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1-004.3: The Ketch

The Ketch can go one of two ways, either an espionage mission or a full-on battle.
If any of the Path A information or mechanisms were acquired, here are how they affect this segment:
  • Active Camo modules are short-circuited by the skiff jump, and decloak the party upon their arrival to the ketch.
  • Mithrax's advice would allow for relatively unaccosted travel to the ketch's main room through side doors and mechanical passageways that avoided main hallways.
Without Path A information, the ketch holds 6 Reaver Dregs, 7 Wretches, 3 Marauders, the Archon, and the Prime Servitor. Most of these enemies are patrolling the hallways of the ketch or are in rooms of the ketch that the party can open if they do not know where they are going. The final encounter room contains the Archon, the Prime Servitor, 2 Reaver Dregs, and 2 Wretches.

  The ketch is considered a Darkness Zone. While on the ketch, if a party member is reduced to 0 hit points, a fellow Risen creature must perform the Revive action on their Ghost, after their Ghost has captured their Light, in order for the Ghost to be able to resurrect them. For this reason, the Prime Servitor's damage values and AC have been adjusted down to match a CR5 creature. Its other traits and abilities, as well as its other stats, remain unchanged.

  Taking the fight route will net the most Loot, but following Mithrax's advice to avoid combat until the boss room will result in more Eliksni joining House Light. If there are any survivors of the mission out of the 12 optional enemies, they will join House Light at the conclusion of the storyline.
Plot type
Scene: 1-004

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