DM Kludde |
Opening that door would require another engineering check, then.
Gunnz |
"I don't know anything about opening locked doors." admits Gunnz.
She pulls out a blaster.
"Apart from this way... but our hosts might be upset by that."
DM Kludde |
Shelldrake starts working on the door, but is almost immediately halted by an electric discharge. She manages to open the door though, and disable the live wire that was causing the malfunction.
Electricity malfunction: 3d6 ⇒ (3, 4, 4) = 11 RFX 12 for half
Four pillars, each covered in glowing circuitry, break up the floor of this chamber. Though slightly out of date by modern Pact Worlds standards, the four power generators in between the pillars nevertheless hum with energy. The room is illuminated from below, and doors lead east and west.
Gunnz |
"Ohh... Shell, are you okay?" says Gunnz rushing forward to help.
Shelldrake |
Ref 1d20 + 3 ⇒ (6) + 3 = 9
Zap!
The smoking android looks unsurprised "That is exactly what I was trying to avoid, there's obviously a problem with their power supply and its creating surges, think we keep clear of any interaction with electronics"
SP0 HP8.
That's nasty for a 1st level adventure LOL
DM Kludde |
Do you want to hold and recover, or move into the room?
Savoy |
"That looked nasty. Do you want to take a break and get some wind back into you..do androids need to catch their breath? Or do you recharge batteries or something?"
Savot continues to mumble something to himself as he debates if androids dream and have a need to sleep
He does keep his focus on the just unlocked door, just in case something nasty decides to come out from the other side.
DM Kludde |
The party takes a moment to recover, and finally enters the room. Two closets open as they do so, revealing two robots.
These robots resemble a physiology that is part husk, part membrane: thick shells, but winglike appendages.
The robots' eyes light up, and one of them utters a command in Ghibrani Intruder! Leave this area!
Shelldrake |
"That looked nasty. Do you want to take a break and get some wind back into you..do androids need to catch their breath? Or do you recharge batteries or something?"
"We don't catch our breath like humans do, but it does take a while for our systems to reset. Takes about the same time"
***
Shelldrake is a bit over the dodgy electronics of this place and decides to turn these robots into scrap metal.
Pew pew
Gunnz |
perception: 1d20 + 5 ⇒ (17) + 5 = 22
"Weird, it is like someone took bits of husk, and membranes and shaped the robots after a combination of them."
She draws but doesn't fire.
"I wonder how they would feel about us messing up their robots... probably not happy."
DM Kludde |
As soon as Gunnz draws her gun, the eyes of the closest robot flare up brightly, a move that is clearly hostile
init, Sirion: 1d20 + 6 ⇒ (14) + 6 = 20
init, Savoy: 1d20 + 2 ⇒ (11) + 2 = 13
init, Shelldrake: 1d20 + 3 ⇒ (3) + 3 = 6
init, Gunnz: 1d20 + 4 ⇒ (8) + 4 = 12
init: 1d20 + 8 ⇒ (7) + 8 = 15
---
Sirion
---
Robot
Robot
---
Savoy
Gunnz
Shelldrake
---
Sirion Greenspeaker |
I positioned us around the doors
"Gunnz! Did you have to live up to your name?"
I am glad we rested for the night
Sirion projects his mental energy to the nearest construct, trying to overload it's circuits with his power.
Mind Thrust I, Will DC 14: 2d10 ⇒ (5, 7) = 12
It seems that it should work on constructs as long as they have an Int score (or modifier for NPCs)
DM Kludde |
WIll: 1d20 - 1 ⇒ (9) - 1 = 8
Sirion's psychic blast wreaks havoc on the sensitive wiring of the robot, and a small tinge of smoke emerges from its ears.
The frontmost robot's eyes light up, and shoot a laser beam at Shelldrake, while the other robot moves around, then shoots its eyelasers at Gunnz.
Eye, Shelldrake: 1d20 + 9 ⇒ (7) + 9 = 161d4 + 1 ⇒ (4) + 1 = 5
Eye, Gunnz: 1d20 + 9 ⇒ (2) + 9 = 11
---
Savoy
Gunnz
Shelldrake <-- Can one of you bot?
Sirion
---
Robot (12)
Robot
---
---
Gunnz |
"Well..." says Gunnz diving for cover.
"They shot first!"
From cover she tries a tricky shot.
trick shot? DC 20+CR: 1d20 + 16 ⇒ (16) + 16 = 32
attack: 1d20 + 4 ⇒ (6) + 4 = 10
But misses the robot.
