Towards the abyss - Cinereous (Inactive)

Game Master Fiendish Zen


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HP 10 | AC 14 | F+4 / R+2 / W+4 | Per +5 (Visual) Technician

Joram was feeling pretty squicked out after they peeled the corpse out of the suit. Nevertheless, he gamely jumped in to help. He stared in fascination at the tattoos, even as he listened to the woman explain about the suit.

Not knowing much about either the ship or the tattoos, the engineer concentrated, instead, on things that he could do well. With a sharp nod to the others he slowly levered himself off the floor and made his way to the inner airlock door.

Once again his fingers flicked over the keypad, hoping that maybe this time he'd have more luck.

Aaaaaaand, we're back! :)

Kn: Computer Systems: 1d20 + 10 ⇒ (19) + 10 = 29
Perception: 1d20 + 5 ⇒ (8) + 5 = 13


Joram is sure the pressure door leads further in to the ship, and at a swift press of the door control, you hear internal locks disengage from the solid door, and it slides upwards in to the ceiling, revealing the dull grey metal of a ship's corridor beyond.

Immediately in front of you on the floor, is another cryo-pod, the lights on it flickering. It appears to have fallen from the cargo hook dangling from the ceiling rail.

knowledge (computer systems)/medicine DC 15:
The power appears to be failing on the unit, the occupant will likely expire if the wake cycle is not initiated shortly.

The door to the north is a closed security door, typical for cargo haulers where there is no requirement to access the cargo during travel and it can be locked down. The door and its panel appear to be without power.

The door to the east is labelled 'CARGO BAY 2' and the panel is active, but locked. Security systems check if you wish to bypass

To the south, the corridor stretches away in to the darkness, there is no emergency lighting, and your surroundings are lit only by the dim glow of the cargo bay door control panels.

>>> MAP <<<


HP 14 | AC 18 | F+2 / R+4 / W+4 | PER +13

Thursday tries to rascal the security system. There might be useful gear...

Security System: 1d20 + 6 ⇒ (3) + 6 = 9


Wounds:5/12 Crit 0 | Fate 3/3 | Currently: fatigue0 | insanity 0 corr 15

Sirus sets to work on the pod trying to move it to a more convenient place.
kn:CompSys: 1d29 + 4 ⇒ (1) + 4 = 5


Hey, someone is in here. Cord says as he examines the pod.

Knowledge (Computer systems): 1d20 + 8 ⇒ (3) + 8 = 11


The pod is hung up on the rail embedded in the ceiling. Used to move cargo from one place on the ship to another, it requires power to use, which appears to be off, so the cryopod is going nowhere.

The door panel opposite seems to be ignoring Thursdays override commands, evidently the firmware has been upgraded since the last time she tried to bypass this particular model.

The cryopod continues to flicker, less frequently now, it is becoming obvious the power is about to fail completely.


Cord looks worried. Life support is failing! Try breaking the glass with the wrench again?


Smashing the canopy would likely be instantly fatal as the pod's delicate interior was compromised and many carefully calibrated chemical levels would be upset.

Cord and Syrus are aware that one could initiate a 'quick wake' cycle which could bring the occupant back quickly, however it could also be dangerous to them.


Wounds:5/12 Crit 0 | Fate 3/3 | Currently: fatigue0 | insanity 0 corr 15

Seeing no alternative, Sirus punches the quick wake button and hours for the best.


Cord looks on with a worried look. No choice. You took the only option Sirus.


Sirus quickly runs through the sequence to initiate a quick thaw, and the cryopod hums to life as the display becomes very active, scrolling through hundreds of lines of code and commands as the complicated wake cycle is cycled through.

There is the distant sound of metal repeatedly knocking on metal, somewhere distant to the south of where you are, away in the darkness.

Just then the power on the pod in the corridor flickers as if about to fail, but then finally beeps readiness, the lid cracking open to release a whiff of chemicals and revealing another person, alive and moving groggily. Coughing and spluttering, a male figure of average build rolls out of the pod, landing on all fours and breathing heavily. There is froth around his mouth.

Ak... gak...

he mutters, shaking his head vigorously.

