Tinker 7 |
With the one opponent down, Tinker adjusts fire to go at the other enemy...
Azimuth Laser Rifle: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 81d8 ⇒ 7 Fire; Burn 1d6
Azimuth Laser Rifle: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 71d8 ⇒ 6 Fire; Burn 1d6
RZMR |
RZMR stoically empties his energy rounds on the enemy
Gun: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6
Gun: 1d20 + 2 - 4 ⇒ (12) + 2 - 4 = 10
make that: in the vicinity of the enemy
Pangea-Epsilon |
Pangea hopes they will finish this without any being wounded, as it shoots twice at the last enemy.
Bang 1: 1d20 - 3 ⇒ (14) - 3 = 111d6 ⇒ 4
Bang 2: 1d20 - 3 ⇒ (8) - 3 = 51d6 ⇒ 3
Thomagar Dayana |
Making sure that none of his allies or fragile items are nearby, he allows the stellar energy that has been building up inside to suddenly explode forth! He then steps behind the beast to give his allies a clear shot.
supernova: 3d6 ⇒ (2, 3, 3) = 8 Ref DC14 for half dmg
photon mode round 0
GM Wolfspirit |
Reflex Save: 1d20 + 3 ⇒ (11) + 3 = 14
Cestkion trick: 1d20 + 12 ⇒ (13) + 12 = 25
Cestkion attack: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 2d4 ⇒ (3, 2) = 5
And another one bites the dust! After Thomagar's explosive blast and... let's be charitable and say "covering fire" from a few less accurate party members, the creature goes down.
You find more of the strange material...
among the cargo. You also find a Flame Pistol with 8 petrol remaining in it. Other than that, the area looks pretty uninteresting.
Where to next?
Thomagar Dayana |
Thomagar examines himself and is amazed that he is not wounded at all. "Huh!"
He glances briefly at the strange material but knows little of alien lifeform. "Can someone take a look at that?"
I propose X1, North X2, 6, South X2, X3, 8, then 9. Unless something else changes.
GM Wolfspirit |
Going with Thomagar's suggestion since no one objected)
Continuing your exploration into the ship, you open one door to a crew quarters without finding anything much interesting, and pass a galley to the right.
Noone got a life sciences on the creatures, right?
Continuing your methodical surveying down the corridor, you find the second door, presumably to another crew quarters, that seems to be barred shut! With some pushing against it it seems like whatever is holding it fast might be slipping, but from the other side of the door comes gibbering in common and goblin. More importantly, there's several seconds of wild blaster fire directed at the door!
Moving out of the way to avoid the laser blasts, after about 20 seconds the beings on the other side of the door start yelling out pitifully in common, "Please don't kill us, nasty blue things! We're not worth eating!" It doesn't take much talking with them to realize the two are goblins.
Do you want to negotiate with the goblins or try to break through to attack?
Jadzia Bainbridge |
"Please stop shooting before someone gets hurt. That certainly isn't a way to treat guests. We're here to find out what happened on this ship. Who are you, by the way? Come on out so we can have a proper conversation."
diplomacy: 1d20 + 7 ⇒ (7) + 7 = 14
Thomagar Dayana |
From my check, quite a number of party members have life sciences.
"Yes, stop shooting! We just want to know what happened to all the crew here. And what those creatures are." He looks skeptically though, suspecting that this group of goblins are likely partly responsible. But he'll listen first.
diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18
GM Wolfspirit |
There is a bit of confused whispering in goblin, and a small scuffle, before there is some movement at the door, and some prying noises.
Finally, a pair of goblins in patched spacesuits open the door and look around, seemingly surprised by your appearance. "You're not blue things." One supplies, unhelpfully. "Maybe we should have blasted them?" The other adds. "No, stupid, blue things, remember!?"
When pressed, the goblins give you a tale that they snuck on board the ship, "to investigate", and ran into the creatures, which killed one of their companions. They holed themselves in a crew quarter for a couple of days, and were just about to brave trying to get to the galley.
Life Sciences: 1d20 + 8 ⇒ (5) + 8 = 13
Life Sciences: 1d20 + 8 ⇒ (17) + 8 = 25
Cestkion, who had been quiet, suddenly intones. "Akatas. The creatures are Akatas. They have a vulnerability to Salt Water"
You likely could get salt water from the galley.
The two goblins, seeing the wreckage that you've left of the beasts you've encountered so far, glance at each other. "We help you get through ship, if you help us get OFF ship! Kill the blue things, get away safe! You good?"
(You can agree to allow the goblins to help you, or continue on without them. Also, unless someone disagrees, I'll continue the exploration tomorrow.)
