_Rocket_
|
Flying backwards and up at an angle Yeah..3D combat to make things fun to track. Idea is to go up so I won't block line of sight in case Steelscales starts to shoot next round Rocket fires his heavy laser once more.
To hit EAC Green: 1d20 + 10 ⇒ (6) + 10 = 16
F (laser) damage if hit: 1d10 + 4 ⇒ (3) + 4 = 7
Compucast
|
"Do not worry Yilth, I can protect us from the acidic cloud." says Compucast.
He mutters a word or two and suddenly the cloud stays back... even if the little blobs do not.
Casts Life Bubble on himself and Yilth, which also protects from a corrosive atmospheric conditions.
| GM Skeemo |
I think I missed this with Yith's attack (it wouldn't have mattered with a natural 1 anyway), but do bear in mind that the cuttles have 10-foot reach.
Compucast's magical ward shields the two vesk from the acidic mist surrounding the beasts, as Rocket lands another solid hit on the near cuttle. The green cuttle releases a puff of acidic vapor like a small ink cloud and flees, but the yellowish cuttle presses its attack against Yith.
Damage (A + B): 1d6 + 7 ⇒ (1) + 7 = 8
Full Attack vs. KAC: 1d20 + 12 - 4 ⇒ (4) + 12 - 4 = 12
Damage (A + B): 1d6 + 7 ⇒ (4) + 7 = 11
The vesk successfully avoids both tentacle attacks!
Round 2 (bold may post)
Jack (-6 SP)
Round 3
Yith (-34 SP, life bubble)
Steelscales (-6 SP)
Thorval (-6 SP)
Rocket (-6 SP)
Compucast (-6 SP, life bubble)
Green Cuttle (-33 HP)
Yellow Cuttle
Yith-Naarin
|
"Thank you, my friend!" Yith will take a guarded step up and attempt to bash it again...
Doshko: 1d20 + 7 ⇒ (12) + 7 = 19
Pierciing Damage: 2d12 + 6 ⇒ (11, 3) + 6 = 20
Sarangari Steelscales
|
The creature is still partially hidden to Steelscales so he pushes himself to the east while lining up a shot. As more of it comes into view he opens up.
Attack vs KAC with range penalty: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Damage: 1d10 + 6 ⇒ (6) + 6 = 12
Good grief...
_Rocket_
|
"Yeah ha!"
Rocket fires his weapon in rapid succession at one of the cuttles while staying in the same position
"Let's see if we can drive this one away as well!"
Full round attack against yellow, since I just noticed that green ran away
To hit EAC: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9
F (laser) damage: 1d10 + 4 ⇒ (5) + 4 = 9
To hit EAC: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21
F (laser) damage: 1d10 + 4 ⇒ (5) + 4 = 9
"Harrowed Jack"
|
"Jack" fires his pistol at the nearest space creature as he drifts forward.
See, Trick Attack: 1d20 + 14 + 4 ⇒ (2) + 14 + 4 = 20
Ranged (semi-auto pistol, tactical): 1d20 + 4 ⇒ (6) + 4 = 10
Damage (P): 1d6 + 1 ⇒ (2) + 1 = 3
Add Damage if Trick Attack successful: 1d8 ⇒ 2
Then, he tries to push himself along the approaching rock to avoid impacting with it.
Acrobatics: 1d20 + 10 ⇒ (13) + 10 = 23
| GM Skeemo |
Your team's attacks meet with mixed results, some digging into the creature's membrane and others cracking chunks of rock off the surrounding debris.
Round 3 (bold may post)
Yith (-34 SP, life bubble)
Steelscales (-6 SP)
Thorval (-6 SP)
Rocket (-6 SP)
Compucast (-6 SP, life bubble)
Green Cuttle (-33 HP)
Yellow Cuttle (-29 HP)
Jack (-6 SP)
Thorval Thorvalson the N+18
|
I am a little confused. We are still in zero g on the rocks? I had thought, then, I should have been able to walk up the wall, and my acro was to stay in balance. Or something like that. Waiting to understand what I can do from where I am
| GM Skeemo |
When you make contact with a hard surface that doesn't move, like a wall or platform, you make a check to not start spinning and become off-kilter. From there, you can either move again as per zero-g rules (including climbing), or you can stay put and attack or cast or whatever. Does that help?
