Lance Flameskimmer |
Lance will take a shot at helping someone else with the computers. Given his limited experience, it is as likely to be unhelpful as helpful...
Computers: 1d20 + 2 ⇒ (11) + 2 = 13 versus DC 10 Aid Another
Albern Rolf |
Albern takes a long look at the ceramic tiling and looks for a piece that is broken off that he can take with him, to see if they can get it analyzed to figure out where the Drift Rock came from.
Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Declan |
The awe at finding actual functioning systems on this rock that got towed in was evident as DeeCo stopped and slowly looked around the room in awe. "Oh-h-h-h-h yessss..." slowly she started advancing on what seemed to be the central system of this room, and started trying to access the system. Once she can determine enough of what it is— or if it is safe to directly access– she'll plug into it, using her kit as a buffer.
"Well, well... Flyguy's got tech skills", she teased with an appreciative grin as Lance started helping.
___________________________
Computers: 1d20 + 11 ⇒ (3) + 11 = 14
(just in case)COmputers: 1d20 + 11 ⇒ (9) + 11 = 20
Atrios 2 |
Wrapping his arms around himself, Atrios lets the others work. Unlike the Atrios of this reality, his tech skills stopped at digital literacy. Centering himself he concentrated on the unseen. Reading between the lines of the possible and the impossible, he waited for signs...
Atrios casts detect magic
GM Simmy |
Atrios's magical detection shows that the technology in this room is a mix between technical and magical, but it's purpose is unclear.
Albern looks around but the area seems surprisingly intact, and artificial. With his perception check, he notices that this rock is part of something much larger.
Trying to access the consoles, the panal arcs with electricity which arcs to DeeCo as she tries to hack the system.
DeeCo Reflex save: 1d20 + 5 ⇒ (19) + 5 = 24
As she moves out of the way of most of the energy, DeeCo's fingers tingle.
arc of electricity damage: 6d6 ⇒ (1, 1, 6, 6, 2, 2) = 18 Energy (halved for DeeCo).
Lance Flameskimmer |
"Ah!" exclaims Lance as his hands move away from the controls just before DeeCo triggers the arc. "Are you okay?" he asks the Ysoki as he looks warily at the electronics before him.
Declan |
DeeCo jumped back from the console at the arc of current that came from clipping, shaking her paws at the pain. "burokula~" A quick pace back and forth helped the feeling fade, but she was already intent on another crack at the console. "Ain't hurt yet, flyguy." She grinned up at his concern.
"Y'bits still moving okay? Gimme one more."
________________________
Computers: 1d20 + 11 ⇒ (18) + 11 = 29
GM Simmy |
Trying again, DeeCo manages to get access to the control console, but it takes about 30 seconds to fully crack through it. That's when strange symbols start appearing on the screen in some complex code.
If you don't have magic, you can make a Culture check to translate it.
Lance Flameskimmer |
Culture: 1d20 + 2 ⇒ (2) + 2 = 4
Lance squints at the symbols on the off-chance that he has come across this language before.
Atrios, I would expect Comprehend Languages to work, as it is probably the 'magic' to which GM Simmy was referring.
Atrios 2 |
Atrios moves next to Lance and leans in to also get a look at the mysterious symbols. Msyterious to this Atrios but surely there's a version of him that can read whatever this is...
Atrios casts comprehend languages on the console. Duration: 20 minutes.
GM Simmy |
As I said... if you don't have magic. Comprehend magic will work for finding out what it says.
Looking over the console and the equipment, you learn that this room seems to be a control room for minor subsystems of some larger structore or device, but everything is coming up as offline or disconnected. As to what it powered, there are no records of that, but references in the console to Backup Power Transmission systems, Maneuvering Thrusters, and Auxiliary Fire Control hint that it may have been some sort of space-based weapon system.
The earliest record dates to before 3,000,000 years ago. The consoles are also ancient, suggesting that it was designed and artificially constructed, along with the actual drift rock itself. If these records are to be believed, it would be a major discovery.
It is also not a complete structure, suggesting there is more of this drift rock out there, that was once part of this structure.
Lance Flameskimmer |
”Can you pull a map out of there for us, DeeCo, maybe download the data to our personal devices? That might be most useful immediately,” asks Lance. He then adds, ”Is there any mention of these strange creatures we have encountered, or their star metal eggs?”
GM Simmy |
There doesn't seem to be any maps, as this looks like it may have been some sort of secondary control station. When trying to access those records, they come back as not found. There is also no mention of the creatures you have fought, but there is one other attempt to access the computer, 75 years ago - whoever accessed the computer was also looking for similar information.
Lance Flameskimmer |
"Have you gotten anything useful out of the computer?" asks Lance. "Let me know when you are ready to move on," he adds, already looking towards the next area, apparently ready to move on if no maps or other useful information is forthcoming.
