Ivok Dracusk |
Reflex: 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15
Taking another blast of cold, Ivok tries to shake it off, hitting his armor a few times to get himself warmed up. "With the all the other vids and teaching I've been doing maybe I've been slacking off with my own training. This cold is really biting into me!"
Compucast |
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Compucast is again looking out the window when the blast catches Big Jim's truck.
reflex: 1d20 + 5 ⇒ (15) + 5 = 20
This time however his instincts take over, helping the circuitry in his armor redirect the cold away from vital organs.
cold resistance 5
"You need to install better heaters if you want a five point review." he notes with a very dry voice.
'Big Jim' |
Ref Jim 1d20 + 8 + 4 ⇒ (19) + 8 + 4 = 31
Ref Truck 1d20 + 8 ⇒ (2) + 8 = 10
"I did pack blankets, but jeepers this is a hostile planet - if we're getting this many geysers breaking on us and other nastiness imagine how we'd have been out there on foot? Hovering across the surface at speed is far quicker than walking, and we still have another 75-100 miles to go, on the ice that'd be 25-33 hours of non stop walking. Then you gotta walk back"
"I'll be straight with you Compucast, this trip is 125-150 miles across ice each way with some sort of natural eruption every 30 minutes, if you made it across alive it would be a miracle"
Jim decides geysers wont strike twice and the truck needs repair now.
15 minutes if done now, one more hit and its going to be irreparable until Absalom station, and we still have to do the return trip - so thats 7 more checks at least
T'kai |
The shirren leaps to the side as the latest geyser shots out. "I should have packed a rain coat!" Reflex: 1d20 + 6 ⇒ (18) + 6 = 24
Mon "Goose" Tavvi |
Goose laughs loud and long.
"I'm super happy for the ride Big Jim. There's no frakkin way I'm gonna hop out and walk in that!"
Ivok Dracusk |
Ivok pushes past the pain and knocks at his visor to break up the building ice as he looks over the damage to the vehicle. "The truck has your name on it Big Jim, I say that if you want to stop to do some repairs we should do that now and find some nice cozy sheltered place to do the repairs. While I would be up for a run though the cold, I know others are far warmer with the car doors blocking the blasts."
I would be willing to continue, but if Big Jim is wanting to repair the vehicle, I agree and would take the 10 minute rest.
'Big Jim' |
Buster second save 1d20 + 6 ⇒ (17) + 6 = 23
Jim pulls up "If I don't flush it now and it happens again we're down to a full repair on Absalom station - those blasts are pretty frequent"
Engineering - restores 1d20 + 16 ⇒ (14) + 16 = 30HP
Quick repair trick ~ Repair complete in about 15 minutes
GM Bret |
Big Jim moves the truck a short distance away from where the geyser erupted and states he needs to do some repairs.
Evidently doing all sorts of repairs on his show has taught him several tricks to speed up the process. He is able to completely repair the truck in about 15 minutes.
Ivok is thankful for delay as it allows him to rest and recover as well.
Giving others a chance to declare they are resting.
T'kai |
T'kai takes the time to rest up. Spending a resolve to regain Stamina.
Compucast |
Compucast, fascinated by the geysers spends his time watching for them and examining the mystical auras of the moon, rather than resting.
Ivok Dracusk |
Ivok does some stretches as he takes the moment to recover from the barrage.
Spending the RP to regain Stamina
GM Bret |
Weather check 4: 1d100 ⇒ 51 Good! Not another geyser!
2d4 ⇒ (4, 3) = 7
Weather check 5: 1d100 ⇒ 97
Weather check 6: 1d100 ⇒ 97
Weather check 7 caused by delays: 1d100 ⇒ 88
After some repair and rest, you begin your journey again. You make good progress until you get caught in a sudden fog bank. The fog obscures all vision beyond five feet. Big Jim has to slow to a crawl until the fog disperses. The fog lasts for about seven minutes.
Other than the fog, nothing impedes your progress for the rest of the trip to the crash site.
GM Bret |
An immense red and dark gold starship lies motionless and lodged between two sets of jutting ice mounds. The name Bliss of Pursuit is visible in stylized Common above a set of identification numbers.
External damage to the hull, including laser burns and missile impacts, demonstrate that the ship took damage in some intense combat, but the fact that the ship is in one piece indicates that the pilot managed to bring the vessel down in a controlled manner. Ice and snow have collected on the starboard side of the ship, leaving it partially buried and inaccessible on that side. The port airlock shows signs of forced entry, but has been re-sealed.
The port airlock has been slightly damaged on the outside by elementally charged ice and snow particles. You expect that you will easily be able to pry it open.
DC 17 Engineering or DC 19 Strength check to open it. You can Take 10.
Slide 2 has the ship.
