SFS #1-04 Table 2 (Level 2's) (Inactive)

Game Master James Martin

Map Link for this campaign!


201 to 250 of 573 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

With Stiehle giving the all-clear sign, Raatchet will enter and examine the three items in the room:

1. Does the engine itself appear to be operating normally?
Engineering: 1d20 + 12 ⇒ (6) + 12 = 18

2. What is the module that has been split off from the engine? What does it do?
Engineering: 1d20 + 12 ⇒ (16) + 12 = 28

3. Do the stacks of batteries appear to be damaged and do they have any charge left in them?
Engineering: 1d20 + 12 ⇒ (7) + 12 = 19


Bonekeep Slides

1. The engine is dead and would require some hefty work, not to mentions lots of spare parts to ever get working again. You're looking at a total overhaul. It would take weeks. The wiring is a mess, but you think they re-routed all available power to life support and the doors, as well as a secondary system you can't identify, but doesn't seem to be drawing much power.

2. The control module is the brains of the engines, controlling the intermix ratios and keeping the reactions under control; it's dead and without it, the engine is a bomb waiting to go off.

3. South of the control module, several dead, brick-sized starship batteries are stacked on metal shelves. The topmost row is hooked up to an exposed power terminal labeled “Mess” with a black marker. Another power terminal is labeled “Bridge.” They're hefty batteries; your improvised battery solution could power one at a time, but not both and not for long.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Upon entering the room, Raatchet mutters, What a mess! This is in worse condition than Grinds' latrine after I set up that...errrr.... Raatchet turns around to look at the rest of the team and says with a nervous smile, Eheheh...did I say that out loud...? Without waiting for a reply he darts over to the engine.

He starts by opening an access panel, shining a flashlight inside. Hmmmm... He carefully moves some wire aside. Mmmmmmhmmmm... After popping open another internal panel, Yep, yep, I see... Using his light tracing the direction of some of the wires, Well, at least there's that...

If anyone attempts to ask Raatchet a question or interrupt him, Raatchet will continue to inspect what he's currently looking at, not turn around but instead just raise his hand in a ball with index finger pointed up to the ceiling to indicate 'stop'.

He then looks at the wire cut off from the module and says, That's not smart. Looking over the module, Raatchet taps it here and there, reads some gauges, looks over the instrument panel readings, and says in quick succession:
That's bad....
What were they thinking??
Oh no you DIDN'T!!!!
How is this ship still in one piece???

Visibly worried with panic in his eyes, Raatchet quickly darts over to the batteries, looks them over and says, Okay, bridge. Mess?? Huh?? Whatever!

Raatchet sets his pack down, pulls out the ROBBER and hooks it up to the batteries labeled "Bridge."

Finally, he turns back to his teammates and says,

Good news, the probably dead crew jury rigged the engines to maintain life support which is why we've got air and heating and gravity. They also rigged the engine to power some other system I can't identify which is really weird but whatever it is, it must have been important. I'm not sure if it's still working though because it seems to be drawing very little power.

Bad news, in doing what they did, they took the reactor controls offline, so NOTHING is ensuring the reactor continues to operate within safe parameters. In other words, that engine is a ticking time bomb and we have NO idea how much time is left on the clock. And I bet you Grinds' coveted secret copy of Star Sugar Heartlove that once the storm outside hits this ship, no matter how much time is left on that invisible clock, it's gonna cause the reactor to blow!

I can use the ROBBER to power up the bridge or the mess and someone made a special mark for the mess for some unknown reason. But I've hooked the ROBBER up to power the bridge because I suggest we get there now, get that hard drive, then exit stage left before the ship blows!

Besides, with the blood all around, lack of bodies, power to an unknown secondary system that has probably failed...I've seen this horror holo-movie before! This ship is haunted! And you know who always dies first in those haunted derelict ghost ships?? Yah, that's right, it's the loud-mouthed, annoying YSOKI!! Between all of us, that would be ME!

Raatchet points at himself with both thumbs, then picks his rifle back up and concludes, So let's get moving to the bridge next, yah?

Just for the sake of tracking our location, I've moved our tokens into the the engineering room

Second Seekers (Luwazi Elsebo)

Lashunta mystic 7 | SP 56/56, HP 46/46, RP 8/8 | EAC 22, KAC 23 | F+6, R+8, W+10 | Perc +15 | Init +7

Delea smiles at the slightly hyper ysoki. I'm sure we will all be fine, Raatchet, because we can work as a team. But you're right, we should take care of what we need to promptly.

