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Dying Tomorrow, It's a Pleasure

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Roll log

TimeCharacter (player)RollResultDC / ACOutcome
00:09:57Margaret (Ally)Persuasion (handshake)23—Lamelia friendly
00:11:12Sidney (Emily)Insight (is Lamelia fleecing)8—"She seems great."
00:12:33Margaret (Ally)Investigation (where to land)14—nursery is the only bay
00:27:31Skip (Zac)Pilot (practising talking)18—practice helps
00:31:30Sidney (Emily)Survival (find terrapins)2, plus one = 3—no idea where to look
00:31:33Barry (Murph)Survival21—finds the turtles
00:32:49Barry (Murph)Athletics (catch tortoises)22—catches some
00:32:51Skip (Zac)Athletics5——
00:35:33Sidney (Emily)Performance (campy dance)17—Plug asks why
00:41:10Riva (Siobhan)Persuasion (take the shop on the road)13—Plug refuses
00:41:45Sidney (Emily)Investigation, with Margaret's help (fiber armor)"dirty 20" (a total)—finds Magneto Boy armor
00:44:09Gunnie (Lou)Tech check (can the armor be fixed)27—Repair DC 22, d4 either way
00:45:47Sidney (Emily)Investigation, Gunnie's help (rocket boots)19; first d4 1 = 20; then Potent Aptitude, "another d4", 1 = 21higher DCno rocket boots
00:47:20Margaret (Ally)Investigation (Skip's sexuality)26—Brennan gives cerebro-slug lore
00:49:37Sidney (Emily)Investigation (slug pistol)"dirty 20" (a total)—finds a slug pistol for 20
00:51:18Gunnie (Lou)Tech check (the pistol)27—Mechanics DC 25, d4 either way
00:55:59Gunnie (Lou)Investigation, Riva helps (Bar Buddy)12——
00:56:01Sidney (Emily)Investigation (Bar Buddy)14——
00:56:11Skip (Zac)Investigation (Bar Buddy)19—no robots in the hut
00:57:19Margaret (Ally)Investigation (Griivarr memorabilia)11—Plug points to downtown
01:05:24Sidney (Emily)Athletics (bartender's attention)19—makes room
01:05:29Margaret (Ally)check not named26—bartender serves her
01:06:16Riva (Siobhan)Insight, advantage (who sells drugs)24—finds Crunch Moon-Jones
01:08:02Riva (Siobhan)Persuasion, Skip helps (six doses)22—50% markup
01:08:38Skip (Zac)Perception22—sees deputies notice him
01:16:08Skip (Zac)Insight (is the ship fast)15—standard speed
01:18:08Skip (Zac)Piloting (safe ship specs)"dirty 20" (a total)—gives only engine, model, fuel core
01:23:49Gunnie (Lou)Geography (Jackalope Ridge)20—mountainous, no landing
01:23:53Sidney (Emily)Investigation, advantage (Loose Duke)24—rap sheet
01:32:34Gunnie (Lou)Repair, fiber armor, help from Sidney25DC 22 minus 4 = 18armor fixed
01:33:07Gunnie (Lou)Repair, power belt16DC lowered by 4fixed
01:33:16Sidney (Emily)Hack an incendiary grenade16 (said 17, corrected to 16)DC 15fixed
01:35:11Sidney (Emily)Survival, Margaret helps (sand worms)17—no life
01:35:44Skip (Zac)Stealth, own stats with disadvantage, expertise20 and 19 on the dice, plus nine = 28—silent dark flight
01:37:56Gunnie (Lou)Repair (scooter, 7 damage)11—fixed
01:40:10Riva (Siobhan)group Stealth28DC 20pass
01:40:14Barry (Murph)group Stealth16DC 20—
01:40:14Margaret (Ally)group Stealth18DC 20—
01:40:20Skip (Zac)group Stealth (plus 19)natural 1DC 20—
01:40:23Gunnie (Lou)group Stealthnatural 1DC 20—
01:40:29Sidney (Emily)group Stealth with Smuggle (plus 16)33DC 20—
01:40:51Margaret (Ally)Defiant (must roll a 2 or higher)not said, Ally groans (a 1 only implied)—Potent Aptitude is then used
01:41:01Gunnie (Lou)Potent Aptitude d4 on MargaretAlly rolls the d4 ("Zero?!")—group passes
01:46:09Skip (Zac)Stealth30—enters silently
01:46:22Skip (Zac)Sleight of Handnatural 1—pinned by a sleeper
01:47:23Barry (Murph)group Intimidationnatural 1 ("A 5 is what a nat 1 is for me")——
01:47:25Riva (Siobhan)group Intimidation22——
01:47:28Sidney (Emily)group Intimidationnatural 20——
01:47:30Margaret (Ally)group Intimidation17—lower of top three
01:47:32Skip (Zac)group Intimidation10——
01:47:35Gunnie (Lou)group Intimidation13——
01:48:12Brennan (DM)morale check of the guards (plus 2)1615 or higher (guards hold)Loose Duke wakes and shouts
01:48:25Sidney (Emily)Initiativenatural 1 ("Five for me")——
01:48:29Barry (Murph)Initiative13above 12 acts firstBarry, Gunnie, Skip go first
01:49:16Barry (Murph)Athletics, grapplenatural 20beat 6pins a guard
01:49:47Skip (Zac)Athletics, grapple19 on the diebeat 10holds the spooner
01:50:09Gunnie (Lou)Athletics, grapple (minus 2)10beat 17fails
01:50:29Gunnie (Lou)Acrobatics (evade the guard's grapple)"dirty 20" (a total)—evades
01:50:50Barry (Murph)Athletics (hold on)24—holds
01:50:52Skip (Zac)Athletics (hold on)11—holds
01:51:09Sidney (Emily)attack on the chain, advantage24hitchain shot
01:51:23Sidney (Emily)damage7 on the die plus kinetic die, "11 plus four, 15 damage"hardness 10, 5 hpbriefcase freed
01:52:08Margaret (Ally)Investigation, advantage (comm log)28 (19 on the die)—finds the Sheriff's threats
01:53:38Barry (Murph)Intimidation21—last guard relaxes
01:55:59Sidney (Emily)Hacking, Handy Annie advantage26 (Ally calls "4 and a 19")—case opens
01:56:43Margaret (Ally)Finance, advantage (value of the haul)13 on the dieplus 9 expertise, total not saidsix figures at retail
02:00:36Sidney (Emily)Hacking, Handy Annie (client's account)14—burner account
02:04:55Skip (Zac)Perception11—sun rising
02:07:33Margaret (Ally)Persuasion (handshake)11—Sheriff greets them
02:07:36Sidney (Emily)Perception (weapons)natural 20—heavy blasters, grenades
02:11:48Margaret (Ally)Initiativenatural 20 (shouted)——

Natural 20s: Sidney 2 (Intimidation, Perception), Barry 1 (grapple), Margaret 1 (Initiative) · Natural 1s: Skip 2 (group Stealth, Sleight of Hand), Gunnie 1 (group Stealth), Barry 1 (Intimidation), Sidney 1 (Initiative) · "Dirty 20" totals: Sidney 2, Skip 1, Gunnie 1 · Skip's Stealth with disadvantage shows a 20 on one die, but the 19 counts · d4s on the rocket-boot roll: 1 and 1; the d4 on Margaret's stealth is called "Zero?!" (no value said).