| _Iseph_ |
will, android: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
The android feels the power of the spell wash over him. Gritting his teeth hard, he pushes against it and almost immediately, the mind-numbing effect disappears, only leaving him mildly shaken.
Glaring at the blubbery marlomaw, moves forward to close in and continues slashing at her. He knows his attacks are not very effective but hope to at least distract her enough to aid the rest of his team. And also to harass her sufficiently to stop her spellcasting.
Oshessa: trick attack (stealth) vs DR20+CR: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24 if succeed, flat-footed on next attack & add. dmg if hit: dmg: 1d8 ⇒ 8
survival knife, shaken: 1d20 + 7 - 2 - 2 ⇒ (11) + 7 - 2 - 2 = 14 dmg: 1d4 + 3 ⇒ (4) + 3 = 7 i.e. 3 dmg for underwater.
If hit, debilitating attack to make her flat-footed (-2 AC)
survival knife, shaken: 1d20 + 7 - 2 - 2 ⇒ (11) + 7 - 2 - 2 = 14 dmg: 1d4 + 3 ⇒ (3) + 3 = 6 i.e. 3 dmg for underwater.
Lapis-A17
|
Lapis takes this chance to full attack Oshessa, seeing that she is week and hoping to end this conflict before anyone else gets hurt.
full attack combat tracking: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 121d10 + 4 ⇒ (3) + 4 = 7
full attack combat tracking: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 131d10 + 4 ⇒ (6) + 4 = 10
hopefully she's flat footed
| GM Kate |
Unfortunately, Iseph and Lapis both miss!
Oshessa lashes out with her flipper, and you can all suddenly see that her glove is nothing ordinary: it's covered with needles.
glove attack vs Iseph KAC: 1d20 + 11 ⇒ (14) + 11 = 25
ouch!: 1d4 + 8 ⇒ (2) + 8 = 10
DC 14 Fortitude save from Iseph, please! (This is a poison effect, so the android bonus applies.)
Everyone is up! Oshessa is at -54 hp!
| _Iseph_ |
fort, android: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10
Iseph barely has time to recover from the mental assault when he feels thousands of needles stabbing into him, and what's worse, poison coursing into his body. He fails to fight this off, and feels his internal circuits burn under the chemical assault.
Despite this, he continues his attack, harassing her to prevent her from casting spells.
Oshessa: trick attack (stealth) vs DR20+CR: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29 if succeed, flat-footed on next attack & add. dmg if hit: dmg: 1d8 ⇒ 1
survival knife: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14 dmg: 1d4 + 3 ⇒ (1) + 3 = 4 i.e. 2 dmg for underwater.
If hit, debilitating attack to make her flat-footed (-2 AC)
survival knife: 1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25 dmg: 1d4 + 3 ⇒ (4) + 3 = 7 i.e. 3 dmg for underwater.
| Sedoriku's 二番目 Pregen |
Keskodai sees the end rapidly approaching for Oshessa and tries to do the mental equivalent of knocking her upside the head one last time.
Mental Thrust 1, DC 16: 2d10 ⇒ (1, 10) = 11
| GM Kate |
Will save: 1d20 + 8 ⇒ (12) + 8 = 20
She shakes off Keskodai's psychic barrage, but it's still too much! She goes down!
Iseph, unfortunately I need one more DC 14 Fortitude save from you.
You all get a good look at the room. This flooded bedroom has an airlock on the southern wall and a door on the eastern wall leading out. A pile of soft materials in the northeast corner serves as a bed. Several metal lockbox chests line the room. The southern wall is covered with an image of a humanoid skull with chains coming out of the eye sockets.
You search the chests and find two tier 1 antitoxins and one tier 2 sedative.
You also find a secret trapdoor along the northern wall. It is locked and alarmed. Engineering to open. (Once someone fails, it will set off the alarm, and at that point, you can retry until success, so I'll move you along. Remember, there is soundproofing in this room, so you won't alert the whole lodge, just whoever's on the other side of this door.)
| GM Kate |
With the auto-aid from Lapis, that will not open the lock but will set off the alarm. You can try again.
| _Iseph_ |
fort: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
The poison continues to burn into the android's system, and without even a whimper, Iseph collapses into the waters.
| GM Kate |
So technically, the unconscious condition can't be removed until the next day, but I'll allow the antoxin to be used to wake Iseph up, because especially in PBP, it's no fun to be unconscious! Ispeh will still be weakened on the Constitution track.
| _Iseph_ |
Thanks!
Iseph opens his eyes slowly, and very groggily, mumbles to Raia a soft, "Thank you."
Lapis-A17
|
Seeing that Iseph is safe, Lapis attempts to open the trapdoor.
engineering: 1d20 + 11 ⇒ (11) + 11 = 22
probably not gonna do it without at least 2 aids...
| _Iseph_ |
Still trembling in weakness, Iseph nonetheless moves over to Lapis' side and sees how he can help.