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

"INTERESTING. OBSERVATION: LIFE SUPPORT NOT NEEDED ASSUMING NO SURVIVORS. ARMOR SUFFICIENT TO CONTINUE INVESTIGATION. CONSIDER REROUTING LIFE SUPPORT POWER TO CORE IN ORDER TO EXTEND TIME BEFORE CATASTROPHIC FAILURE. IF UNABLE, ALL DUE HASTE SHOULD BE MADE TO THE BRIDGE TO ACHIEVE PRIMARY OBJECTIVE."

Max will help if able.

Skill?: 1d20 ⇒ 14
Add applicable skill modifier if any skill check is needed here to accomplish the goal.


Bonekeep Slides

Fun thing that Raatchet discovers: The Bridge is accessed THROUGH the Mess. Which means you need another power source. Or you've got to split the party. Decision time!

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Max, it sounds like we can't patch power from life support into the control module to prevent the reactor from blowing up as the connection between the two is irreversibly severed.

GM, is it possible to route power from the engine directly to the mess battery? And possibly discontinue power to the unknown secondary system and/or life support (assuming we'll be okay in the short term without the ship's life support)? So the idea is to power the mess from the engine and power the bridge from Raatchet's ROBBER.

Everyone, if the above is not possible, then, as the GM said, we either:

  • Stay together as a group, power the mess with the ROBBER, then search all other rooms hoping to find another power source for powering the bridge, or
  • Split the party where at least one person stays behind in engineering to set up power to the mess. Everyone else goes to the mess. Then whomever is in engineering switches power to the bridge and everyone else heads into the bridge

I'm okay with either option and I think it would be hilarious if everyone decided to leave Raatchet on his own in engineering, although tech skills on the bridge might be needed.


Bonekeep Slides

Unfortunately the engine has no power to re-route; it's dead, since the power has been re-routed to life support. However, you would expect a ship like this to have spare batteries somewhere. The key is finding one.

Without life support, it's going to get very cold and very dark and very weightless very fast. Your suits would help, but you would be at a disadvantage. At the very least, you would be off-kilter.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Gotcha, so we'll have to go with either (option 1) stay together and search for a battery, or (option 2) split the party with someone staying in engineering.

As a player, out of character, I DO think it would be hilariously funny to leave Raatchet alone in engineering for option 2. So I volunteer Raatchet for option 2 if everyone else is up for it. In character, of course, Raatchet will hate the idea...

Second Seekers (Luwazi Elsebo)

Lashunta mystic 7 | SP 56/56, HP 46/46, RP 8/8 | EAC 22, KAC 23 | F+6, R+8, W+10 | Perc +15 | Init +7

We're not sure if whatever attacked someone to cause this blood trail is still around, so let's stick together, team.

Exo-Guardians

NG Haan (WIld Warden) Soldier (Armor Storm/Star Knight) 7 | SP: 8/56 HP: 53/53 RP: 9/9 | KAC: 27 EAC: 25 vs CM: 32 (20% fortification) DR 5/-, elec res 5| F: 7 R: 6 W: 6 (+2 vs Spells) | Init + 3 Perc: +8 | Speed 35 ft/40 ft unarmored

Grinds looks down at Raatchet. You should stay here soft furry man. Operate the doors. Grinds shall protect the team from the monster. Don't you worry He pats the little mouse on the shoulders with a thick armored mandible

This is your karmic reward little man....

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

"HE-WHO-GRINDS-BLADES-TO-DUST'S SUGGESTION DOES MAKE TACTICAL SENSE. THIS VEHICLE IS SMALL, AND RAPID TRAVERSAL OF THE CRAFT IS POSSIBLE IN THE EVENT OF AN EMERGENCY. HOWEVER, ADDITIONAL LOCATIONS MAY REVEAL POWER SOURCES TO NEGATE THE NECESSITY OF THIS COMPROMISE. RECOMMEND RAPID INSPECTION OF ACCESSIBLE LOCATIONS PRIOR TO ASSIGNING THIS POST TO RAATCHET."

