Against the Aeon Throne (Inactive)

Game Master Kevin O'Rourke 440

Map
The Cargo Hold


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Perception +9

AXL takes a moment to go over the two defeated cadet's possessions (if he can), removing any valuables (including weapons and ammo), then follows after the others.


Nosmo knows Jelik is in bad condition, one more hit or a few more seconds without medical attention and he would be dead.

Aibretta suggest that Normo keeps an eye on Jelik while he goes to get a few more residents who might be able to help drive out the Azlanti.

Once she is gone Jelik though barely conscious starts trying to tell Nosmo something. "I- got caught near their base. I saw one try to enter and she took her helmet off." He gulps struggling to speak with his wound. "It didn't allow her in til she put the helmet back on."


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

"Wear the helmet, get in? We can work with that!"


Perception +9

"Might be that wearing the helmet is enough yes" - AXL reasons - "I can take a better look..."

Probably computers or something else if I get my hands on one of those helmets?

AXL23 a.k.a. Axel wrote:
AXL takes a moment to go over the two defeated cadet's possessions (if he can), removing any valuables (including weapons and ammo), then follows after the others.

GM Kevin, did we find anything?


Sorry, loot
Troop ceremonial plate x2
Standard taclash x2
Survival knife x2
Tactical semi-auto pistol x2
18 small arm rounds


Perception +9

Thanks GM Kevin - guys I might grab one of the pistols, and some rounds. Anyone else using small arms?

Also since I am a noob - is that taclash a nice weapon? Trip+Reach sounds solid? Might be akin to Pathfinder?


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

A near-noob here too. But taclash sounds a fine weapon! Trosvod usually relies on heavy weapons and using his armour to beat on enemies. He's only taken a rifle as a spare when those two won't work out.


Complete noob here as well. No idea what is the optimal choice for anything...


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

I'm totally green at Starfinder, too. I'm just proceeding as I think this character would act and hoping for the best.

Nosmo eyes the looted Azlanti gear with a mix of awe and wariness. The trooper armor would help infiltrate the garrison, although he worries about the weight despite his A.I.'s assurances that she could interface with it. He buckles on one of the survival knives, if only because such a tool could come quite in handy.

He'll also take the other Tactical Pistol, if no one else wants it.

"Now that Jellik is safe - or as safe as things get around here - should we get back to checking out the moisture collector?" Nosmo asks his team. "There's also the hobgar trap, though I'm not exactly looking forward to letting the little beasts loose."


It's a handy option for some people but not for AXL, he doesn't get proficiency for advanced melee weapons automatically. It also doesn't have the operative trait so can't be used with trick attack.

Aibretta comes back a few minutes later. "I've reached out to a few other locals who are willing to help. I'd like to set up a meeting. I can find somewhere to keep Jelik safe. Are you willing to meet them now or do you need to deal with something first?"

Missions-Updated:

Hobgar Liberation: The colonists have been consistently plagued by hobgars (those blue apes), but they keep the creatures contained in a trap at the top of a tall pole near the center of town. If you can open this trap, the hobgars are sure to cause trouble at the closest buildings, including the Azlanti garrison.

Moisture Collector: The settlers don’t have a well, since they’re able to draw water from the fog directly with a moisture collector at the east end of the settlement. The Azlanti are rationing water to keep the colonists in line, and liberating the moisture collector will boost morale. Aibretta informs you that she has recently heard rumors of strange occurrences at the moisture collector.
Assault on the Garrison: The most critical task, of course, is to assault the garrison holding the Azlanti troops. However, Aibretta strongly recommends you engage in some or all of the other missions first, to weaken the Azlanti presence and gain the colonists’ support.

Meeting the Rebels: Aibretta would to introduce you to the other members of the resistance in town. Aibretta hopes you and her rebels can aid each other further.

Cemetery Showdown: A group of three cadets patrol the settlement,
bullying colonists. Aibretta suggests eliminating this patrol. Their route takes them near the settlement’s small cemetery, which provides ample places to hide.

Storehouse Ruse: The Azlanti recently sent a cadet to the settlement’s storehouse, and Aibretta fears that the colonists’ goodhearted supply clerk, Rendell Tace, might have attempted some ill-advised heroics.