Ivok Dracusk |
Engineering to Identify: 1d20 + 14 ⇒ (2) + 14 = 16
"AbadarCorp frame. Been at a few different parties at stations with the upper class tending to ride them. Thought about it myself, but would take too much tearing up to fit in a gym. They are are mostly used by diplomats, wealthy merchants, and other people with friends in high places that need to travel long distances."
"I'm not holding out too much hope, but maybe there is some life left here. Need someone to check it for traps. Seems safe, but rather not be surprised."
After an examination Ivok will pry open the door work at prying the airlock door open.
Take 10 Engineering: 10 + 14 = 24
'Big Jim' |
"Geez, well if they landed down here they wouldn't have survived for long on the surface on foot - especially a bunch of diplomats and merchants. Out of the frying pan and into the freezer."
T'kai |
"Let's see if we can get any info off the ship's computers. Maybe find out who attacked them or get an idea who was on this ship"
'Big Jim' |
Jim unloads Buster from the truck "We can go see what is on board, hopefully we can recover some logs or recover bodies - someone somewhere is missing some family"
'Big Jim' |
"Traps? I guess so"
Jim and Buster move up, and Jim begins a check of the door and surrounds "I agree this seems strange, someone has clearly shot this bird up and the pilot has brought it down in one piece, but was it just a passing starship combat or were these merchants or diplomats victims of Piracy?"
Jim checks for traps, but he also looks around the door for signs it was forced, or any signs of combat (shell casings, scorch marks, bullet holes, etc) "For all we know the survivors may have left a trap for their attackers, and good thinking to check Ivok, SAFETY FIRST amirite?"
Take 20 for a 30
Also uses a Radiation badge
Has a Trapsmith toolkit if something is found
T'kai |
T'kai starts to take a look around the entrance. Take 10 for 30 on perception
Compucast |
Compucast eyes up the ship from the relative warmth of Big Jims Truck.
"Given the airlock has been forced open... that would indicate that others got it. That it has been resealed suggests that someone still lives in there. Whether that is those who flew it originally, or those who forced open the airlock is unclear."
He thinks for a while.
"I'm not sure why someone would force the airlock and then go in there to live.. unless they had crashed here previously. But we have seen no sign of other ships. I conclude it is likely the original ship inhabitants. Perhaps they fought off their attackers, but then you would think their friends in whatever ship downed this would have sought revenge."
He shakes his head. "Nothing really adds up."
GM Bret |
Neither Big Jim nor T'Kai detect anything that looks like a trap.
Ivok opens the hatch without issue.
The ship’s interior hallways bear blast damage on the walls. Scorch marks of small fires long extinguished stain the floors. A thin layer of frost covers every surface. The air is somewhat warmer than outside and curiously dry. Dull red emergency lighting provides the only illumination.
The ceilings within the ship rise up to 15'. The emergency lighting provides only dim illumination.
Compucast |
Compucast emerges from the truck and hurries toward the rest of the group once he gets the message about the airlock being open.
"Well, it still has some degree of power.." he notes.
"And if the air is not freezing, that may indicate they are warming some areas. I suspect there are people on board."
Mon "Goose" Tavvi |
Goose makes his way to the downed ship, checking his gear as he moves. His enhanced retinas adjust as necessary to see clearly in the dim lighting.
"I'll take point. " offers the operative as he begins to fade into his surroundings. "I'll move slowly and quietly while searching for traps. "
He pulls out his pistol and broad spectrum scanner as he moves forward.
T'kai |
T'kai moves in and waits for Goose to to finish his sweep.
Compucast |
Compucast joins the others in the corridor.
"Standard search pattern. Down the hall, check each door as we come to it."
He raises his pistol, ready to fire if necessary.
Ivok Dracusk |
"I often encourage positive thinking during training. I hope we find someone still here."
Ivok moves up alongside the rest of the party with his pike out and ready while clarifying, "And not waiting to ambush us."
I had forgotten to declare it before I wanted to specify that I was going apply my rune of the eldritch knight to my pike and use that to give the weapon the flaming fusion. If that is an issue I can wait until the next short rest.
Ivok Dracusk |
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"We are due for a warm up. I agree that we take this slow and steady. Head down the hall and check the next door."
Marked on map suggested door.
GM Bret |
@Ivok, You just finished a rest, sure I will allow you to have done your rune.
Mon notices some magical runes around the door and stops Antoine from opening it. Although he had looked, Antoine hadn’t noticed the runes.
Magical trap, so Mysticism to disable it.
T'kai |
"Let me take a look at that and maybe take a step or two back."
T'kai waits a sec for the area to clear out a bit before working on the runes.
Mysticism: 1d20 + 17 ⇒ (13) + 17 = 30
GM Bret |
Antoine opens the door and peers in.
Spare parts lie scattered across every available surface and parts of the floor. What appears to be a transmitter dish has been partially disassembled on one of the desks here along with a blinking computer terminal. Wrinkled printouts with frantic notes written in the margins cover another, with cups of long‑frozen tea holding a set of blueprints flat. There are several dents in wall at human shoulder height, as though someone punched the wall in frustration.