Acquisitives

Human Operative 4 / Soldier 1 | Init: +15 | Perception: +11; Darkvision 60' | SP: 26/36, HP: 35/35, RP: 7/7 | Speed 50’ | EAC: 21, KAC: 23, CMAC: 31 | Fort: +4, Ref: +9, Will: +7
Abilities/Shots Used:
Membrane Pistol: 0 (of 20); Adv. Semi-Auto Pistol: 0 (of 12); Pulsecaster: 0 (of 20); Rifle: 0 (of 1)
Buffs/Conditions*:
+1 to Sense Motive checks, +2 to one attack roll/save

Stiehle shakes his head. "I agree with Delia and Max. I don't like the idea of splitting up on this ship. Whatever caused those bloodstains might still be here waiting for us to leave someone behind like this. Let's stay together and find another battery. Or at least make sure there's nothing back here to pick off Raatchet if we decide to go forward with his idea." If the others are in agreement, the operative takes point again and leads the way, following the bloodstains that lead toward the other side of the ship...

I think we should stay together and explore a bit more in the aft section of the ship. The door where the blood trail leads through seems like a good spot to start. But let's keep a sharp eye out for that other turret! Perception check below, and I moved myself on the map to indicate where Stiehle is ultimately headed.

Perception Check DRR: 1d20 + 6 ⇒ (4) + 6 = 10

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Stiehle, those are the captain's quarters which we're unable to access without a key card. But since we're checking out the blood trail, I've moved us toward the other end of the trail in the aft port room.

Looks like I'll be your doorman some other time, Grinds

Raatchet falls back into formation as we head out of engineering.

Acquisitives

Human Operative 4 / Soldier 1 | Init: +15 | Perception: +11; Darkvision 60' | SP: 26/36, HP: 35/35, RP: 7/7 | Speed 50’ | EAC: 21, KAC: 23, CMAC: 31 | Fort: +4, Ref: +9, Will: +7
Abilities/Shots Used:
Membrane Pistol: 0 (of 20); Adv. Semi-Auto Pistol: 0 (of 12); Pulsecaster: 0 (of 20); Rifle: 0 (of 1)
Buffs/Conditions*:
+1 to Sense Motive checks, +2 to one attack roll/save

Oops! Yeah, I thought that was the direction we went first. Thanks for fixing that. :)


Bonekeep Slides

The door opens as Stiehle approaches. Inside the room is dimly lit with emergency lights providing some illumination.

A single door opens into this open space. Just inside the doorway, the entry floor is caked with blood, and several batons and shuriken are scattered throughout the room. A simple sparring mat covers much of the center floor. An alcove along the eastern edge houses a weapon rack filled several kinds of batons and a dozen fine shuriken. On the opposite wall is a pad of self-healing foam with colorful abstract targets painted on it. A four-armed metal robot stands in the southwestern corner of the chamber.

The robot comes to life as the door opens and exclaims loudly in Kasathan.

Kasathan:
[b]"Unit is ready for a duel. Unit is... ERROR: Battery is too low to perform to specifications. Shutting down."

Running lights come on as the robot slumps, leading to a compartment on its back about the size of a brick.

I need Perception checks for this room, too.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Following the rest of the team into the room, Raatchet says, "This room reminds me of a first date I once went on. I had to get six stitches. That was the best first date I'd ever been on. I usually end up with a dozen stitches."

Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Acquisitives

Human Operative 4 / Soldier 1 | Init: +15 | Perception: +11; Darkvision 60' | SP: 26/36, HP: 35/35, RP: 7/7 | Speed 50’ | EAC: 21, KAC: 23, CMAC: 31 | Fort: +4, Ref: +9, Will: +7
Abilities/Shots Used:
Membrane Pistol: 0 (of 20); Adv. Semi-Auto Pistol: 0 (of 12); Pulsecaster: 0 (of 20); Rifle: 0 (of 1)
Buffs/Conditions*:
+1 to Sense Motive checks, +2 to one attack roll/save

"Anyone catch what it said? Hey Raatchet, think that battery on its back might work?" Stiehle takes a look around, then heads in to investigate the room further - particularly the bloodstain.

Perception Check DRR: 1d20 + 6 ⇒ (6) + 6 = 12

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Raatchet nods at Stiehle and when the room looks more or less clear and safe to search around, Raatchet will check out the robot. Raatchet will try to determine if it's salvageable in any way and examine the brick-sized compartment highlighted by the running lights.

Engineering: 1d20 + 12 ⇒ (20) + 12 = 32


Bonekeep Slides

The battery in the back of the robot is salvageable. Mostly dead, but Raatchet thinks he could coax a few minutes of power out of it, at least enough to power the bridge or the mess long enough to get in and out.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

"The intermittent power surges we detected in this room must have kept a small charge alive in this robot's battery. I think this will work."

As he retrieves the battery and stows it in his backpack, Raatchet asks everyone else, "You guys find anything else interesting in this room?"