In the Administrator’s House: Although Aibretta doesn’t know much about the technomagical relic Cedona described to her, she suspects Madelon has more information. Although Madelon is imprisoned, he may have hidden some notes or other valuable information in his private residence. Aibretta has the passcode to the personal entrance to Madelon’s module, and she asks you to look around there.

The Execution

The Stable-Ye've gone here of your own volition before it was suggested!


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

"Let's meet."


"It would be improper to liberate this town without the town's resistance. Indeed, we should meet them post-haste."


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

All thoughts of the other missions are swept away from Nosmo's mind. The image of a full, glorious rebellion against the occupying soldiers overclocks his imagination.

"Yes, yes. We can meet with them right away," he agrees quickly, with barely contained enthusiasm.


Perception +9

"Agreed" - AXL nods, methodically packing away some of the recovered gear.


Aibretta sets out to gather the other colonists willing to oppose the Azlanti.

First she introducesa female damaya lashunta envoy. "Goraya Li works as a mediator and project manager in Madelon’s Landing.

Goraya nods [b]"I joined the resistance not for myself, but for my family. I have several siblings and nieces working in the Blue Tin Range, and I am well aware that unless the Azlanti are stopped here, it’s only a matter of time before they put their boots on the necks of those miners as well. The Azlanti occupation came at a particularly bad time for me, because I recently heard there was an accident in one of the mines and I don’t know the fate of my family members. I can’t call her relatives due to the Azlanti suppression signal, and I can’t leave Madelon’s Landing without risking capture. Madelon received a report about the accident—which I hope indicates that my family is fine—but Madelon was imprisoned before he was able to let me know what was in the report. There are more pressing matters to others but Madelon's residence might contain the information I seek."

Next introduced is Ludvar Cresk, a male human mechanic. The left side of his face and his left hand are scared by chemical burns. Aibretta talks while the figure remains silent "Ludvar can't talk currently. His voicebox went missing one morning, this piece of petty theft we can't blame the Azlanti for. He believes the hobgar stole it. Him being able to communicate more easily will be an asset."

"The last person isn't here, it's Quorsica Arquinn, a female human. You might have asked yourself why people aren't speaking out more vocally. Quorsica like several others spoke out openly and so were put into the brig. She's never been one for bullies or at times when she should quite. The guards dragged her out of the brig, beat her, and left her to die just outside the garrison. Quorsica is being nursed back to health by her teenage son Welldis, but she can’t leave her bed without aggravating her injuries. Although Quorsica won’t speak of what happened to her in the garrison, she’s eager for revenge on the Azlanti that wronged her. These were the same two senior Aeon Guard cadets who attempted to execute Jellik. She was glad to know you saved him and dished out some retribution. She's drawn out a map of what she saw of the inside of the garrison for you, she didn't get everywhere but she has an eye for detail and a good memory."

Notation on each room:

M1-Main Staging
M2-Barracks
M3-Washroom
M4-Rear Staging
M5-Storage
M6-Unknown, possibly more than one room
M7-Mess
M8-Command Center
M9-Rec Room
M10-Brig
M11-Unknown, posibly more than one room


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Nosmo and Cresk eye each other warily. Despite their overlapping skills, the two had never enjoyed an amicable professional relationship. In truth, though, Cresk simply spooked the younger bioengineer.

"I'd thought about hiding out in the Blue Tin Range, seeking sanctuary with the miners," Nosmo explains, tearing his eyes away from Cresk. "But I'd worried that the Azlanti had already landed there, and that I'd never make it there alive on my own."

Despite his low simmering heroism, Nosmo sees the wisdom in pursuing smaller, more easily accomplished tasks first.

"Do we have time to find Ludvar's voicebox first?" Nosmo whispers to his new comrades. He secretly hopes the gesture will thaw Cresk's icy disposition towards him. "He might give us some insight on breaching the garrison's defenses."


”It depends. On where it is and if the risk is worth it.”


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Trosvod grins.

"I believe there was talk of setting the hobgars loose on the Azlanti?"


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5
Trosvod "The Wyrm" wrote:

Trosvod grins.

"I believe there was talk of setting the hobgars loose on the Azlanti?"

"Yeah, maybe we'll get lucky and one of them took his voicebox, save us the trouble of tracking it down," Nosmo nervously matches Trosvod's grin.