Medicine DC 15:
Disorientation, frothing at the mouth and loss of balance are all symptoms of 'Freeze Fever', an uncommon but known potential side-effect of being defrosted too quickly. The man's brain won't be functioning properly, he could curl in to a ball, run off somewhere or even be aggressive, experiences vary...


What's wrong with him? Cord asks, obviously unversed in this sort of thing.


The man begins crawling towards cargo bay 1, shuddering and repeatedly making a sound halfway between choking and speech.

He stops by Thursday's smashed cryopod and starts convulsing.


Cord moves to the man and tries to support him. Someone help him!

First Aid Untrained?: 1d20 ⇒ 7


Wounds:5/12 Crit 0 | Fate 3/3 | Currently: fatigue0 | insanity 0 corr 15

Sirus shrugs. I fix machines, not people.


HP 14 | AC 18 | F+2 / R+4 / W+4 | PER +13

Thursday would rather investigate the noise, but it probably wasn't an acceptable option. She holds onto the struggling man. "Slow down, Slick. Just calm down."

Medicine (Untrained): 1d20 + 0 ⇒ (9) + 0 = 9


With no idea what might be wrong with him, he's hauled to his feet by Thursday and Cord. His body is wracked with tension, his head snaps forward and the sclera of his eyes are bleeding, rivulets of blood trailing down his face.

He roars...

...then lashes out at Cord with a jagged piece of the cryopod's shattered canopy...

makeshift knife: 1d20 + 2 ⇒ (16) + 2 = 18
slashing: 1d4 + 1 ⇒ (4) + 1 = 5

...he is clearly past reasoning with...

Thursday is not surprised so gets a standard action. Then we're in to initiative, and you all get actions before the opponent...


HP 14 | AC 18 | F+2 / R+4 / W+4 | PER +13

Just so I'm clear, ATT would only include BAB? Are there any mods on DAM? And I'm assuming the base damage is according to Pathfinder? I'm trying to figure out my martial arts attack.


Yes to everything you've said Thursday, no changes to damage. However you and Cord are currently flanking the man so you do get an additional +2 to hit. He's AC 13 for the record!


Wounds:5/12 Crit 0 | Fate 3/3 | Currently: fatigue0 | insanity 0 corr 15

Sirus starts talking in a calm vice and tries to seize the man before someone ended up dead.
grapple: 1d20 ⇒ 15


HP 14 | AC 18 | F+2 / R+4 / W+4 | PER +13

Thursday reacts a shade too quickly, throwing a flat punch at the man's solar plexus that glances off his ribs to no effect.

Cripes! Good thing my MA instructor didn't see that...

Martial Arts (20/x2)
HIT: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 flanking
DAM: 1d3 ⇒ 1


The man ignores Sirus' words, but is caught up in the technician's grasp.

CordBot wades in and delivers a punch to the man's stomach.

punch: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12 A hit as AC drops due to him being grappled
damage: 1d3 ⇒ 3

The man grunts and growls like an animal, struggling in Sirus' grip, eventually trying to stab the man with the makeshift knife.

knife: 1d20 + 2 ⇒ (13) + 2 = 15
slashing: 1d4 + 1 ⇒ (1) + 1 = 2

Players up!


Wounds:5/12 Crit 0 | Fate 3/3 | Currently: fatigue0 | insanity 0 corr 15

The knife cuts into Sirus' shoulder but the mechanic doesn't let him go that easily!
grapple-> pin: 1d20 + 5 ⇒ (7) + 5 = 12


The man thrashes like a fish on a hook, but Sirus' vice tight grip holds him in place.

His AC is effectively 8 at present...

CordBot attempts to knock the man out to stop him hurting anyone else, swinging the magnaWrench against the man's jaw

punch: 1d20 + 2 ⇒ (1) + 2 = 3
bludgeoning: 1d6 + 1 ⇒ (2) + 1 = 3

...unfortunately the man's chaotic movements make it difficult to land a blow.

Thursday to act


HP 14 | AC 18 | F+2 / R+4 / W+4 | PER +13

Thursday sends a backfist strike at the man's temple.

HIT: 1d20 + 4 + 2 + 2 ⇒ (9) + 4 + 2 + 2 = 17 flanking
DAM: 1d3 ⇒ 3


The man collapses limp in Sirus' grip, the fragment of cryopod canopy dropping to the floor.