Compucast
|
Compucast steps onto the solid surface and shows his fellow Vesk what claws can do in space.
acro vs off kilter: 1d20 + 0 ⇒ (18) + 0 = 18
attack: 1d20 + 4 ⇒ (3) + 4 = 7
Well, not really, but it is the thought that counts. He tries to look threatening to distract the creature from his heavily wounded companion.
Thorval Thorvalson the N+18
|
When you make contact with a hard surface that doesn't move, like a wall or platform, you make a check to not start spinning and become off-kilter. From there, you can either move again as per zero-g rules (including climbing), or you can stay put and attack or cast or whatever. Does that help?
So, what was the DC, if you don't mind, for me to walk up the wall (which is what I was trying to do. I rolled an 18, which I would have thought was pretty good for walking up a wall with the boots on.
Thorval lets go of his attunement to gravitons, and starts attuning to photins. With his boot clamps engaged, Thorval attempts to walk over the wall, and down into range of the critter.
athletics w/ clamps: 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 18
If makes it down (provoking an AOO) he will attack.
photon punch, w/ least tauen crystal: 1d20 + 6 ⇒ (9) + 6 = 15 damage B + E + photon: 1d6 + 5 + 1 + 1 ⇒ (5) + 5 + 1 + 1 = 12
| GM Skeemo |
The DCs for first avoiding the off-kilter condition, then moving along the hard surface, are both 20. The 18 means you're off-kilter, and would need a second check to close the distance. You can retro if you'd rather use your move action to try to climb toward the cuttle or remove the off-kilter condition, but you cannot attack in melee this turn.
Full Attack vs. Yith KAC: 1d20 + 12 - 4 ⇒ (9) + 12 - 4 = 17
Damage (A + B): 1d6 + 7 ⇒ (1) + 7 = 8
Full Attack vs. Yith KAC: 1d20 + 12 - 4 ⇒ (14) + 12 - 4 = 22
Damage (A + B): 1d6 + 7 ⇒ (6) + 7 = 13
Thorval floats into the cuttle's acidic cloud, but seems to resist the caustic vapors for now. The green cuttle flees into the debris out of sight, but the yellow one lashes out at Yith, who narrowly avoids getting pounded.
Round 3 (bold may post)
Jack (-6 SP)
Round 4
Yith (-34 SP, life bubble)
Steelscales (-6 SP)
Thorval (-6 SP)
Rocket (-6 SP)
Compucast (-6 SP, life bubble)
Green Cuttle (-33 HP) (fled)
Yellow Cuttle (-29 HP)
_Rocket_
|
"We got them right where we want them now!"
Rocket once more fires his laser as he moves closer to avoid shooting a party member in the back
to hit EAC yellow: 1d20 + 10 ⇒ (7) + 10 = 17
F (laser) damage if hit: 1d10 + 4 ⇒ (7) + 4 = 11
Yith-Naarin
|
"Back to the void with you, creature!"
She swings again....
Doshko: 1d20 + 7 ⇒ (1) + 7 = 8
Pierciing Damage: 2d12 + 6 ⇒ (1, 10) + 6 = 17
Frustration seems to be affecting her aim...
Thorval Thorvalson the N+18
|
Thorval 2nd attempt
Acrobatics DC20: 1d20 + 7 ⇒ (4) + 7 = 11
Round 4
Acrobatics DC20: 1d20 + 7 ⇒ (18) + 7 = 25 Finally
Finally Thorval is able to move over the wall, into an attack position.
