


You quickly pull out a charge pack and prepare it for a grenade blast. You hit him on the skull, but it immediately bounces off and lands off of the platform. You don't hear it explode.

The turret shorts out with a horrible buzzing electrical sound. It's damaged very badly, but it is still functioning.

You shake something, alright. -1 to Starry's next roll.

Blacktooth tries to get up

Roll #1 2 = 2


Shoot him in the head again then!
Keep him down!

Roll #0 9 - 1 = 8


Blacktooth tries to rise to his feet, but collapses as soon as you blast him in the back of the head.

He shakes off the feeling and tries to get back up.

The turret fires
'r2 1d10'

Roll #1 5 = 5 / Roll #2 1 = 1



Roll #1 6 = 6


Just a bit more…
Come on!
Aim one. Good. Shot. At his fucking head!

Roll #0 8 = 8


Blacktooth rises to his feet, but just barely. The turret, misfiring wildly, grazes his back.

You plant a shot on his right hind leg, causing him to briefly lose his footing.

Blacktooth roars and prepares to charge. Roll to dodge.

'r2 1d10'

Roll #1 9 = 9 / Roll #2 1 = 1


Flip, toss my pom-poms up, do sexy cartwheels with Ladybug, anything!

Roll #0 8 = 8


I jet to the side and dodge '1d10' and then then throw a modified charge pack at him! '1d10+2'

Roll #1 8 = 8



Roll #1 10 + 2 = 12


The turret strikes the charging elephant in the front left leg, causing him to stumble slightly.

You avoid the incoming pachyderm like one of those goatish matadors, throwing your charge pack at his back legs. It explodes just as it reaches his back right hindquarters, burning him horribly.

Blacktooth falters and drops to the ground. His breathing is heavy but shallow. He grunts something in his unintelligible language, and Seedpouch announces, "He surrenders!"

The alien who was standing in the darkness watching the ordeal rushes forward and begins to tend to Blacktooth with an array of alien medical instruments.


"Surrenders? So… we won…"
I stumble over to my party members and collapse.
"I did it… hehe…"


I quickly put Ladybug on my back and charge Starry Night, giving him a big hug.
"I knew you could do it! So big and strong and smart there's no way you could lose!"
I give him a few more hugs before I start tending to his injuries

Roll #0 3 + 2 = 5



I walk past them to the bridge consoles and open a link to the Dreamer.

"Mission accomplished, Captain. The ship is ours, along with two alien captives and one defector."

"You did. It was quite impressive. I'm sure that this data will be very useful."


I send a message to the captain.
"Captain. We have captured the ship and it's captain and doctor have surrendered to us. A member of a third species has joined us as some sort of servant."

"Starry, how bad are your wounds? Do you need to be taken back to the medbay?"


You manage to stop the bleeding, but Starry will need some more intensive care back on the ship to fully recuperate.

Yes, intensive

Giles' voice responds to you. "Roger, boarding party," he says, "stand by for instructions."

You see on the bridge monitors that the Dreamer has launched one of its communications buoys. An RSF squadron will undoubtedly be here in a few days.


"Seedpouch, what are the chances that another Pathi ship will come by in the next few days? Can we expect them to honor our victory and not attack us?"


O-One more bandaging up just to make sure!

Roll #0 10 + 2 = 12


"I don't need a damn medbay, I'll be fine…"
Try to stand up and prove I'm okay!

Roll #0 9 = 9


"You did good, Starry. Try not to scare us like that in the future though."


"Each clan operates independently, for the most part. It is most unlikely that another ship will be here soon, though this region of space was seen as a prime area for future expansion. Other lesser clans will likely pass through this area, but perhaps not for several months."

You rip off Starry's suit and bandage up his wounds more thoroughly. You even manage to laser-mend his back leg together again. Neat!

After Gabrielle's ministrations, you do a jaunty little victory dance.


"Good. Will we need to put the two captives under guard?"


"We should recommend increased border patrols in this region then. Hopefully we can meet at the negotiating table next time."


He looks at you quizzically. "Of course not. He said he surrendered to you."


"So strong!"
I nudge Ladybug
"Don't ya think?"

Roll #0 9 = 9


I look at Gabrielle out of the corner of my eye.
She has been awfully helpful all this time…
I grab her into a kiss.

Roll #0 5 = 5


She giggles. "Mmmmmhmmm."

It's kind of a messy one.


"Wha- woah! …At least give a little warning! And… do it right!"
Show him how it's done!

Roll #0 3 = 3


It's even sloppier. There's a lot of beak involved.

Ladybug blushes and averts her eyes.


"I heard -and saw- some of those things you were saying you know…"
I give her a cheeky grin.


"Very well. Understand that I will hold you accountable if they try anything."

"Ladybug, I need you to speak with Seedpouch and learn how the Pathi expect prisoners to be treated. We still have a job to do."


"Based on their mentality, I would guess that they consider themselves part of our 'clan' now, perhaps even Mr. Night's. They might need minimal guard until we can get towed to a proper drydock."