Perception: 1d20 + 0 ⇒ (6) + 0 = 6
Albern Rolf |
Albern regroups with Lance, also ready to move on and hopefully get off of this rock soon. He pulls out his arc pistol in case they come upon anymore of the monsters they have seen.
Lance Flameskimmer |
”Watch out for more short circuits, DeeCo,” says Lance, inspecting the panel carefully without touching it.
Computers Aid Another: 1d20 + 2 ⇒ (17) + 2 = 19
Albern Rolf |
"Do you know how to work that panel? I'm not good with computers and the like.", Albern asks Lance as he falls in behind to provide what cover he can.
Lance Flameskimmer |
So, it appears that we have lost GM Simmy, at least temporarily, as he has not posted on this forum or any other that I can find for 10 days. Anyone else have any contact with our DM to find out what is going on?
GM Simmy |
Post up explaining things in discussion
The door opens into a room with a vaulted 60 foot high ceiling and smoothed stone floor. This sprawling cavern has the appearance of a primitive hanger or landing bay - which is pretty much confirmed by the fact that taking up a majority of the space is a starship. Only the western wall you entered through is finished with that ceramic-metallic plating found elsewhere throughout the rock. The remainder of this cavern is hemmed by natural rock walls. In the eastern wall of the chamber are a set of huge doors - doors big enough to easily support access for the starship parked right in front of them. Of more immediate interest, however, are the two human bodies that a splayed on the floor just inside the western doors in front of the door, as you stand at the threshold of the room. Each one has their internal organs spread artfully on the floor around the corpses.
Declan |
DeeCo stops just inside the doorway with an awed look as she took in the sight of the... Landing Bay? However old that this piece of rock was, she was looking at the engineering, and trying to piece together how hey might have thought at that time. That expression sobers on seeing the bodies, and the conscious arrangement of organs.
K.O. comes around to bear forward into the room, and there is a slight whine to the weapon that lingers just on the edge of hearing. "Things gone momal, chuba-na..." A brief narrowing of her eyes and an absent-minded slap at one part of her weapon, and the whine stops.
Albern Rolf |
Albern moves up to the bodies trying to figure out what happened to them.
Medicine: 1d20 + 7 ⇒ (3) + 7 = 10
Lance Flameskimmer |
Lance moves in quickly and covers the room with his Artillery Laser. "Beware--whatever did this to those unfortunate souls may still be here," he relates tensely, looking for threats.
Perception: 1d20 + 0 ⇒ (13) + 0 = 13
GM Simmy |
As you make your way across the threshold into the room, that's when the thing appears, stepping out of the wall.
Whatever this thing is, it's definitely not from this plane. The creature's entire head looks like a circular maw with multiple rows of long sharp curved teeth, two large silky wings that extend above two clawed hands and a long tail that shifts out of the wall. When it appears, it cries an unnatural sound, and starts moving toward you.
Time to roll Initiative
Garragakkal Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
And here's the map.
Declan |
"Me first."
DeeCo's hands were moving across K.O., making minor adjustments based on what she could see of the... creature, a green light illuminating one eye from her connection to the weapon.
One shot is fired and misses, a chittering string of invectives heating the air as much as the missed shot did.
_____________________________•
Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Move Action: calibrating for Superior Firepower
Standard Action: Fire.
Attack: 1d20 + 2 ⇒ (4) + 2 = 6,
Albern Rolf |
Albern moves about 20ft into the room, 4 squares east, pulling his arc pistol as he moves. Seeing the creature move through the wall Albern thinks to himself, I don't think throwing rocks will be very effective since this thing can move through walls!. He lines up a shot with the arc pistol and pulls the trigger.
Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Electricity Damage: 1d6 ⇒ 4
Lance Flameskimmer |
If the creature moves before Lance and closes to melee range, Lance will stab at it twice. If Lance goes first or the creature does not close to melee range, he will shoot at it twice.
”And there it is,” says Lance, his warning coming to life almost immediately after it leaves his lips. Leveling his Artillery Laser at it, Lance shoots twice, hoping to score a hit or two before it closes.
Artillery Laser Full Attack: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Artillery Laser Fire Damage: 1d10 ⇒ 6
Crit Damage: 1d10 ⇒ 3
Burn Effect from Crit: 1d6 ⇒ 3
Artillery Laser Full Attack: 1d20 + 7 - 4 ⇒ (5) + 7 - 4 = 8
Artillery Laser Fire Damage: 1d10 ⇒ 6
GM Simmy |
Garaggakal bite attack: 1d20 + 12 ⇒ (13) + 12 = 25
DeeCo shoots and misses as a voice echoes in her mind "Your aim is appauling, an akata is worse than you,"
That's when the creature moves forward toward Lance and attempts to bite him.
The bite makes impact, biting similar to a lampray as it pierces into lance's flesh.