Frag that hurt! Cord curses as he regards the unconscious man and holds the laceration on his arm closed. Anyone have a cloth or something I can put some pressure on this with?


Wounds:5/12 Crit 0 | Fate 3/3 | Currently: fatigue0 | insanity 0 corr 15

Sirus lays the man over on the floor and looks at his own gash. Get a grip, boy. This is going to be a story you tell your grandchildren one day. He grumbles. Just keep it closed like you're doing and we'll get ourselves patched up soon enough.


I take a wound for more than 1/3 of my health and ask for a bandage and you say get a grip? Cord is not in a panic here. Somehow I feel my character is not coming across as I envisioned him.


Wounds:5/12 Crit 0 | Fate 3/3 | Currently: fatigue0 | insanity 0 corr 15

Yup! Feel free to panic more. :) Sirus is a gruff man... and I don't think we have any bandages. Basically he's acting tough. He's in pain too with two nasty wounds of his own, but he's doing his best to appear strong.


HP 14 | AC 18 | F+2 / R+4 / W+4 | PER +13

Thursday slides out of the top half of her cryo-suit and uses the shard of canopy to cut a sleeve off. She shimmies back into the suit and uses the sleeve to bind Cord's wound, tying it off as best as she can. "That should hold you until we find a med-kit."

Status:
HP: 11 / 14 | AC:18 | F+2 / R+4 / W+4


It doesn't take a doctor to see that the man is out for the count, likely for some time. His chest rises and falls irregularly.

Thursday's makeshift bandages stop the bleeding, but the wounds themselves need attention from a medbay or medkit.

A glance over his cryopod confirms it is in the same state as yours, now powerless and with the small cargo unit removed in a manner sure to have voided the warranty.

The control panel of the other cargo bay opposite still faintly illuminates the corridor, and the corridor itself stretches off in to the darkness.


Smiling at Thursday Cord manages a Thanks. before heading down the corridor to explore further. Wish we had a layout of this ship. Anyone recognize it or at least its class?


pilot or knowledge (solar system) DC 15:
So far this looks and feels like a generic long distance cargo hauler. It's an older model judging by the wear and tear. The corridor you are in is likely the central spine of the ship, with all other facilities either built around, or on to the corridor. The two cargo bays for instance are modules, so could be detached from the ship to have it reconfigured. You'd need to see more of the ship to understand its current configuration.


Pilot: 1d20 + 12 ⇒ (5) + 12 = 17

Looking about and running one hand along the wall Cord says Pretty sure this is a long distance cargo ship. An older one. If that's right we are in the central corridor of the ship. The bridge should be this way.


HP 14 | AC 18 | F+2 / R+4 / W+4 | PER +13

"I'm not a fan of leaving Mr. Irrational here alone, in case he wakes up and tries to open the airlock... but maybe we have to take that risk."


The only way open now appears to be the corridor leading south...

You venture forward, the darkness omnipresent and almost smothering. Through the gloom, you just manage to make out bits of debris scattered around the floor, and ducting hanging down from the ceiling, liquids pooling on the sides. The ship seems poorly maintained, or has just been through a significant firefight, perhaps both.

After a few dozens meters, you see the glow of three door control panels. Their dim light barely illuminates the pressure door and two smaller side doors at east and west. The smaller doors are access ways barely large enough to squeeze through, and are marked 'power distribution 3' and 'power distribution 4'. The large door is marked 'botanical'.

It's not unusual for larger ships to have a section with plants in, both for a change of pace during long flights and for the additional oxygen they supply as this makes it easier on the CO2 scrubbers.

The access doors are in lock mode, botanical is unlocked.


Wounds:5/12 Crit 0 | Fate 3/3 | Currently: fatigue0 | insanity 0 corr 15

If someone gets one of those doors open I could probably get an idea of the power situation. Sirus says. Otherwise he continues on to Botanical


Cord pulls up the access logs for all three terminals, but finds them blank. There's no fault with his skills, it's just that the link back to the core computer, where all the info is stored, is unavailable.

He does recall that the panels still hold local memory of approve/deny lists, so they can authenticate and grant access even during a power event. He scrutinises the access matrix and sees that Botanical is free access, and the power distribution doors require engineer level access, usually granted by either biometrics or a keycard.