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

Perception: 1d20 + 0 ⇒ (3) + 0 = 3

Max takes a mental note of the condition of the room, then collects a few shuriken and a baton. "SMALL METAL PROJECTILE, DESIGNED FOR THROWING. CONDUCTIVITY MAY PROVE USEFUL."

Second Seekers (Luwazi Elsebo)

Lashunta mystic 7 | SP 56/56, HP 46/46, RP 8/8 | EAC 22, KAC 23 | F+6, R+8, W+10 | Perc +15 | Init +7

Delea looks around the room carefully.

perception: 1d20 + 7 ⇒ (1) + 7 = 8

Exo-Guardians

NG Haan (WIld Warden) Soldier (Armor Storm/Star Knight) 7 | SP: 8/56 HP: 53/53 RP: 9/9 | KAC: 27 EAC: 25 vs CM: 32 (20% fortification) DR 5/-, elec res 5| F: 7 R: 6 W: 6 (+2 vs Spells) | Init + 3 Perc: +8 | Speed 35 ft/40 ft unarmored

Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Grinds listens and hears the ill intent from the robot and wonders too if its battery could be used and is disappointed that it cannot be. Undeterred, he stalks the room in pursuit of usable batteries.


Bonekeep Slides

The weapon racks are the only thing of interest, and they hold an Idaran force training baton (see sidebar), 10 carbonedge shuriken, 8 tactical batons, 4 cestus battlegloves, and 2 serums of enhancement (commando).

Idaran Force Baton:

This looks like a normal tactical baton, except it is much thinner and lighter. The baton has passive nanoengineering such that swinging it hard enough through any atmosphere creates an electromagnetic force.

IDARAN FORCE TRAINING BATON
An Idaran force training baton is a 2nd-level uncategorized basic melee weapon that deals 1d4 bludgeoning damage. The damage from this weapon counts as a force effect when wielded by a character with at least 12 Strength. Note, this does not mean the weapon deals force damage, only that it counts as a force effect for overcoming certain defenses such as incorporeal. It has the operative and powered (capacity 20, usage 1) special properties, it is light bulk, and it costs 400 credits.

Grinds also notices that one of the shuriken has embedded itself into a holorecorder on the ceiling. As soon as he points this out, Raatchet is able to re-wire it quickly. It hums to life and projects what looks to be the last recording. It's grainy, but it looks like a Kasathan crew member is doing battle with another Kasathan, this one floating slightly off the ground with glowing eyes. The battle ends when the crew member (bleeding from multiple wounds that seem to have been ripped out of him) sends a shuriken right into the head of the floater, but it passes right through its eye and imbeds in the projector, ending the recording!

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Raatchet gulps. "See what I mean guys?!?!? HAUNTED. GHOST. SHIP!! And the poor, misunderstood but lovably flawed Ysoki is ALWAYS target numero uno in those horror holo-movies!!

Raatchet's eyes dart around the room in fear while also swinging his rifle around to point in different directions as he looks around for a non-existent ghost. While doing this, the blood on the floor catches his eye and he moves in for a closer look.

Here's a life science/medicine roll to see if there's any more information to be gleaned from the blood. Raatchet has the same modifier for both skills.

Life Science or Medicine: 1d20 + 9 ⇒ (7) + 9 = 16

Raatchet will decline the force baton. Looking at the stats, it seems it would be most effective in Grinds' hands - no one else has a STR of at least 12.

Acquisitives

Human Operative 4 / Soldier 1 | Init: +15 | Perception: +11; Darkvision 60' | SP: 26/36, HP: 35/35, RP: 7/7 | Speed 50’ | EAC: 21, KAC: 23, CMAC: 31 | Fort: +4, Ref: +9, Will: +7
Abilities/Shots Used:
Membrane Pistol: 0 (of 20); Adv. Semi-Auto Pistol: 0 (of 12); Pulsecaster: 0 (of 20); Rifle: 0 (of 1)
Buffs/Conditions*:
+1 to Sense Motive checks, +2 to one attack roll/save

Stiehle nods grimly as the holo-recording cuts out. "Ghosts, alright. I don't like this at all. But it explains a bit about what likely happened to the crew. But where did that... that thing come from? Was it originally one of the crew? The captain, maybe? Probably whoever lost all the blood, anyway. And yeah, chances are that thing is still here somewhere." He grins uneasily at Raatchet. "Aren't you glad we didn't split up? Isn't that always what happens in those movies you're talking about? And at least there's no cat wandering around. I recall a few of those movies where the monster caught whoever was chasing after the damn cat. Come on, let's see if we can find another one of those batteries somewhere. We'll need another one, right?"