"I… figured anything to get you motivated?"
Rolling to not turn red

Roll #0 10 = 10


"Ladybug helped!"

Roll #0 3 = 3


"The captain has the final say over whether or not they are put under guard, all I can do is advise him along with Ladybug."


"Oh, uh, yes, sir!"

Ladybug and Seedpouch talk over the specifics of Paathi prisoner relations. You are expected to provide food, water, and adequate living quarters for the immediate future. Surrender involves incorporation into the victor's clan, and so it seems that, for the moment, Blacktooth and the doctor are members of the crew (or at least they see themselves that way).

"That is correct," says Seedpouch.

While you keep your cool, Ladybug tenses up and hides her face before returning to her discussion with Seedpouch.


"I'm just saying… after a fight like that? I'd like to… celebrate~"
"And she's welcome to join too…"
I chuckle.


"Does that mean they cede the ship to us? If so, they can retain their quarters if they consent to being placed under watch."

"Please refrain from courtship behavior until you are both off-duty."


Seedpouch turns to you.
"The ship is, of course, yours. They will stay here, if you wish, but I advise that posting a guard may be seen as an insult. A forgivable one, perhaps, but an insult to their honor nonetheless."


"I-I… I think we can do that!"
I look at Ladybug for a reaction

"The bad guys lost and there's not much else to do on a half-workin' ship. I'm taking a break, egghead!"

Roll #0 7 = 7


"Yes. Do what you will, but wait until everyone you plan on involving is off duty."

"What about disarming them?"


"They would accept that. They are parts of your clan now, but not necessarily as warriors."


"Perhaps. We can take it as a pledge of good faith for now."

"We have taken a largely-intact alien ship and several members of the crew. There is plenty to do, medic. I suggest we start by taking a full inventory of what loose gear we can find while the Ensign gets to work deciphering the bridge controls. The engineer could get to work restoring the plasma injectors, while I should establish a secure link between our ships…"

I continue as I examine the bridge consoles.


I say nothing, merely letting out a triumphant laugh at my victory.
"Then it's a plan!"
"…I just blew those up! And now you want me to repair them?"
I groan.


"Evaluate the damage and assess their power feeds. I'm particularly interested in that main gun of theirs…"


"Ugh… You'd think I'd at least get a little break for all the cheerin' I did…"
I sigh, then look at Starry Night and wink


I sigh.
"I'll see what I can come up with…"
I return her wink.

I fly over to the engine room and survey the damage the bomb caused. How long would it take to repair, if it's possible at all to repair?

Roll #0 5 = 5


It is an utterly alien technology. You are reasonably certain you could just replace the plasma injectors, but you still did a lot of damage to the control systems. Maybe if the engineer had survived…



"U-um, yes…~"


File: 1353300031811.jpg (118.82 KB, 900x434, my_little_space_ponies___pony_…)

The High Command received the HMS Blue Dreamer’s message 24 hours after Giles sent the buoy, and five days later a squadron consisting of the First Fleet’s flagship, the Celestia, and several other ships arrived at the tiny corvette’s position. The squadron towed the Dreamer and its alien prize back to the homeworld. Starry Night had his wounds tended to, as well as his other… desires. The rest of our intrepid crew took the voyage home as on opportunity for a well-earned rest.

The weeks that followed were a flurry of debriefings and reports. But, soon, you are all summoned to a formal audience, attended by the Lord High Admiral Moon Blossom, as well as Princess Celestia herself.

The lavish ceremony is a fete for the Royal Space Fleet’s victorious heroes. All of the Blue Dreamer’s boarding crew – Astro, Blastwave, Gabrielle, Starry Night, and even Ladybug – are awarded the Luna’s Crescent for Gallantry, among other awards.

Starry Night, especially, is singled out for his decision to face the Pachyderm captain alone. He is appointed a Knight Commander of the Order of Twilight, an order of chivalry of much esteem (as well as a hefty stipend).
Giles, after undergoing the customary court martial for all but losing his ship, was promoted to Commander and made executive officer of the HMS Hurricane. Ladybug was promoted to Lieutenant and assigned to the diplomatic corps – her dream job. Doctor Miwa transferred to the Hurricane to be with Giles, while Chappy decided to retire from front-line service. He now runs a restaurant in Manehattan.

Your decision to duel the Paathi commander and take him and his doctor as captives has vast implications for the future of Pachyderm-Equestrian relations. While Equestrian scientists (and especially Blastwave) got to work attempting to replicate Pachyderm technologies, the far greater result of the encounter was the beginnings of a dialogue between the Paathi Empire and Equestria. Without the surrender of Blacktooth, it is likely that the Paathi clans would have seen Equestria purely as a lesser species to be conquered. All-out war was averted, thanks to all of your efforts.

What you do from here is up to you, but you know that the thanks of billions of ponies, dogs, griffons, zebras, and other creatures go with you, wherever you end up.

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