GM-BD’s ΘF DISTΔNT STΔRS & DEΔD SUNS - Δ STΔRFINDER ΔDVENTURE PΔTH (Inactive)

Game Master Black Dow

ΔDVENTURE, INCIDENT & INTRIGUE ΘN ΔBSΔLΘM STΔTIΘN! GΔNG-WΔRFΔRE, CΘRPΘRΔTE CΘNFLICT & ΔNCIENT THREΔTS CΘLLIDE IN THE DEPTHS ΘF PΔCT WΘRLD SPACE.. ΔND BEYΘND…

“The bounties of space, of infinite outwardness, were three: empty heroics, low comedy, and pointless death.” ― Kurt Vonnegut, The Sirens of Titan

CURRENT MΔP: HΘSTILE WITNESSES!

SUNRISE MΔIDEN SCHEMΔTICS


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M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

culture: 1d20 + 6 ⇒ (17) + 6 = 23

mysticism: 1d20 + 7 ⇒ (17) + 7 = 24


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon looks to Noah briefly and pokes the dead Captain with his sword,

"I don't think i'd want to copy her force field, didn't seem to work. I have rainbow worms infesting my body, I am beyond tired and this is SPACE, everything can kill you and i don't even have a force field to modify!"

The Lashunta leaves the droid behind and follows Nipper and the gang. His Solar Mote returns to its celestial form and pulses light in Noah's direction before following.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Capt Nash had a force field on her suit. my guess is that the standard forcefield kept an incorporeal foe at bay until the battery died, but not sure that foe is actually incorporeal. maybe my roll will give me something specific..


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

I think she said she modified it...


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M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

oh, right.

Ed spots startoad dragging the spacesuit behind him and stops in disbelief. Well someone slap a battery In the suit and put it on. Weren't you listening to the dead lady? Maybe an engineer can figure out how she modified it. Ed retrieves the two potions of lesser restoration.

Ed makes sure that he is in the center of the room as far from any wall as possible. Oh, and what's a Sanjaval Vagabond class ship? That's what the Sunrise Maiden was, I believe. that's an Eng DC 8 check


Captain Nash "modifying" her suits force field is somewhat of a maguffin - more of a story device. She has a Brown Force Field installed, but requires a power source...

Easy Reference: Force Field Armour Upgrades:

You can activate or deactivate your armor’s force field as a standard action. Once active, the device generates an invisible force field around you, including all your worn and carried items. The force field blocks solids and liquids but not gases or light (including laser beams). You can breathe while the field is active, but you can’t eat or drink.

While a force field is active, you gain a number of temporary Hit Points depending on the force field’s power. All damage dealt to you is subtracted from the force field’s temporary Hit Points first. A force field has fast healing, meaning that it regains temporary Hit Points at a fixed rate each round at the end of your turn, up to its normal maximum. If the force field’s temporary Hit Points are reduced to 0, it is inactive until the end of your next turn, when its fast healing restores some of its Hit Points. The charge capacity, amount of temporary Hit Points granted, and rate of fast healing vary according to the force field’s color code. A force field has a usage of 1 charge per round.

Brown Force Field Upgrade:

Item Level 3; Price 1,600
Slots 2; Armor Type Any; Bulk L

Brown: Capacity 10; Temp HP 1; Fast Healing 1

Ed's Insight:

ᐒ The Sanjaval Spaceflight Systems Vagabond-class multipurpose light transport/freighter is a versatile workhorse with a reputation for durability and reliability. In service for over 100 years, Vagabonds are still regularly used throughout the Pact Worlds as cargo haulers, smuggling ships, and exploratory survey vessels. While a crew of six is the standard complement for the Vagabond, the ship’s coordinated control interface and double redundancies on critical systems were designed to allow a single pilot to operate the vessel with little difficulty.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Did I get anything from the mysticism check?


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Maybe one of the littler squishier folks can take the shield, Paeon has a radiation buffer installed right now. And i understood that she 'modified' her space suit.. but Paeon is diseased and fatigued and is running out of steam.. he needs some rest, just role playing that.


EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

Startoad has a possible shield, i don’t know if it would stack or what. But agree squishier characters could use it.


Right... Where were we...

Ed's Mystical Insight:

Something about the creature's traits and Moriko's warning stir a recall an Documemory you accessed on creatures of the Drift. One of these creatures was the Garaggakal, sometimes called a “Drift Wraith” by those spacefarers fortunate enough to have survived an encounter with one.

Highly intelligent, Garaggakals display intense curiosity about other creatures, but their extremely alien mindset makes peaceful interaction difficult, if not impossible. Garaggakals seem to divide all life into two categories: predators (such as itself) and prey (everything else). To a Garaggakal, the best way to learn more about a new alien species is to kill, dissect, and eat it — and not necessarily
always in that order...

Like the eponymous wraiths they are named after, Garaggakals possess the ability to phase through solid objects. They can also leech life energy from their prey that fall victim to their terrible bite. However those who have survived encountering these Drift predators all noted that the creatures are vulnerable to electricity.

Have put you all in a rough marching order w/ Nipper on point.... Let me know if you want to do anything differently or amend pending any input from Ed.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Noah 2/0 continues to ponder the brown force field generator. I think I can install this in someone's armor if they have, or can create an open slot. I have such a slot, but I hope to avoid direct contact with this threat.


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M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

A sudden realization causes Ed's antennae to bolt upright quivering with fear. Zoinks! I think that's a Drift Wraith in the walls. Not an actual wraith, but they might as well be because they can move through walls and suck the life out of you. Blast it with electricity. They don't like that. Oh, why did I use all my shock grenades. Maybe we should leave now...


Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

Marching order is fine with me. Just use Nipper's passive perception (15) while we're exploring. I'll roll if I want to check anything specific out

"Well maybe it's gone now. The captain's been dead for ages and there doesn't appear to be any other organics around."

"Besides, there's not really any place else for us to leave to."

Baring anyone stopping him, Nipper will just continue to press forward.


EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

“Yes, leave. Let’s leave. Wraith sounds scary.”

Startoad follows along wanting to leave as soon as possible.


Fingernipper creeps, then halts, then creeps some more...

With the coast apparently clear of apparitions he beckons the rest of you forward. Entering the room you note the plethora of lights and controls on machinery within this room illuminate it in dim light.

Before you the chamber seems bizarrely torn between two worlds - its Southeastern half is rough hewn unfinished rock, while the Northeastern portion of the room (including the only door) is finished with the same ceramic-metallic plating found throughout the asteroid and its strange tunnels.

Engineering DC10 or Perception DC15:

Your canny and/or technologically keen eyes note that this chamber houses similar strange machinery that were encountered alongside the alien sentry bot. However your iniutuion and savvy suggest that this machinery possesses control functions rather than simple monitoring that was previously encountered.

You also are drawn to the complex control panel is built into the north wall that may provide more information about the Drift Rock and its original function, if you could only access the controls...

DC20 Engineering or Mysticism:

The equipment in this room is ancient hybrid machinery that blends both sorcery and technology. As such spells and abilities relating to magic and/or technology will work equally well when interacting with the hybrid tech.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Ed follows, too nervous to leave the pack. He tilts his head peering around at the room...

Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Mysticism: 1d20 + 7 ⇒ (13) + 7 = 20

and suddenly announces, This is the control room. It's run by magi-tech.


EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

Startoad looks around starting to poke around the ceramic with his rifle.

perception: 1d20 + 3 ⇒ (10) + 3 = 13
Engineering: 1d20 + 8 ⇒ (9) + 8 = 17


Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

Perc: 1d20 + 5 ⇒ (2) + 5 = 7

"So what does it do? does anybody know how to get it working?"


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Use your magic and computer skills, Noahtoo. I will bet we can get a lot of information about this rock-ship from this console.