Photon attuned 2
He then attacks.
photon punch w/ tauen crystal: 1d20 + 6 ⇒ (8) + 6 = 14 Punch, photon, (1e): 1d6 + 5 + 1 + 1 ⇒ (3) + 5 + 1 + 1 = 10
| GM Skeemo |
Rocket's laser blast fells the creature, burning a hole in its bulbous head that leaks acidic blood.
Combat over!
Jack (-6 SP)
Yith (-34 SP, life bubble)
Steelscales (-6 SP)
Thorval (-6 SP)
Rocket (-6 SP)
Compucast (-6 SP, life bubble)
You may now decide what to do next: resting, exploring the surrounding debris, and proceeding to the wreckage are the clearest options.
"Harrowed Jack"
|
Catching up with his fellow agents, the one they call, "Harrowed Jack" grunts approvingly as he sees how quickly the others dispatched the squid-things. He scans the remains of the structure.
"Jack" will look through all three structures. He will take 20 unless the rest of the party is pushing ahead. Still, he will try to at least take a quick look at all three.
Perception: 1d20 + 9 ⇒ (10) + 9 = 19
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
Let me know if he needs any Acrobatics checks to do so.
Thorval Thorvalson the N+18
|
"Well, that was disappointing." cries out Thorval. "I missed all of the fun."
"Let's do a methodical sweep of each of the structures. We spent all this time, might as well do a good job of it, right?"
Compucast
|
"I concur. A systematic approach to the search would be optimal. Though we should stay in close proximity in case more of those acidic blobs are about."
Thorval Thorvalson the N+18
|
"Yeah. Sounds good."
Thorval will drop attunement to photon, and start to attune to graviton, just in case.
_Rocket_
|
Rocket lands on the rock with the mostly intact house on it and helps with the exploration of it while keeping an eye out for trouble
If Jack takes 20 to search everything I'll mostly stand guard and cover him in case something jumps up
| GM Skeemo |
One chunk of debris supports much of a simple house made of wood and cob, though the transition into the Drift cleanly sliced off part of the building’s back corner. Inside are a bed, a small bookshelf, a rug, a hearth, and a lockbox. The books are all written in an unknown language and detail primal rituals, herbalism, and hedge magic. The lockbox appears to be magically sealed (Mysticism or Engineering to open).
A separate floating island appears to have once been part of a massive building with thick walls before being pulled into the Drift. Subsequent collisions with other debris have broken off much of the architecture. With his thorough search, Jack spots a chest hidden inside, although it is wedged inside part of the debris (Athletics to open).
Jack (-6 SP)
Yith (-1 RP, life bubble)
Steelscales (-6 SP)
Thorval (-6 SP)
Rocket (-6 SP)
Compucast (-6 SP, life bubble)
Compucast
|
Compucast examines the lockbox with interest.
mysticism: 1d20 + 7 ⇒ (5) + 7 = 12
Happy to aid another if someone has a better bonus or really wants to take the lead.
"I wonder how this house got here?"
| GM Skeemo |
The lockbox contains several pieces of jewelry, vials of precious oils, and an assortment of unfamiliar shells that would be of value to xenobiologists or collectors. The chest contains six beautiful outfits tailored for a humanoid creature with three arms and three legs, as well as a mk 2 serum of healing .
Proceeding to the Amber Reconnoiter.
The Amber Reconnoiter floats in the debris field, where it has clearly been for some time, based on its dented exterior. A huge chunk of debris remains lodged in the bridge, and the airlock on the starboard side is inoperable. As a result, you must enter through the gaping hole in the aft-port corner of the vessel.
Service lights intermittently flicker with barely perceptible light, giving faint glimpses of the ruined interior in this area. A seemingly nonfunctioning power core is located toward the front of the area, just forward of a line of cots and near a strange crackling barrier. A similar barrier blocks off a smaller hallway leading to the starboard side of the ship, next to another door. Toward the port side, a door sits partially cracked.
Dim illumination, ceilings 10 feet high. No initiative as of yet. Map is updated in slides.