After the ysoki investigates the blood, Stiehle suggests they head back out to continue their search. "How about that room across the hall from the captain's quarters? Might be we'll find something of use in there." If there are no objections, he'll lead the way, checking the door to see if it opens and then doing so. He stays quiet, his eyes flickering toward the locked door leading into the captain's room. Is that deadly ghost hovering in there somewhere, waiting for them? And how long before it comes after them, gliding through walls like a hot knife through soft butter? The operative tries to shake off a sudden chill at the grim thought, focusing on the task at hand as he opens the door, his pistol held at the ready. But despite his natural abilities and training, he is hurried and makes more noise than he intends.

Stealth Check DRR: 1d20 + 12 ⇒ (2) + 12 = 14 to move silently through the hall and while opening the door into the room across from the captain's quarters

Agreed, Grinds should take that force baton - seems like it's going to be useful! My understanding of the battery is that Raatchet can probably coax some power out of it, but as we have to pass through the mess hall and then into the bridge, the one we've got is only going to let us get into one or the other, right? Not both? So if I'm reading this right, we need another one with the same amount of leftover power so we can get into both of those rooms. In any case, I'm thinking we next check out that storage-looking room south of the captain's quarters?

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

After Raatchet finishes looking over the blood, he replies to Stiehle.

"Actually, we've got all that we need. My ROBBER will be enough to power the mess and this battery will be enough to power the bridge (or vice versa, really). So we can now head back to engineering, get this battery set up, then head straight to the mess."

The battery power unit that Raatchet jury rigged (which he calls the ROBBER) is enough to power either the mess or bridge. This battery from the robot can power the other room. So after we see the results of examining the blood as well as any other actions from the rest of the team, I believe we can probably fast forward to entering the mess.


Bonekeep Slides

As Stiehle approaches the door, it hisses open. Four beds fill most of these tidy crew quarters. Each bed is neatly made with a prominent item placed atop its center. Above the beds are tightly sealed storage compartments. A single-tier metal shelf curves around the southwestern wall, its surface pristine but entirely empty.

The items on the beds are: A floating model of the Kasathan world-ship, the Idari; a personal datapad whose low battery warning light is flashing; a decorated Idaran force rod; and an elegantly bound book. You can see these from the door; examining each would of course involve entering.

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

Perception: 1d20 + 0 ⇒ (13) + 0 = 13

"THAT DATAPAD MAY CONTAIN PERSONAL INFORMATION REQUESTED FOR RECOVERY, ALONG WITH PERTINENT INFORMATION TO OUR CURRENT MISSION."

Once given the all-clear from Grinds, Max will make a beeline to the datapad and attempt to gather any useful information off of it before the battery dies.

Computer: 1d20 + 6 ⇒ (19) + 6 = 25


Bonekeep Slides

The datapad requires a replacement battery, but as soon as it's done, it beeps and displays a series of log entries.

Personal Logs:

RECORD 1
I am worried about Yotto. She is furious about what happened at the Bulwark and seems to be withdrawing more and more—she didn’t even attend this morning’s spar. Instead, I battled against Blue Sky-101, who is a skilled opponent but lacks the same vitality and understanding of honor. I thought Yotto would at least work some of her anger out by taking baton to bot. Perhaps it is her youth getting the better of her. I will give her a few days to restore her balance.

RECORD 2
The loss of Yotto is unbearable, and to make matters worse, the damage to the ship was more extensive than we thought. The captain sent out a distress beacon in the Drift, but it is too dangerous to stay in this minefield, so we have returned to the Material Plane. When we return to the Idari, I hope the adata will accept Yotto’s body and grant me dispensation to query her soul. I’d like to speak with her one last time—and ask her why she was in the cargo hold when we were hit. For now, I have shrouded her body and placed it in the sparring chamber.

RECORD 3
At first, I thought it was a dream—a nightmare. I walked into the sparring room and there was Yotto, but… changed. She swung at me from across the room, but I felt her hand rip through me as though I were made of paper. I tried to subdue her with the sparring equipment, but my blows simply passed through her. It took all of us armed with force batons to eventually lure her into the captain’s quarters, where the captain sacrificed herself to trap Yotto—or whatever she has become—within her suit’s force field. Kela has rigged one of the ship’s batteries to amplify the field and keep the creature contained, but we may soon be faced with fighting this thing for our lives.