Unidentified creature bite damage: 2d6 + 9 ⇒ (6, 4) + 9 = 19
Albern steps into the room and lines up the arc pistol that sends a beam of electrical energy toward the Garaggakal. It shakes from the shock, and the shock travels over the creature, leaving some pretty terrible marks in it's wake. The creature definitely did not like that, as the electrical damage seemed to be more effective than Albern was expecting.
It turns it's attention towards the greater threat.
Just waiting on Atrios before continuing from here, so Lance hasn't gone yet - Right now, only Dee is expected to post a new turn :)
Declan |
(Round 2)
Cutting off a squeak of surprise at hearing something talking in her head unexpectedly, Declan moved past Lance (One right, four up) to get a clear line of fire and attempted another shot. This time, she tried making a small adjustment to the sighting alignment before she fired.
The hit was gratifying, grinning fiercely. "Akata that."
_________________________________••
The wording implies the creature is moving(or will move) from Lance to Albern, so my post is worded accordingly.
Attack: 1d20 + 2 ⇒ (19) + 2 = 21,Damage(P): 1d10 + 1 ⇒ (4) + 1 = 5
Lance Flameskimmer |
Since the monster came up close and personal, those attack rolls would be for Lance’s Estoc. I will roll the damage for that Crit, assuming the second roll is a miss. Next time I will wait for the monster to go first, but I thought you might be waiting for me to post Lance’s actions, so I went ahead and did the conditional post earlier.
Estoc Critical Damage: 2d6 + 8 - 2 ⇒ (3, 3) + 8 - 2 = 12
GM Simmy |
Atrios electrifies the creature also, seeing the damage that DeeCo did, as he opens up an electrical storm where the creature stands.
Garaggakal Reflex: 1d20 + 7 ⇒ (13) + 7 = 20
The Garaggakal manages to jump out of the way, however even though it managed to avoid the hazard, and usually that would be enough, a tiny bit of the electricity does get attracted directly towards it, still doing some damage
Even on a success, the creature will be taking half-again damage.
Atrios hazard role: 1d3 ⇒ 2
Though he does resist the bulk of the effects, Albern does still feel a little drained
Atrios lets off an arc of electrical energy, then Lance brings his Estoc to bear at the creature in front of him. The first swing hits hard and pierces into the creature's flesh. The second strike doesn't make impact as he takes the second swing and it seems to phase out and in for a moment.
Meanwhile, DeeCo begins moving around to the back of the creature, taking another shot with his pistol, this time hitting her target with the gun as it pierces into the creature.
The toothy-mawed head looks towards Albern as it reaches out it's clawed hand, but doesn't move away from Lance. Staying in it's position, the Garaggakal seems to be draining energy away from Albern.
Albern Fort save: 1d20 + 3 ⇒ (16) + 3 = 19
Leech Life RP ability damage (Albern takes half): 5d6 ⇒ (4, 6, 6, 6, 2) = 24
As Albern's life is drained, you notice that the creature seems to feed off of that and become slightly better protected, and is going to take a bit more damage to kill it.
So there's been some movement, and this is a boss fight - so it does have some RP, just something to bear in mind. Here's the map.The map does go about another 100 foot or so to the east, just it doesn't really matter on this map, but if space is a problem, your in it and have plenty of it :P
Albern Rolf |
Mysticism: 1d20 + 10 ⇒ (3) + 10 = 13
Albern, feeling drained, tries to remember if he had ever heard of a creature like this, while aiming his arc pistol and squeezing off another shot.
Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Electricity Damage: 1d6 ⇒ 1
"I got him! Lance are you doing alright?", Albern shouts as he hits the creature with a glancing blow as he didn't feel as confident in his shooting with Lance nearby. To put a little more distance between him and the creature, Albern moves another 10 feet to the east.
Lance Flameskimmer |
"I'm hurt but still fighting!" calls Lance in response. Seeing the vulnerable Elf behind him, Lance holds his position and stabs twice more with the Estoc Bayonet, hoping to poke enough holes in this thing to put it down for good!
Estoc Full Attack: 1d20 + 7 - 4 - 1 ⇒ (5) + 7 - 4 - 1 = 7
Estoc Damage: 1d6 + 4 - 1 ⇒ (2) + 4 - 1 = 5
Estoc Full Attack: 1d20 + 7 - 4 - 1 ⇒ (2) + 7 - 4 - 1 = 4
Estoc Damage: 1d6 + 4 - 1 ⇒ (6) + 4 - 1 = 9
GM Simmy |
Albern tries to remember if he knew anything about these things, but nothing came to mind. Unfortunately when it came to the drift, there was a lot most people just didn't know about it.
Just sorting out the identify creature roll atm as that doesn't take an action - will get the creature's stuff posted when everyone else has acted, if it's still up.
Atrios 2 |
Mysticism: 1d20 + 6 ⇒ (1) + 6 = 7
Atrios clutches at his head trying to get control of his breathing,
Cast hazzard again but this time for cold damage
damage: 1d3 ⇒ 2