RZMR |
Your repentance shall be your redemption RZMR says in agreement.
GM Wolfspirit |
Moving some things along to close out this area! Giving a brief pause in case there are preparations, then will try and update again tonight.
"Re-pen-... Red... Not sure what those words are. We make blue things red though! And dead!" The goblins look at each other and grin with slightly mischievous and evil grins, then look to take a carefully distant place behind you.
You are able to create salt water from the galley.
(There really isn't rules listed that I can see; people can correct me if I'm wrong on this, but you can create the equivalent of acid flasks: Ranged touch attack to deal 1d6 points of damage to the akatas. There isn't a limit described, but 6 seems reasonable.)
Cestkion Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Jadzia Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Pangea Perception: 1d20 + 8 ⇒ (3) + 8 = 11
RZMR Perception: 1d20 ⇒ 6
Thomagar Perception: 1d20 - 1 ⇒ (18) - 1 = 17
Tinker 7 Perception: 1d20 ⇒ 8
The remaining crew quarters seem much less eventful, but as you approach the last storage door, Cestkion and Jadzia note that the door appears to be rigged to fire a laser if opened.
Disable: 1d20 + 8 ⇒ (3) + 8 = 11
Disable: 1d20 + 8 ⇒ (3) + 8 = 11
Disable: 1d20 + 8 ⇒ (6) + 8 = 14
Disable: 1d20 + 8 ⇒ (6) + 8 = 14
Disable: 1d20 + 8 ⇒ (17) + 8 = 25
Cestkion helpfully offers to disarm the trap... but the attempt goes uncomfortably long. Finally he is able to disarm it, revealing more of the strange cocoons and signs of struggle. In addition, you find a disruptive fusion seal (5th), two mk 1 serums of healing and three medpatches in the storeroom.
This leaves only the area you presume to be the bridge remaining. Perhaps it will hold some answers.
Jadzia Bainbridge |
"From what i know of my history, Old Golarion used to have a lot of salt water in the form of seas. Another reason i wish we were there now. Oh well!"
After the trap is found.
"Well i'm glad you disabled that laser. It looks big enough to burn a hand off! It's always good to have some healing supplies on hand. Has anyone been trained in first aid skills?"
RZMR |
The creatures shall wither in holy water of justice. RZMR exclaims, more or less stating that he is (more than) willing to throw some water.
GM Wolfspirit |
(There is enough for 1 per person; if anyone want to double up or forgo theirs, you can say so)
Cestkion Init: 1d20 + 3 ⇒ (18) + 3 = 21
Jadzia Init: 1d20 + 2 ⇒ (14) + 2 = 16
Pangea Init: 1d20 + 1 ⇒ (9) + 1 = 10
RZMR Init: 1d20 + 1 ⇒ (9) + 1 = 10
Thomagar Init: 1d20 + 1 ⇒ (12) + 1 = 13
Tinker 7 Init: 1d20 + 3 ⇒ (1) + 3 = 4
Red Init: 1d20 + 6 ⇒ (18) + 6 = 24
Blue Init: 1d20 + 6 ⇒ (17) + 6 = 23
White Init: 1d20 + 6 ⇒ (4) + 6 = 10
With nowhere else to go, the party opens the door to the bridge. And as has been the norm for this place, it is infested with akatas: three in fact. They all turn towards you with bristling head fringes! Two lumber ahead to attack the front liners before you have a chance to react.
Red Attack @Thomagar: 1d20 + 8 ⇒ (3) + 8 = 11
Blue Attack @Tinker: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
The one on Tinker takes a significant bite out of him!
Next up: Thomagar, Jadzia, Cestkion,
<= ! -- means you're up!
Goodies:
- Tinker7 --8
Baddies:
- n/a
[ooc]Active Global Conditions: None.
Round 2
- --Enemy: Red: Missed
- --Enemy: Blue: Hit
- : Jadzia <= !
- : Cestkion: <= !
- : Thomagar <= !
- --Enemy: White
- : Pangea:
- : RZMR
- : Tinker
Thomagar Dayana |
Thomagar does not like the tight quarters. "Clear a space for me to move in! My supernova can help to weaken them! Focus on the right one!"
Thomagar raises his right palm and slams it at the (blue) akatas.
solar palm vs blue KAC, photon mode: 1d20 + 5 ⇒ (17) + 5 = 22 bludgeoning dmg: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
stellar mode rd 1
Pangea-Epsilon |
I only have +1 to ranged attacks, so I think it's best to give 'my' salt-water dose to who wants it.
"This infection is endless!", says Pangea, as it shoots, striving to avoid hitting its comrades.
"Anyone need my spot?"