Iseph also auto-aids.
| GM Kate |
Doesn't open, but doesn't set off the alarm.
Does the main roller just want to give me three or four rolls at once? I'll take them in order.
| Sedoriku's 二番目 Pregen |
Keskodai stands back and watches the proceedings with some amusement. Occasionally trying to offer some advice, that proves to be ultimately useless.
Not much I can do to help here... No engineering
Lapis-A17
|
Lapis and Iseph can not fail to aid so i think that first roll, the 27, becomes 31, Which I sure hope is enough haha
| GM Kate |
Luckily, it is!
The currents push debris throughout this rocky cave. Several carved-stone skull-and-chain symbols hang from the walls, and a large table with several knives bolted to it stands at the center of the chamber. The thick metal bolts prevent the cutting utensils from floating away in the heavy motion of the water. Two cage cells are set along the eastern wall. A glass case with plastic gloves set into the side contains various books and datapads. Teltham, the teal morlamaw who greeted you alongside Hinevera, stands near a table. One of the cages holds a bedraggled-looking, but still conscious, kalo.
Teltham does not seem to notice your entrance.
The current is much stronger here, and it’s now a DC 15 Athletics check to swim.
You can start a surprise round from here, you can try to sneak closer, or you can stat talking to him.
| GM Kate |
You can do that before going in so as not to alert Teltham of your presence.
Choppy: 1d20 + 7 ⇒ (1) + 7 = 8
Raia: 1d20 + 1 ⇒ (12) + 1 = 13
Keskodai: 1d20 + 4 ⇒ (11) + 4 = 15
Lapis: 1d20 + 8 ⇒ (11) + 8 = 19
Iseph: 1d20 + 0 ⇒ (8) + 0 = 8
| GM Kate |
”What do you mean, no leader? Oshessa will kill you when she finds out you’ve been in here!”
That seems like more of an Intimidate approach! You can keep the same roll.
| GM Kate |
Raia actually succeeds on her own!
Tetham looks at the party with large eyes, draws his underwater fangblade, and throws it on the ground.
The kalo in the cage, Suulhu-Huur if you met her before, rattles the bars. "Hooray! Starfinders! Let me out!"
| Sedoriku's 二番目 Pregen |
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Keskodai strides up behind Raia and adds, "Given the work you've been doing here, I don't think that we'd retaliate is all that unusual. Oshessa is no long of this life, and we'd highly recommend, on the strongest terms, that you not continue the same mistakes that lead to her death."
Intimidate Aid: 1d20 - 1 ⇒ (3) - 1 = 2
Dangit got ninja'd by the GM!
Keskodai tries to swim over to the cage and see if he can do anything about the lock.
Athletics check: 1d20 ⇒ 5
| _Iseph_ |
Doing his best not to let his weakness show, Iseph strides forward confidently. "Smart one. It is of no difficulty for your head to join hers if that is what you would have preferred. Now where is the key!"
intimidate: 1d20 + 9 ⇒ (7) + 9 = 16
| GM Kate |
Suulhu-Huur swims out of the cage, looking visibly relieved. ”I should have known they’d send a team! I thought I was a goner for sure.”
| GM Kate |
”Oshessa, she poisoned us. I survived, but I don’t think the others did. She decided that meant I was destined to be one of her followers, and that did not go well for me. I don’t think most of them know what’s going on though.”
| GM Kate |
"I'm not in immediate danger, but I will need a long rest in a sick bay, I think."
| Sedoriku's 二番目 Pregen |
Keskodai gives a small chittering of disapproval. <Oh, no, no, no. I want to make sure that you're okay before you go any where. It'll just take a moment, but you'll have to take off your shirt...>
Medicine: 1d20 + 9 ⇒ (11) + 9 = 20 Anything wrong with him, that needs immediate attention?
After verifying that the kalo can get back to the ship safely, Keskodai tunrs to the others and asks <Any ideas on what to do from here? We might want to go tell the other marlomaws about the truth of Oshessa's religion... though that might be me being too naïve and believing that they all didn't know. Anyways, we've still got a couple days before our transport's coming to pick us up, any ideas on what to do until then?"
| _Iseph_ |
With all the tact of an introverted android, Iseph shares, "Yes, I suspect that Oshessa fed the rest of your team to a giant snake-creature. She is an abomindation."
Turning to Keskodai, he continues, "I worry about the same. The rest of the marlomaws do not seem to have noticed what we have done, but that would not last for long, especially by the time for the next sermon."
| GM Kate |
She has definitely been exposed to a lot of poison, but she seems like she can get to a ship okay. She looks very sad at Iseph's news.
Would you like to go talk to the rest of the morlamaws?
| GM Kate |
Just to keep things moving...
You exit the airlock and see that the morlamaws have gathered around in the temple area.
"What's going on? What's happened?"
| _Iseph_ |
Iseph glares suspiciously at all the marlomaw, his hand not far from his pistol. But he also knows that it is a time for diplomacy, at least for now, so he keeps to the back. For now.