FINAL RECORD
As our forebears faced the dimming of Kasath’s sun, so do we know that our ship’s power reserves near their end. Traska has encrypted our ship’s log, and tonight we will gather in the mess to partake of our final meal. We have placed our sacred items atop our beds, as tradition requires. I hope those items, as well as something of the captain, our pilot, and even Blue Sky-101, find a safe return to the Idari should we not. Eloritu guide us.

– Teliu Davead Mord of Clan Ferrous, House Elwood, truth-keeper of the Ferrous Stone

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Raatchet gulps again after reading the log. "This place gives me the creeps... Maybe it's a good thing we didn't manage to get into the captain's cabin.

Looking at the sacred items, Raatchet continues, "You thinking what I'm thinking? That we honor these poor people's last request by taking their sacred items back to the Idari?"

Raatchet moves in to examine the floating model...curious as to how it's floating.

Engineering, if needed, to examine the model: 1d20 + 12 ⇒ (19) + 12 = 31


Bonekeep Slides

The floating model is a cute little toy, set to float over a black base. It would probably run you about 100 credits at a shop.

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

I carry a spare battery, so I'll go ahead and use that for the datapad.

"UNFORTUNATELY IT SEEMS AS THOUGH WE WILL NEED TO ACCESS THE CAPTAIN'S CABIN AT SOME POINT IN ORDER TO RETRIEVE A SACRED ITEM FROM HER. WE HAD BEST EQUIP OURSELVES WITH FORCE WEAPONRY FOR THAT EVENTUALITY... BUT FOR NOW WE SHOULD CONTINUE THROUGH TO THE BRIDGE. AS FOR THE GHOST, I WOULD RECOMMEND INVESTIGATING THE DAMAGED CARGO HOLD IF AT ALL POSSIBLE. DIVINING AN EXPLANATION FOR THE LINGERING SPIRIT OF THE YOTTO MAY FACILITATE OUR ABILITY TO PUT IT TO REST."

Max looks over at Raatchet as he examines the model. "STOW THE MODEL. IT IS LIKELY AN ITEM OF NOTE TO ONE OF THE CREW MEMBERS. IF NOT, IT IS STILL OF SOME VALUE AND MAY FACILITATE FUNDING OF FUTURE OPERATIONS. THE BOOK AND FORCE ROD SHOULD BE GATHERED AS WELL."

Taking a moment to consider the items which have been recovered he adds. "OUR TIME ON THIS VEHICLE IS LIKELY TO BE LIMITED. THE SERUMS ACQUIRED WILL LAST AN HOUR. I WOULD RECOMMEND MAKING USE OF THEM IMMEDIATELY. HE-WHO-GRINDS-BLADES-TO-DUST IS A CLEAR CANDIDATE FOR ONE OF THEM. STEIHLE OR I WOULD BE LIKELY CANDIDATES FOR THE SECOND."

The Serum of Enhancement (Commando) gives +2 to Acrobatics and Athletics checks, along with temporary HP equal to half your level (1 for all of us). The bonuses last for 1 hour.

"ADDITIONALLY, ACCORDING TO THE LOG, ANOTHER STARSHIP-COMPATABLE BATTERY IS CURRENTLY POWERING THE CONTAINMENT FIELD FOR THIS GHOST. WE WILL LIKELY NEED THIS IN ORDER TO FULLY EXPLORE THE SHIP, WHICH WILL MEAN DEFEATING THE THREAT STILL POSED BY THE SPIRIT."


Bonekeep Slides

Buff-Bot sees the book is a copy of Customs of Kasath, a gift traditionally given to a kasatha who has just completed the Tempering, a coming-of-age ritual. The nameplate inside identifies the copy as belonging to Yotto, one of the kasatha crew members. Nestled inside the cover is a least photon crystal.

The Idaran force baton is engraved with the lengthy lineage and titles of its owner. Such a lineage would make it a valuable object.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Raatchet nods and stows the floating model in his bag.

"Sounds right, you guys might as well take the serum now. So where to next? Back to the cargo hold or the mess?

GM, when we first entered the ship, we came in through the cargo hold, correct? We didn't really spend any time searching the hold but were there crates or other objects there that we could have spent time examining?


Bonekeep Slides

You came in through the airlock, then into the main cabin. You haven't been in a cargo hold yet. (The room to the north of the sparring room is the cargo hold.)

The airlock held only crates of repair parts - useful, but nothing you can make use of to repair this ship and too heavy to really take with you.