Perception +9

"I agree with the proposed course of action. It is possible to attain two synergistic goals, which means maximum efficiency" - the android states, matter of fact.

"I am AXL" - he adds to Goraya and Ludvar.


Goraya responds to AXL "Good to have you here to help, what brought you here?"

Ludvar simply nods though his mood has improved now that you seem to be set on checking out the hobgars.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

"We're from the Starfinder Society, dropping off stationery to Cedona."


Perception +9

"Also I belong to the Starfinder Society organization" - AXL explains - "I was here accompanying a trading ship as bodyguard when your settlement was invaded" - he adds - "Self preservation and... Dislike for those who restrain others' freedom drove me into hiding, until I have met with my current companions" - the android concludes - "Retaliation shall ensue"


Elthaeron nodded. ”With that said, can you guide us to get there unseen? Youre collective knowledge of the Terrain would be most useful in getting there unseen.”


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

"Yes, indeed," Nosmo says, agreeing with Elthaeron. "There's certainly nothing new to say about what I'm doing here. Let's continue making life difficult for the Azlanti."

Once the party sets out on its next mission, Nosmo does his best to keep quiet and keep alert.

Stealth: 1d20 + 3 ⇒ (11) + 3 = 14
Perception: 1d20 + 4 ⇒ (10) + 4 = 14


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Trosvod moves quietly - for now. Though he concentrates so hard on that, he ignores everything else going on around him.

Stealth: 1d20 + 4 - 1 ⇒ (20) + 4 - 1 = 23

Perception: 1d20 ⇒ 2


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I'm going to say you guys get a +2 Circumstance bonus from the abundance of local information while inside the settlement for stealth checks... with the exception of the Azlanti base.

With local knowledge the group easily makes it to the hobgar cages undetected.

A sturdy metal pole rises thirty feet above the settlement, its top nearly obscured by fog. A wide metal cage with an angled opening no wider than a human fist sits on top of the pole. The wire mesh of the cage crackles with electricity. A small control box rests right underneath a metal plate at the bottom of the cage. Several tiny, furry creatures leap about inside the cage, rattling the electrifed mesh and hooting in distress.

This trap attracts hobgars from throughout the settlement, who climb the pole to investigate the charged mesh cage and become trapped inside. Normally, the colonists empty the cage once it has trapped six or eight hobgars, but with the Azlanti occupation, this hasn’t been a priority. A dozen hobgars are currently squeezed into the cage, frustrated and angry. The hobgars occasionally launch their energy rays at creatures they see, but the pole is too tall for the rays to reach anyone on the ground.

Lowering the cage and taking it away to empty it is normally done with one of the hover trikes in the stable plus a long cable, but this operation can’t be done with the garrison occupying the commons in the center of town. Currently, opening the cage requires scaling the pole and overriding the locking mechanism at the control box.

Someone will have to make a DC10 Athletics check and then a DC12 Computer Check

DC10 Athletics Check if Passed:

The irate hobgards hurl electricity in their fury!
Electricity Ray vs EAC: 1d20 + 3 ⇒ (14) + 3 = 17
Electricity Damage: 1d3 ⇒ 2
Electricity Ray vs EAC: 1d20 + 3 ⇒ (6) + 3 = 9
Electricity Damage: 1d3 ⇒ 1

If you pass the computer check you can choose to release the cage immediately or activate a one minute delay function.


Perception +9

AXL looks around at his companions - "I will address this task" - he informs, and moves forward, nimbly climbing the pole.

Athletics: 1d20 + 6 ⇒ (14) + 6 = 20
Computers: 1d20 + 8 ⇒ (16) + 8 = 24

He does not manage to avoid the first electrical attack, but the second goes wide, giving him enough time to override the cage mechanism.

So... They like... Shoot electricity? :D


Yes, yes they do.

AXL moves down after leaving the opening mechanism on a delay. Standing a little bit back the group watches as a dozen enraged hobgars move down the pole. Five scatter off into the settlement and beyond but the rest move off into the mist towards the Azlanti structure to vent their frustration.

Checking the empty cage you find what must be Ludvar Cresk's voicebox.


"Well done, Axel. That was a dangerous task." Elthaeron held the voice box up. "I hope that this is worth it. Let's go."