Savoy |
"So just letting them know we are supposed to be here is out of the question? Yes?, ok, guns it is then"
Savoy aims his gun and fires around the corner at the red robot
To hit EAC red: 1d20 + 1 ⇒ (3) + 1 = 4
Fire damage red if hit: 1d4 ⇒ 2
before backing away and getting his back solidly against the wall between him and the shooting robots
Bot Buddy 2001 |
Shelldrake raises her canon and shoots the robot with the red insignia on it's chest. The shot bounces harmlessly of the wall
Artillery laser, azimuth vs EAC: 1d20 + 5 ⇒ (3) + 5 = 8
Fire: 1d10 ⇒ 5
DM Kludde |
Will: 1d20 - 1 ⇒ (12) - 1 = 11
Sirion's mental blast is the only thing that hurts the robot in the next few moments, as Savoy, Shelldrake and Gunnz all miss their shots.
The red robot eyes light up once more, and this time Gunnz doesn't manage to dodge the shot.
Eye, Shelldrake: 1d20 + 9 ⇒ (5) + 9 = 14
Eye, Gunnz: 1d20 + 9 ⇒ (17) + 9 = 261d4 + 1 ⇒ (3) + 1 = 4
---
Savoy
Gunnz
Shelldrake <-- Can one of you bot?
Sirion
---
Robot (15)
Robot
---
Gunnz |
"Ouch!" cries out Gunnz.
"No fair!"
She slips the gun into her other hand trying to outfox the robot
trick shot, DC 20+CR: 1d20 + 16 ⇒ (7) + 16 = 23
attack: 1d20 + 4 ⇒ (5) + 4 = 9
But again the shot goes wide.
Gunnz |
Shelldrake
She points her large piece of artillery at the robot and fires
artillery attack: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d10 ⇒ 9
"See, that is how to do it." she says.
Savoy |
Lining up his shot Savoy moves to get a better angle and pulls the trigger once more, hoping to hit a robot
To hit EAC red: 1d20 + 1 ⇒ (10) + 1 = 11
Fire damage red if hit: 1d4 ⇒ 2
Bot Buddy 2001 |
Click - - Bot Buddy 2001 is learning new game - - This was Bot Buddy's first Starfinder bot - - - Whirr
Sirion Greenspeaker |
Sirion draws his pistol and fires at the red security robot. The robot ducks away behind Shelldrake and the shot misses.
Semi-auto pistol, Tactical: 1d20 + 2 ⇒ (13) + 2 = 15
Damage (P): 1d6 ⇒ 6
DM Kludde |
Gunnz tries another trick, but hits the ceiling. The artillery shell manages to hit the chest of the nearest robot, and send part flying, leaving little of function behind.
Savoy barely misses the next construct, and it's Savoy that first damages the thing.
The last robot takes an eyeshot at Gunnz
Eye: 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 261d4 + 1 ⇒ (1) + 1 = 2
---
Savoy
Gunnz
Shelldrake <-- Can one of you bot?
Sirion
---
Robot
---
Savoy |
Seeing Gunnz take another hit Savoy tells Gunnz
"Don't worry, this won't take that much longer. Any second now we'll take down the other robot and you can take a breather"
Gunnz feels a bit better after hearing this
Using Inspiring Boost as a standard action on Gunz who recovers 6 Stamina
Gunnz |
"I'll get this to work, just you see." she says diving behind another box as she tries her trick shots.
trick shot, DC 20+CR: 1d20 + 16 ⇒ (1) + 16 = 17
attack: 1d20 + 4 ⇒ (20) + 4 = 24
crit!: 1d6 ⇒ 6 + arc 2 but that likely does nothing.
Gunnz |
Oh yes, still getting used to the rules, the arc-2 is in additon
extra crit damage: 1d6 ⇒ 6
Bot Buddy 2001 |
Shelldrake repositions to get a better shot
Artillery laser, azimuth vs EAC: 1d20 + 5 ⇒ (14) + 5 = 19
Fire: 1d10 ⇒ 4
DM Kludde |
Gunnz manages to catch the robot completely offguard, and the huge hole she blows into the armored cover is also exploited by Sirion and Shelldrake. Together, they leave the robot as a smoldering mess.
Combat over!
The console on the northern generator ashes red, displaying a malfunction in one of its coils.
Engineering helps here
Gunnz |
Gunnz looks on, not too sure what to do, but willing to lend a hand to fetch a screwdriver when required.
engineering(aid): 1d20 + 1 ⇒ (3) + 1 = 4
"Oh... I thought you wanted a hammer."