Your combined savvy discerns that the room's strange computer system could be (like any other) hacked, although the task could prove difficult...

Accessing the alien system requires a DC25 Computers check... for starters...


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Hmm. this will not be easy. I would appreciate some help here. Noah begins to try to figure a way into the system. I almost have it...

COMPUTERS: 1d20 + 9 ⇒ (14) + 9 = 23

Can I get an assist?


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Remember that it's arcane magitech, so it should work a little differently. Let me help!

Mysticism: 1d20 + 7 ⇒ (18) + 7 = 25


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

I'm here, but letting the techies do their thing :)


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EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

Startoad runs over, “Help? I help!” and starts look for a place to plug in and help.

computers: 1d20 + 8 ⇒ (20) + 8 = 28


With the benevolent input of Ed and intuitive chaos that Startoad brings, Noah finds the hacking of the system a relatively straight forward process.

As he access the Drift Rock system the android is met with layers and blocks of intricate coding and instructions in a strange language he cannot, at first glance, decipher...

A DC20 Culture check will provide a layman's interpretation of the strange scripts, while a result of 30 or more will confirm the translation... Interesting use of any abilities/spells etc may also glean information depending on the application and Culture check success


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

culture: 1d20 + 6 ⇒ (3) + 6 = 9

Ed stare at the scribbles. I have NO idea what that means. Maybe record it and we can figure it out later. His eye go back to the walls, nervously expecting an attack.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

CULTURE: 1d20 + 5 ⇒ (9) + 5 = 14

I fear it remains meaningless to me as well. I shall record and store it all for later review.


EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

Startoad sewing the text pop up resists the urge to immediately start pressing buttons and manipulating it with his uplink. He unplugs with a short zap as the cord disconnects. He looks around. “We leave now?”


Ok - couple of options available to us. You can have a short 10 min rest and use resolve to restore Stamina.... You've another door due North or you can backtrack to the unexplored SW corner area and potentially rest up.

If you feel as a group you need a full 8 hour rest to recharge spells etc, then hunkering down somewhere would make sense, but against a foe that can "phase" it would be fraught with danger...


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Short Rest is fine with me. also lets go explore the unexplored SW corner.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

We can go now, can't we? When told that they need to finish exploring the place, Ed follows along dolefully.

Restoring stamina wouldn't be a bad thing. I've got no spells, but I'd rather wrap-up and move on. SW and short rest.


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Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Unless I have mis-remembered we cannot leave. We have no ship at the moment, right?


Yup no ship. Hippo up and left. You know the Sunrise Maiden remains unclaimed somewhere upon the Rock...

So ignoring the door North at present and backtracking after a short rest? Just want to be clear on the next move (and allow others to chime in if needbe)


EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

[ooc] I’m down with SW them short rest. I’m relatively untouched. [ooc]

No stop, leave big rock. Startoad says with a bit of apprehension looking around the room.


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Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

Culture: 1d20 + 7 ⇒ (19) + 7 = 26

Nipper takes a look at the odd writing to see if he can glean anything useful from it.

I'm fine with a rest, but I don't need it.


As you collectively rest and plan your next steps, Fingernipper turns his canny mind to the strange lexicon;

Fingernipper:

You manage to decipher some of the patterning within the alien lettering and symbols - enough to discern that this chamber is designed to operate minor subsystems of some larger structure or device - perhaps even a vessel, although it is no longer directly connected to is parent system.

The exact nature of the missing structure remains a mystery, though references to systems such as BACKUP POWER TRANSMISSION, THRUSTER MANEUVER and FIRE CONTROL OF THE AUXILIARY are deciphered by you.

Additionally what you also glean is that these systems and potentially the control room you now stand in, are incredibly archaic in nature - perhaps a megaannum old. As a fragment of a larger structure, device or vehicle - the fate or whereabouts of which remain a mystery...

As he stands waiting Paeon's body is wracked with cramping and shooting pain...

DC10 Fort Save please Paeon...