Perception +9

"Thank you" - AXL nods at Elthaeron - "Should we return the item immediately, or see to the next task at hand first?"


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

"Nice work! And whichever is closer.", says Trosvod.


Aibretta's shop is closest, she promises to get the vox box back to Ludvar Cresk.

What challenge next?


Perception +9

"I would suggest recovering the Moisture Collector for the settlers' usage" - AXL pipes in, showing unprecedented opinions and pro-activeness - "Basic life support should not be held as leverage in any situation" - he adds, as if no further explanation is required.


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Nosmo is happy to avoid Ludvar for now. Although he hopes this will make the mechanic less cool towards him, Nosmo also worries that the first words out of his voicebox will be condescending.

"I agree, let's check on the Moisture Collector," Nosmo adds, adjusting the shoulder strap on his hunting rifle. "Frankly, I'm curious to see what 'weird stuff' folks have been talking about over there."


The moisture collector in Madelon’s Landing stands on the northeastern edge of the settlement. The device is a metal spire adorned with several wide flanges, similar in shape to satellite dishes, and four large plastic tubs for water collection sit at its base. Thick plastic tubes connect the flanges and the tubs.

Surprisingly for such a vital location you can't spot any cadets guarding it.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

"Hmmm. No guards. Which means either they don't think it's worth guarding...or it's too dangerous."

Trosvod sniffs the air and looks about with a suspicious gaze.

Perception: 1d20 ⇒ 11


Perception +9

AXL also surveys the area.

Perception: 1d20 + 5 ⇒ (4) + 5 = 9


As you investigates the moisture collector you notice water moving about from tub to tub in an erratic manner.

DC 16 Mysticism:

The unusual activity is due to the influence of an elemental creature.


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Mysticism: 1d20 + 0 ⇒ (4) + 0 = 4

"Huh. That's weird."


HP 34/34, SP 35/35, EAC 18, KAC 20, Fort +5, Ref +6, Will +3, Init +6, Perc +8 Human Mechanic (Scholar) 5

Nosmo eyes the curious fluid movements with a raised eyebrow.
There had been so many unusual phenomena on this colony world, so he chalks this up as yet another one.

Focusing on something closer to his area of expertise, he examines the apparatus to make sure it is working properly.

Engineering: 1d20 + 10 ⇒ (18) + 10 = 28


Perception: 1d20 + 7 ⇒ (3) + 7 = 10

Mysticistm: 1d20 + 7 ⇒ (12) + 7 = 19

Elthaeron froze in place. He was completely unaware of his surroundings, so shocked was he at what they had found. ”Hold! The unusual activity is due to the influence of an elemental creature. We need to proceed with caution.”


Pure engineering wise Nosmo can't think of why it would be working like this unless someone had modified it to do so very discretely... Elthaeron's theory seems more likely.

After a while it's clear there is almost a cadence to the sloshing of the water. If someone spoke aquan it might almost be like a song. The potential elemental creature does not respond to anyone speaking common near the moisture collector.


Perception +9

"Does this mean we should uncover a way to have this creature move out of the moisture collector installation?" - AXL inquires - "I have no idea how to achieve such goal"


HP: 37/46; SP: 45/45 | EAC 20 KAC 22 | Fort +7; Ref +6; Will +5; +2 vs spells | Per +0|Init +5 | Move 20ft |

Trosvod looks for a bucket.

Perception: 1d20 ⇒ 7


What does Elthaeron know of elementals and their str/weaknesses?

”Honestly I have no idea. I’ve never dealt with one before. There must be a way to control it. To be honest I am impressed that one is even being used here.”


Trosvod is able to find a bucket without much of a challenge.

Elthaeron knows that they aren't overly intelligent and they all know how to speak Aquan but sometimes learn other languages. It can likely use it's influence over the water to keep the water in the device regardless from being accessed.


Cautiously Elthaeron approached. Repeating himself in every language he knew, he said

Diplomacy: 1d20 ⇒ 14

”Ser elemental. Can you understand me? We coming seeking audience.”


Psst Elthaeron you need to write your languages on your character sheet. I can tell you there'll be no response to Common, Elven or Castrovelan but I'm not sure about your final language.


Perception +9

AXL remains ready to react if the creature proves to be aggressive.

Alas, I speak only Common... (What is the 'common' tongue btw?).

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