Savoy |
1 person marked this as a favorite. |
I think it's just me and Gunnz now as the others are away for a few days..so I'll just npc the others in
Savoy and Sirion both have no idea how this electric stuff works but Shelldrake take the offered tool and discards it for what is actually needed for the job and applies itself
Take 20 for a 25 if it's allowed. Shelldrake also has profession electrician if that would matter
Savoy |
Savoy checks out the door and tries to look for sparks of electricity to prevent another mishap as happened when we opened the door to this room
Also take 20 for perception for a 25 if allowed since it should take the same amount of time as Shelldrake needs to look at the coil
Gunnz |
Sounds good. I think we are close to a wrap up on this.
DM Kludde |
Yes, we are almost done, only one more bit to explore
Savoy spends a few moments on the console, and manages to reset the power core, which should be sufficient to stabilize the power fluctuations in the city.
The next room is a few degrees warmer than the previous chambers. Racks of computers line the walls, with tiny lights blinking and hard drives audibly whirring. A single terminal stands opposite the only door to the west, an input prompt flashing serenely.
The language on the console can be understood, thanks to the language spell, but the interface is still quite confusing.
I need a computers check to access the terminal
Gunnz |
"Oh... I know how to use computers.." offers Gunnz.
"The default password for most systems is P A S S W O R D"
computers(aid): 1d20 + 5 ⇒ (14) + 5 = 19
"Lets see what we can learn from here."
Savoy |
"Or 12345"
It seems neither Shelldrake nor Sirion has computers trained and it can't be used untrained. I don't know if we can take 20 on this but Savoy will just try everything he knows about computers and takes 20 for a 25+2 for the aid = 27
"Or maybe 23456..it might be 34567.."
Gunnz |
If nobody else has computers trained, Gunnz will have a go at it primary rather than aiding. You can't normally take 20 on this type of computer check as there are often lock-outs which hit after a certain number of failures.
Savoy has computers, he could aid...
Gunnz |
Don't forget the +2 from me!
DM Kludde |
Savoy manages to hack the mainframe and obtains access to all data within. With that trove of information, it is possible to piece together the shocking history of the Ghibrani race.
Just over 300 years ago on a planet in the Vast, a race of insectile humanoids called ghibranis engaged in a brief but deadly nuclear war between several of its now- forgotten nation states. Prior to their cataclysmic conflict, ghibranis paid their respects to an aspect of Damoritosh—a god of war most commonly worshipped by the vesk in modern times. This worship shaped the race into a strong coalition of militarized states, with religious servants of Damoritosh in key advisory positions. The war that destroyed most of the ghibrani race occurred only decades after the Gap, as the addled state of the world’s leaders in the Gap’s aftermath only exacerbating existing tensions.
A small percentage of ghibranis survived the devastation. A powerful force field spared the metropolis of Arkeost the brunt of the nuclear war, but subsequent radiation carried by shifting wind currents wracked the city. Many died, but a sizable population endured. The ghibrani leaders knew the city didn’t have sufficient resources to support all the survivors, so after much discussion, they purposefully engineered several additional minor disasters to trouble the populace. The leaders then seeded rumors that an angry Damoritosh was responsible for this “divine” punishment and devised the creation of a false deity—Mother Touloo—who promised salvation to those ghibranis who gave up the comforts of civilization. Agents planted within the populace spread this false religion, leading a sizeable contingent of ghibranis into the wastelands. Meanwhile, the leaders of Arkeost and their closest family and friends remained behind.
Over the following centuries, very little contact occurred between the ghibranis who chose to live in the wastes and those who stayed in Arkeost, though both remained acutely aware of each other’s presences. The passing years, as well as healthy doses of lingering radiation, caused a physical division to occur between the two factions. The ghibranis in the badlands lost the use of their wings and developed hardier exoskeletons; they became known as “husks.” Those who lived within the surviving city kept their wings, but became thinner and more fragile; they are known to the husks as “membranes.”
The question now is: what to do with this information?
I'll need an answer on that, which is also the last action in this adventure. I'll start preparing chronicles and report the thin. Have a nice christmas holiday everybody!
Gunnz |
Thanks for the game Kludde! I enjoyed this scenario, even if the food was bad!
"They seem peaceful enough and happy with their respective lives" notes Gunnz.
"I'm all for leaving this to the wiser minds of the Starfinder society to sort out. The people who did the division lied to both sides, and they are long dead. I can see no point in possibly starting a war between the two tribes now."
Savoy |
"I don't see why we would tell anyone who lives here about this..you are right, it might start a war. Let's report back to the Society. If anyone higher up feels like the people here should know about their background they can send a new team to further work on our contact with this planet"
Thanks for running GM, and merry holidays everyone"
DM Kludde |
Chronicles! (link). Can you all have a good look and check if everything is ok?
Gunnz |
That looks good. I edited in my starting fame, prestige and xp/gold.
Many thanks for the game Kludde!