Without key cards or a cutting torch we are not getting into the power distribution doors. Botanical seems the only path forward. Lets at least investigate there before trying to brute force anything. He moves to open the Botanical door.


HP 14 | AC 18 | F+2 / R+4 / W+4 | PER +13

Thursday tries to spoof the computer to allow her access to PD 3.

Security Systems: 1d20 + 6 ⇒ (5) + 6 = 11

Status:
HP: 11 / 14 | AC:18 | F+2 / R+4 / W+4


Clara is aware that on larger ships there is a need for multiple power distribution hubs to control the energy usage of various systems. You'd expect a hauler like this one to have 6 to 8, so by the numbers, that puts you about halfway along the central spine of the ship.

Thursday has no luck with the locked doors, she'll need an ePick before she cen make a progress tracker.As the door control to botanical is thumbed, bright white light stings your eyes as the door slides up in to the roof cavity. Inside there is a large hexagonal room with trough upon trough of shrubs and other leafy plants standing up.

You are aware that this room will have several under and over sub-levels to house the room's environment controls. There will be water reservoirs under the floor and a sophisticated air circulation system.

knowledge (science) DC 16:
The plant life looks sick in some way, brittle like it has been exposed to intense cold.

Perception DC 18:
Towards the middle of the room there is a boot sticking out from behind one of the troughs. It is not moving.

There is a door at the back marked 'ENGINE ROOM', a small office pod sits hunched against one wall (nothing more than a lean to with a chair and a dead, powerless screen). There is a body propped up in the office chair, with a handheld terminal clutched in its death grip. The handheld terminal is blinking between 'run again' and 'clear'.


Cord takes a good look around before proceeding.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

He notes the boot and heads that way. I think I have found something. he notes.


Thursday, Sirus? We may have lost Joram..


Wounds:5/12 Crit 0 | Fate 3/3 | Currently: fatigue0 | insanity 0 corr 15

Sirus makes for the engine room without a second thought. Time to see what's what.


Cord moves over to the boot, and sees that a man dressed in dirty fatigues seems to have collapsed across one of the plant troughs, he lies amid the twisted cover of vines and bushes. Cord spots a heavy pistol, and a belt with two spare clips of ammunition, a radio and a flashlight.

Sirus moves over to the Engine Room door, thumbing the lock and the readout changes to 'Environmental override: Run again or clear?'

The door is not locked per se, but it does require input before it will open.


Cord removes and checks and secures the weapon first. He then checks the man for wounds or other signs of wounds. He then checks the clips, puts on the belt, and checks the flashlight. Finally he thumbs the radio, first listening and then trying the different channels. May Day. May Day. Come in? Is there anybody out there? Finally, if the gun is in working order he will chamber a round.


Wounds:5/12 Crit 0 | Fate 3/3 | Currently: fatigue0 | insanity 0 corr 15

Sirus puts his ear to the door. His implant picks up on the tiniest readings and gives him a reading on what's immediately on the other side.
blind sight 30' through the door: 1d20 + 10 ⇒ (16) + 10 = 26


HP 14 | AC 18 | F+2 / R+4 / W+4 | PER +13

I'm here. I'm on an emergency business trip so I haven't had a chance to post.

Thursday regards the door settings, "What kind of environment override? Is the hull holed in there?"


Hi Thursday, no worries, thanks for checking in :)

Sirus hears nothing beyond the door, he's absolutely sure nothing is moving.

The override on the lock seems to involve an environmental setting in this room rather than the one beyond.

Cord looks over the pistol and finds it badly maintained but serviceable. +2 to hit in addition to your standard BAB, the pistol does 1d8+1 damage. There are 10 rounds apiece in each spare clip, and 6 left in the pistol itself. It seems the 4 missing went in to the corpse in the small office pod.

The radio hisses static and electronic bleeps as it tries to tune in. It locks on to a frequency with a squeal and you hear the dull repeating sound of an emergency beacon channel, the ship is broadcasting an emergency SOS. Continuing past the beacon it stops on a channel identified as 'Celadon'

Bzzzzzzzzzzzztttttttt....Hayes, come in Hayes...zzzzz...nyone?.. there is a bout of coughing over the speaker before it broadcasts again

...launch in...*squawk* min...zzzzzzzzzzzzt...Lambert?...derico?..

It falls silent.

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