Pangea still has a move action and can move back to free the space for a better fighter if needed (if anyone needs this, assume I fall back).
Bang: 1d20 - 3 ⇒ (8) - 3 = 51d6 ⇒ 3 (Counted -4 for Cover)
Aiming for Blue if still up
Jadzia Bainbridge |
Jadzia tries to aim up a shot between her allies, but it's proving difficult to do. Aiming for Blue.
static arc pistol attack: 1d20 + 4 ⇒ (13) + 4 = 17 I've not applied cover to this attack roll.
static arc pistol damage, electricity: 1d6 ⇒ 1
GM Wolfspirit |
1 person marked this as a favorite. |
Cestkion Trick attack: 1d20 + 12 ⇒ (8) + 12 = 20
Cestkion attack: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 2d4 ⇒ (3, 4) = 7
Cestkion fires at the blue akata, which, combined with the rest of the parties attacks, is just enough to take it down! The white akata whines plaintively that it doesn't have a good way to maul anyone and takes the long way around the bridge.
goblin 1 attack: 1d20 + 3 - 4 ⇒ (13) + 3 - 4 = 12
goblin 2 attack: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
damage @ red: 1d4 ⇒ 4
The goblins open fire on the akatas as well, one scoring a decent hit. Triumphantly the goblin yells, "That's for Snotlicker!"
Next up: Tinker, RZMR
<= ! -- means you're up!
Goodies:
- Tinker7 --8
Baddies:
- n/a
[ooc]Active Global Conditions: None.
Round 1
- --Enemy: Red: Missed
- --Enemy: Blue: Hit
- : Jadzia : Hit
- : Cestkion: Hit
- : Thomagar Hit
- --Enemy: White: Taking the long way
- : Pangea: Miss
- : RZMR <= !
- : Tinker <= !
Tinker 7 |
Tinker feels the pain as he is struck by the creature. He was prepared to throw salt water, but with the creature up on him, he draws his knife and attacks...
Survival Knife: 1d20 + 4 ⇒ (8) + 4 = 121d4 ⇒ 4
GM Wolfspirit |
Botting RZMR
RZMR Salt Water Balloon: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 ⇒ 5
RZMR lobs a container of salt water at the red akata, which causes it to shrink and shrivel a bit (almost like a slug exposed to salt!) Even its neighbor burns a bit from the splash. As an added benefit, all it does is get a bit more salt in Tinker's wounds.
The akata in turn attacks ferociously, taking a nasty bite out of Thomagar!
Red Attack@ Thomagar: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Next up: Jadzia, Cestkion, Thomagar
<= ! -- means you're up!
Goodies:
- Tinker7 --8, Thomagar -5
Baddies:
- Red -9
[ooc]Active Global Conditions: None.
Round 2
- --Enemy: Red: Salt bites
- --Enemy: Blue: Hit
- : Jadzia : <= !
- : Cestkion: <= !
- : Thomagar <= !
- --Enemy: White: Taking the long way
- : Pangea: Miss
- : RZMR
- : Tinker
Jadzia Bainbridge |
Jadzia takes aim and fires another shot between her allies.
static arc pistol attack: 1d20 + 4 ⇒ (9) + 4 = 13
Just don't shoot one of your allies in the back, Jadzia. That really wouldn't help the situation!
Thomagar Dayana |
To clarify, did the creature target EAC or KAC? It would have hit if it was EAC but miss if it was KAC.
Thomagar flinches at the bite of the akata, then again, raises his palm to slam it down on the creature in front of him. (red)
solar palm vs red KAC, photon mode: 1d20 + 5 ⇒ (17) + 5 = 22 bludgeoning dmg: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
If this takes out red, Thomagar will take guarded step forward.
stellar mode rd 2
GM Wolfspirit |
Yeah, you're right. I misread your statblock. Impressive AC
Trick Attack: 1d20 + 12 ⇒ (19) + 12 = 31
Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 2d4 ⇒ (1, 4) = 5
Cestkion shoots at the red akata, and along with Thomagar's punch, is enough to fell the creature!
Previously denied a Lashunta Snack, the remaining Akata mauls at Thomagar...
Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
And takes a nasty chunk out of the solarian. You can almost hear it chortling as if to say, "Gotcha this time..." But that's silly. These things haven't shown any capacity of speech...
Next up: Everyone!
Goblin Attack: 1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5
Goblin Attack: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
Thomagar Dayana |
Thomagar grunts in pain but does his best to ignore it. He is starting to glow but still he holds back the energy which would harm his allies as much as the beast. He steps into the room instead, and again brings his open palm down upon its back.
solar palm vs red KAC, photon mode: 1d20 + 5 ⇒ (11) + 5 = 16 bludgeoning dmg: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
stellar mode rd 3
Pangea-Epsilon |
Pangea steps up, and shoots at the Akata.