A shady figure lurks at the opposite edge of the room. It takes shape and turns to you demanding “Fools! Why are you interrupting important plans, I have no time for this!”
“Die!”
Initiative to follow once slide is updated.
GM Bret |
Antoine: 1d20 + 5 ⇒ (12) + 5 = 17
Big Jim: 1d20 + 5 ⇒ (18) + 5 = 23
Compucast: 1d20 + 1 ⇒ (18) + 1 = 19
Ivok: 1d20 + 2 ⇒ (9) + 2 = 11
Mon: 1d20 + 12 ⇒ (7) + 12 = 19
T’Kai: 1d20 + 4 ⇒ (9) + 4 = 13
Qinhu: 1d20 + 3 ⇒ (7) + 3 = 10
Round 1:
Bolded may act.
Mysticism to Identify Qinhu.
Big Jim + Buster
Compucast
Mon
Antoine
T’Kai
Ivok
Qinhu
T'kai |
T'kai moves into the room to get a better look at the indi. Mysticism to Identify: 1d20 + 17 ⇒ (2) + 17 = 19 If I pass the check looking for Immunities, Resistances then Special Attacks. Pausing to see if I learned anything before doing standard action
GM Bret |
T’Kai recognizes it as a ghost.
NE Medium undead (incorporeal)
undead immunities
The main attack he recalls is their ability to give out a frightening moan that afffects all who are close and hear it.
Frightful Moan (Su) The ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot radius of the ghost must succeed at a Will save or become frightened for 2d4 rounds. This is a hearing-dependent, mind-affecting fear effect. A creature that successfully saves against frightful moan cannot be affected by the same ghost's moan for 24 hours.
Ghosts have more abilities if someone else can make the roll.
Antoine Desilets |
"A ghost? haha!, i have just bought an anti-immaterial filter to take picture for those occasions. You see normaly, ghost don't appear easily and..."
Antoine notices that the others are drawing their weapons. He switchs his camera to the plasma setting and in the same time, he takes a step in.
" I see... eat my flash, you realitytv lover!"
Camera (plasma rifle)+ imp.get'em: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27vs EAC
f&e+ghost killer: 1d10 + 7 ⇒ (9) + 7 = 16
+2 to hit against the ghost!
"T'kai... you do have something against fear... right?"
Antoine,says in his head the voice of his wife. L.I.B.R.E. I may have some informations about this ghost, it is..
mysticism: 1d20 + 15 ⇒ (5) + 15 = 20
GM Bret |
Antoine knows that a ghost can rapidly age a creature it touches.
The ghost did not like the effect of Antoine’s flash!
Corrupting Touch (Su) As a standard action, the ghost can make a single melee attack against EAC. On a hit, this attack deals the listed damage. This damage has no type—it manifests in the form of aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A successful Fortitude save halves the damage dealt.
Will update status later...
T'kai |
"We've got a ghost!"
T'kai raises his right hand while saying a quick incantation. As he finishes a shimmering disk appears above his hand before the shirren flings it at the ghost. SR?: 1d20 + 8 ⇒ (15) + 8 = 23 EAC- Hurl Forcedisk: 1d20 + 10 ⇒ (18) + 10 = 28 force damage: 3d6 ⇒ (5, 5, 2) = 12
Mon "Goose" Tavvi |
Goose takes in the snippets of information from T'Kai regarding the opponent. A ghost?!
The scholarly ysoki attempts to recall what he knows as well so he can likewise share.
Mystcism check on ghost: 1d20 + 14 ⇒ (7) + 14 = 21
While his brain engages in an academic query, the operative maneuvers and then fires his pistol at the menacing creature.
Trick attack using stealth. Take 10 results in 35. Success up to CR 15 creatures. Flatfooted to me and the party this round.
Laser azimuth pistol shot vs EAC: 1d20 + 11 ⇒ (12) + 11 = 23
Magic, fire damage: 1d4 + 3d8 ⇒ (3) + (6, 8, 7) = 24
Mon "Goose" Tavvi |
Goose takes in the snippets of information from T'Kai regarding the opponent. A ghost?!
The scholarly ysoki attempts to recall what he knows as well so he can likewise share.
Mystcism check on ghost: 1d20 + 14 ⇒ (5) + 14 = 19
While his brain engages in an academic query, the operative maneuvers and then fires his pistol at the menacing creature.
Trick attack using stealth. Take 10 results in 35. Success up to CR 15 creatures. Flatfooted to me and the party this round.
Laser azimuth pistol shot vs EAC: 1d20 + 11 ⇒ (8) + 11 = 19
Magic, fire damage: 1d4 + 3d8 ⇒ (4) + (8, 5, 6) = 23