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M Lashunta Korasha Solarian [Ace Pilot] 2; Init: +1, Perc: -1 Str: +3; Cha: +4; SP 21/21; HP 25/25; RP 2/5; EAC 13; KAC 15;

Paeon doubles over groaning as the pain and cramps overtake him,

'Unnghhh'

Fort: 1d20 + 3 ⇒ (15) + 3 = 18

Using 1rp to restore stamina in our rest!


DC13 Medicine Check (on Paeon):

You note that while Paeon remains ill, the strange Void affliction that infects the lashunta has not progressed. While his strong fortitude is continually fighting the disease, but he remains at risk should it take hold further...

Paeon:

The burning in your veins and bones signifies that you remain Sickened (2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks), however you do not feel the affliction has advanced or grown worse in these hours past.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Meds: 1d20 + 7 ⇒ (6) + 7 = 13

Ed shifts his nervous stare from the wall to Paeon and his rumbly tummy. Are you-? Oh no, the Void thingy is still in him. We really don't have a lot of time. When does our rescue ship get here?

have we finished exploring the sw corner of the map? stamina restored


Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

After scrolling through the database, Fingernipper turns back to the rest of the party, "I can't quite read this, but it does share some similar root structures to languages I'm more familiar with. Near as I can tell this was a control room for a bunch of subsystems for some larger installation. Maybe even for a ship. What that was or where it is now, who knows, but what I do know is that this place is seriously old."

"Interesting stuff for sure, but I don't think there's anything of much use to us right now."

When everyone is ready, Nipper will check the door and continue north.


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

oh, we didn't go sw. OK, open the door. go north.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Noah nods that he is ready.


Fingernipper heads north, the single door opening into a slight elbow corridor that ends in double doors.

As the scouting Ysoki approaches these, the strange guttural gurgle of the Drift Wraith can be heard from beyond the heavy bulkhead...

Doors appear unlocked, but as they are both weighty industrial portals its unlikely you can open them quietly. Final chance to plan and prep. Entry order will also be needed :)


M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

did we give the forcefield to anyone?


EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

Startoad presses focuses and a small forcefield activates around him. He’ll be first in if he can or near the front.


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Male Ysoki Envoy 3 , HP 20/20, SP 21/21. RP 4/4| Speed 30' | Init +2 | Perception +6 [Darkvision 60'] | EAC +14 KAC +15 CMAC +23 | Fort +2 Ref +5 Will +3|Stealth +10|

Fingernipper bravely offers to lead from the rear.


Male Android Technomanbcer 3 , HP 19/19, SP 15/15. RP 5/5| Speed 30' | Init +3 | Perception +3 [Darkvision 60'] | EAC +17 KAC +17 CMAC +25 | Fort +0 Ref +3 Will +3| Technomancer 5

Noah offered the forcefield to any takers. I believe no one took him up on the offer so he installed it into the free slot in his armor. If that is right he too will activate a force field before the door is opened.


Ed Shirren wrote:
did we give the forcefield to anyone?

Think Noah was potentially going to install it in himself?


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M Shirren Mystic [Pilot-Sensate] 3 ll Blindsense perc+10 ll EAC 14 l KAC 15 l CMAC 23 ll HP 24/24 l SP 21/21 l RP 3/4 I Spells: 4/4 l Ammo: 20

Ed bravely takes the center of the pack to keep as many bodies as possible between himself and the walls. He waves his zap gun. Stay back, spook. We've got electro weapons and we'll use them.


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EAC:12 KAC:16 |HP:15/15 SP:1/15 RP:1/2|Fort:+2, Ref +7, Will+3|Init +4 Per+3|4 THP from shield|+5/1d10 10/20 Outlaw mechanic 2

When everyone is ready startoad looks around offering a smile back at the group, “We be ok. No worries.” then opens the door blaster ready.

His head blinks a little as he goes to open the door. Being in the front is illogical and an unnecessary risk. The safest distance by my calculations is most likely to be 7.53 meters from the door. But have at it, I’m sure we will most likely not die.

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