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

"WITH LUCK, THE SHIP, THIS BOOK, AND THIS BATON ARE THE ITEMS REFERENCED IN THIS DATAPAD. WE SHOULD BRING THEM BACK TO OUR SHIP FOR RETURN TO THE IDARI AS WELL. ALTHOUGH IF WE ARE SET TO FACE YOTTO'S SPIRIT, PERHAPS CARRYING WITH US THIS BOOK AND THE CRYSTAL CONTAINED WITHIN MAY PROVE USEFUL."

Since our ship is docked very close to our present location, would it be easy enough to stow the ship and decorated force baton on board our ship, or does it take a significant amount of time to manage airlocks or something?

Also, if I'm reading this all correctly, we need one more ship-size battery to gain access to the bridge correct? If that's the case then we'll need to rewire this to open the captain's quarters, deal with the ghost so we can secure the second battery, then hook up both the mess and the bridge. Presuming that logic holds up, I'd suggest taking a quick look through the cargo hold for clues regarding the spirit's reason for unrest.

Looking back at Raatchet he simply says "CARGO HOLD SEEMS APPROPRIATE."


Bonekeep Slides

The airlock cycling does take about five minutes each time, and it may be eating up battery life, too. They're not large and can be stowed on your person easily.

The cargo hold is the next stop. The northern wall of this chamber is so forcibly compacted to the south that the chamber extends only about ten feet from the door. Several person-sized crates are fused into the distorted hull, obviously melted by extreme heat. Space is visible from between several gaps in the northern wall, accented by the occasional shimmer of a force field. Raatchet realizes this force field is the mystery third power drain being powered by the engine power.

Perception checks, please!

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Max, that's not quite correct. There are two rooms that need to be powered from engineering in order for us to access those rooms: the mess and the bridge.

Before boarding this ship, Raatchet rigged together a power unit called the ROBBER. While we were in engineering, we were able to determine that the ROBBER can sufficiently power one of those two rooms. Therefore, we needed to locate one more power source.

In the sparring room, we salvaged a battery off the robot and that battery has enough energy left to power another room.

Therefore, with the ROBBER and the robot battery, we now have enough power sources to enter both the mess and the bridge.

However, instead of going straight to the mess and the bridge, we've gone to the barracks and now the cargo hold, which is totally okay too. But at this point, we've already got what we need to enter the mess and the bridge, no need to find anything else to enter those two rooms.

As for the captain's quarters, we weren't able to hack our way in, so it seems like we need to find the correct key card to get in. Not sure if rewiring as you suggested would work but we can try that (or some other workaround) later if we cannot locate the key card.

Hope this clears it all up!

Stepping into the room, Raatchet surveys the force field and the damaged northern wall.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Engineering (if needed to examine the force field and damaged wall): 1d20 + 12 ⇒ (15) + 12 = 27

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

Given his clear lack of attention to detail, Max decides to follow Grinder, taking note of where he has and hasn't checked in order to facilitate a thorough search. Perception (Aid Another): 1d20 + 0 ⇒ (9) + 0 = 9 Fail

Got it, for some reason I was thinking that ROBBER got us into the room but we still need to power the bridge, but if ROBBER got us into the mess and the battery gives us full bridge control we're probably in good shape. Should let us do a quicker assessment of what we're left with before we have to deal with the skeleton in the closet.

Exo-Guardians

NG Haan (WIld Warden) Soldier (Armor Storm/Star Knight) 7 | SP: 8/56 HP: 53/53 RP: 9/9 | KAC: 27 EAC: 25 vs CM: 32 (20% fortification) DR 5/-, elec res 5| F: 7 R: 6 W: 6 (+2 vs Spells) | Init + 3 Perc: +8 | Speed 35 ft/40 ft unarmored

He-who-grinds-blades-to-dust accepts the new weapon and begins practicing handling it in his awkward armored mandibles and legs.

He then clears a path to the damaged wall.

Yup, thats a busted wall. Probably Kasathans Judging by everything else

Acquisitives

Human Operative 4 / Soldier 1 | Init: +15 | Perception: +11; Darkvision 60' | SP: 26/36, HP: 35/35, RP: 7/7 | Speed 50’ | EAC: 21, KAC: 23, CMAC: 31 | Fort: +4, Ref: +9, Will: +7
Abilities/Shots Used:
Membrane Pistol: 0 (of 20); Adv. Semi-Auto Pistol: 0 (of 12); Pulsecaster: 0 (of 20); Rifle: 0 (of 1)
Buffs/Conditions*:
+1 to Sense Motive checks, +2 to one attack roll/save

Stiehle takes the serum as suggested and then peers around the badly damaged cargo hold. "So this is where Yotto was when she was killed, after the ship was hit by something - maybe mines, it sounds like. Wonder what she was up to?"