Bang: 1d20 + 1 ⇒ (18) + 1 = 19
Ouch: 1d6 ⇒ 5
GM Wolfspirit |
Cestkion Trick Attack: 1d20 + 12 ⇒ (13) + 12 = 25
Cestkion Attack: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 2d4 ⇒ (2, 2) = 4
With the array of shots and attack, the last akata is slain! There is stillness on the bridge, aside from the blinking red warning lights. A wide transparent aluminum window stretches across the forward wall of this control room; twinkling lights in the distance are all that can be seen of Absalom Station and the ships of the Armada surrounding it.
More relevant, there is the ships computer. There are some basic functions that are available to a guest user, but more advance ones will require some computers work. You do locate a keycard that you think will assist you, but from the looks of things the security is beatable, but strong.
I would normally spoil the results, but I don't want to give away the DC here...
The goblins start poking at the akatas with their clubs gleefully.
GM Wolfspirit |
(Here is actually where you can take an 8 hour rest before going to the Drift Rock. After the computers are resolved, but I think we're looking at RZMR there.)
Jadzia Bainbridge |
Jadzia hasn't been injured by any of the creatures on the ship but she still takes full advantage of the break in the action to take the weight of her feet for a few minutes and nibble on a snack from her pack.
"I guess we only have that big rock to look over now. I wonder if that's filled with these blue creatures too?" she says out loud, though not really expecting an answer from anyone in particular.
Thomagar Dayana |
Thomagar stills his violently beating heart as the combat ends, as suddenly as always. In doing so, he also allows the accumulated stellar energy to dissipate harmlessly back into the cosmos. He turns to look at the cockpit computers, but steps back. "This is not within my domain of strength. But we need to get through this to find out what's been happening. Anyone?"
RZMR |
The mainframe and me are one, I only have to will it and it does my bidding
Computers: 1d20 + 9 ⇒ (3) + 9 = 12 Guess I'll have to will a bit harder. Can I take 20 after this attempt?
GM Wolfspirit |
You think that taking 20 will cause a lockout of the system. However, you can retry, and / or take 10
GM Wolfspirit |
Actually, in interest of moving things along, assuming RZMR takes 10 and gets an assist or two.
The first attempt RZMR makes is almost disconcerting as they ram their face into the console. The further attempts are much more successful, and you are able to access the ship's logs and controls!
The logs detail the discovery of the Drift Rock, the crew’s initial exploration of the asteroid’s surface and the strange “geodes” they found there. The captain then states that the crew was under attack from monsters that “hatched” from the geodes they brought back to the ship (the description of the monsters matches the akatas that you have already faced). The next entry is more hurried, and the sounds of combat are audible in the background. “There’s something else—it came from the rock!” the captain reports with more than a trace of panic in his voice. “We’re getting overwhelmed! I’m going to open the ship to vacuum—maybe that’ll slow them down!” The log’s final entry was recorded in engineering and shows the captain in his space suit. “Purging the air didn’t work. I’ve set the autopilot to continue on to Absalom Station, but we’re abandoning ship. We’ll fall back to the rock and try to regroup there. Acreon out.” There are no further entries.
You are also able to close or open any door on the ship, and restore vacuum.
The ship does not look like it is able to fly; something damaged the power core beyond your ability to repair. You are able to take the Hippocampus down to the Drift Rock after resting, however... or follow the tow cables.
Everyone can take an extended rest.
Thomagar Dayana |
Thomagar nods in silent appreciation of the bravery of the captain. "If they are still at the rock, we need to rescue them. We'll take the ship?"
Jadzia Bainbridge |
Jadzia gets her weapon's battery charged up while resting. She makes sure the sleeping area and her gear is secured before resting so that goblin sized hands can't get access to any of her belongings while she sleeps.
GM Wolfspirit |
The Drift Rock is a rocky asteroid only a few thousand feet in diameter with an unremarkable, irregular surface.
Since noone disagreed with taking the shuttle There is no gravity or atmosphere where you arrive. You are able to locate what you imagine to be an entrance into deeper into the Drift Rock… but suddenly you hear the sound of engines igniting! The Hippocampus raises by itself and flies away without you!
Stranded, you only have a couple avenues to explore in the deepening cavern. You note that in the southbound fork, there are incredibly faint signs of someone’s progress ahead. Moving on once I hear a plan to move ahead.
Pangea-Epsilon |
"There goes our ride out of here... some "mistake" I guess."
Perception: 1d20 + 8 ⇒ (4) + 8 = 12