Jack (-6 SP)
Yith (-1 RP, life bubble)
Steelscales (-6 SP)
Thorval (-6 SP)
Rocket (-6 SP)
Compucast (-6 SP, life bubble)
Thorval Thorvalson the N+18
|
Curious, Throval moves up to a door. He takes a moment to check if for safety, though just in case.
perception: 1d20 + 4 ⇒ (1) + 4 = 5
If it seems safe, he will open it.
Thorval Thorvalson the N+18
|
Thorval will look around for an alternate method of entry (open hole in a wall, whatever). (Can't quite tell with the masking).
"Hey, Compucast... any way you can kerjigger this door open?"
"Harrowed Jack"
|
"Don't get too far ahead of the rest of us." warns "Jack" as the other half-orc moves out ahead. "Jack" follows keeping an eye out for anything of interest within the room.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Compucast
|
As he enters the starship, Compucast examines the force barriers, trying to determine if they are magical, technological, or a blend of the two.
not sure the roll here, so giving you both
Then he heads into the room with the cots, and examines the power supply, wondering what happened to it, and whether it can be fixed.
"Let me see if I can get some power going." he replies to Thorval.
mysticism at barrier: 1d20 + 7 ⇒ (18) + 7 = 25
engineering at barrier: 1d20 + 11 ⇒ (16) + 11 = 27
engineering at power supply: 1d20 + 11 ⇒ (10) + 11 = 21
| GM Skeemo |
Compucast determines the barriers have control panels beside them, but the panels require the main power to be restored before they function. He goes to the main power supply and reroutes the remaining energy, regenerating force fields over the damaged entry to the ship, reactivating life support, turning the lights throughout the ship to full power, and unlocking the portmost door beside Thorval. The barriers remain up, but the vesk quickly comes back to the smaller barrier and jury-rigs the control panel to shut it down. He tries the same with the larger barrier, but the control panel appears blasted beyond all function.
Portmost barrier lowered, illumination bright.
Intruders: 1d4 ⇒ 3
Yith, peering around the bunks, spots a datapad with a cracked screen lying against a wall. Surprisingly, the device is still functional, albeit with minimal battery remaining. As it powers up, a notification pops up: The pod was heavily damaged in the impact. I’ve done my best to repair it, but I’m not confident that it is spaceworthy. Still, I have come around to the escape plan, as it seems there is no hope for us here. ~Zantik
The datapad also shows an app display for a data module shielded by a firewall.
Thorval, meanwhile, now easily opens the door to what appears to be the gunnery station. It mostly sits in disarray.
Jack (-6 SP)
Yith (-1 RP, life bubble)
Steelscales (-6 SP)
Thorval (-6 SP)
Rocket (-6 SP)
Compucast (-6 SP, life bubble)
Compucast
|
"Ahh, that is better" he mutters as the lights come on.
Compucast holds out his hand for the tablet.
"Let us see what else this has..."
computers: 1d20 + 11 ⇒ (10) + 11 = 21
"Hmm, some type of code maybe?" he muses while reading it out to the team. "66749#"
perception: 1d20 + 3 ⇒ (14) + 3 = 17
Alas, he notices nothing else.
Thorval Thorvalson the N+18
|
perception: 1d20 + 4 ⇒ (20) + 4 = 24
”Well, hey, look is here!” says Thorval as the door opens. He steps in (token not moved) and investigates. ”This ain’t the normal gunnery control. There is a keypad here. Mebbe I should,type that in?”
Compucast
|
"Give it a go, but see if you can find out anything else first..." suggests Compucast.
Thorval Thorvalson the N+18
|
Thorval looks over the controls, but if nothing else works, he types "66749#" into the keypad.
| GM Skeemo |
Thorval looks over the controls, but if nothing else works, he types "66749#" into the keypad.
You already tried that, the code doesn't work on the gunner's keypad. You suspect you'll need a different code, and that this code applies to something else.
"Harrowed Jack"
|
"To find out what has happened." grunts "Jack". "Best head to the bridge."
The half-orc presses forward, looking for a clear path to the front of the ship, but trying not to too far out-pace his allies.