Perception Check DRR: 1d20 + 6 ⇒ (15) + 6 = 21

Second Seekers (Luwazi Elsebo)

Lashunta mystic 7 | SP 56/56, HP 46/46, RP 8/8 | EAC 22, KAC 23 | F+6, R+8, W+10 | Perc +15 | Init +7

Delea quietly follows the others. As they enter the cargo hold, so looks around.

perception: 1d20 + 7 ⇒ (11) + 7 = 18


Bonekeep Slides

Stiehle and Delea notice something odd near the force field: a splatter of android fluids and strange alien blood! Further, in a nearby half-melted cargo container, they spot the left arm and leg of an android!

There is also a small computer terminal near the door, probably for cargo manifests and access.

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

"Alien blood? Android in a cargo container?"

Raatchet looks at Max and asks, "Correct me if I'm wrong, but androids typically do not prefer being transported in cargo containers, right?"

Raatchet will try to pull up data and control access from the computer terminal.

Computers: 1d20 + 10 ⇒ (7) + 10 = 17

Just to clarify, the north wall is breached and the 'space' that we see is actually outer space, right? And the force field is here to seal the breach, keeping air within the ship and the hull pressurized, correct?


Bonekeep Slides

You are correct, sir!

Anyone with Medicine can roll to determine how the arm and leg were removed.

Acquisitives

Human Operative 4 / Soldier 1 | Init: +15 | Perception: +11; Darkvision 60' | SP: 26/36, HP: 35/35, RP: 7/7 | Speed 50’ | EAC: 21, KAC: 23, CMAC: 31 | Fort: +4, Ref: +9, Will: +7
Abilities/Shots Used:
Membrane Pistol: 0 (of 20); Adv. Semi-Auto Pistol: 0 (of 12); Pulsecaster: 0 (of 20); Rifle: 0 (of 1)
Buffs/Conditions*:
+1 to Sense Motive checks, +2 to one attack roll/save

Stiehle helps Raatchet try and access the terminal.

Computers Check DRR: 1d20 + 8 ⇒ (7) + 8 = 15 vs DC 10 to grant +2 to Raatchet's Computer's Check

"Maybe that's why this Yotto wasn't acting right. She found something and it... changed her? Can an android do that? Or maybe it was something she found with the android? I don't think a ghost would leave blood behind, would it? And it could be that the force field out there was put up to keep this... ghost thing confined to the ship. If it can move through walls, it can probably just head out into space and threaten other worlds - or other ships that dock to investigate this one. Like we did." His voice is grim as he speculates on that disturbing line of thought. Haunted ship is right!

Could be that force field is there to keep something 'in' rather than 'out'...

Dataphiles

Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

"Good questions, Stiehle. No idea. As Max mentioned, maybe Yotto was in here when a mine hit, causing the hull breach. Then maybe, and I'm just guessing here, maybe some alien got in through the breach before the containment force field was able to seal off the breach? Then that alien turned Yotto into a ghost somehow? I really don't know...but all this is creepier than Grinds' attempts to sing Star Sugar Heartlove while showering! Maybe this computer and those android body parts will provide some clues...."

After Raatchet finishes looking through the computer with Stiehle, Raatchet will also look over the android arm and leg.

Medicine: 1d20 + 9 ⇒ (16) + 9 = 25

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

Medicine: 1d20 + 6 ⇒ (6) + 6 = 12

Max takes a look over the body, but Raatchet seems to have a more methodical approach. "QUERY: IDENTITY OF ANDROID. IT IS POSSIBLE THAT THE BODY WE SEE HERE IS THE BODY OF YOTTO IN THE STATE IT WAS LEFT IN AS A RESULT OF THE BREECH. IF THIS BODY IS NOT THAT OF YOTTO, THEN PERHAPS WE HAVE A CLUE AS TO THE REASON FOR YOTTO'S UNREST."]

Max then heads over to the terminal and checks the manifests for any oddities.

Computers: 1d20 + 6 ⇒ (13) + 6 = 19

201 to 250 of 573 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / SFS #1-04 Table 2 (Level 2's) All Messageboards

Want to post a reply? Sign in.