GM Cellion |
Troy and Basalt make quick work of the runes, determining that they a set of Dreamer names. Most likely those responsible for clearing these tunnels. You're able to determine the way deeper into the moon by inference, and soon enough Basalt and Troy direct your group from one twisty little passage to another. As you follow along, the tunnel you've been taking slowly widens as side passages join it. Strange, twisted outcroppings become more and more numerous, formed into oddly organic looking shapes that alarm you as you spot them with the light from your suits.
Suddenly, you're all caught by an intense sideways current, dragging you off from your intended path and into a set of narrow channels!
(And here you'll need a successful acrobatics check or fortitude save to avoid harm from your group being smashed against the walls of the channel by the currents.)
Hermena |
Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20
Though tall and lanky, Hermena's combat training prepared her fairly well for the sudden current shift, and she adjusts her swimming to account for the abrupt change.
Linsniket "Snik" Sardon |
Following the others Snik tries to use all of his skills to keep from bashing against the walls.
acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15
GM Cellion |
When Burnham and Basalt begin to tumble in the wild current, Hermena and Snik catch them and help them ride the current more safely.
After minutes of riding the icy currents, the flow jets you out into a far larger pool, practically an ocean of liquid methane. You quickly realize that this must be the core of the moon. In the distance ahead, you spot a dim purple glow, and with that as the only thing to orient yourself by, you start to swim towards it.
(This final approach is simply a slow, steady swim through the intervening distance. Thanks to your successes against the previous obstacles, you're all still in good shape. Please make an athletics check, with an additional +4 bonus due to not having been tired out by the trip thus far. Unlike the previous checks, each of you have to attempt this athletics check individually.)
Troy Stardust |
Acrobatics: 1d20 + 10 ⇒ (18) + 10 = 28
Seeing the purple glow ahead Troy's confidence rises as he swims towards it.
Acrobatics: 1d20 + 10 ⇒ (17) + 10 = 27
Basalt Stonepeak |
"Thank you for the assist. I would have surely been dashed against the ice without your timely assist."
Athletics: 1d20 + 6 + 4 ⇒ (1) + 6 + 4 = 11
The dice hate me.
Burnham Kenyon |
Athletics, bonus: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20 Decided that 0 was too low a strength bonus and double checked. Burn had zero ranks in athletics, but I'd forgotten to update his strength bonus - armor check when I bought him the iridishell.
A little shaken, but still in good shape because his teammates helped him, Burn pulls himself steadily through the liquid on this last leg.
If this last swim check would separate Burn from Basalt or other low rollers, he's going to hang back with them.
Hermena |
With a deep breath, Hermena makes a final push towards the goal.
Athletics: 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10
I guess the dice have a different opinion about how tired we are than the circumstance bonus does.
Troy Stardust |
I have used the incorrect skill check and bonus. My Athletics bonus is +5 instead of +10 for Acrobatics. In this case my Athletics result should be 22 instead of 27.
Linsniket "Snik" Sardon |
After getting through the rough patch Snik is glad for the calmer water.
Athletics: 1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16
GM Cellion |
Troy and Burnham pace themselves on the long swim toward the purple glow, but Snik, Hermena and Basalt gauge the glow as much closer than it is and end up tiring themselves well before they reach their destination.
The dim purple glow grows larger with agonizing slowness as you swim through the void of icy liquid. Some of you are stricken with doubts... perhaps the glow is just an illusion, and you'll never reach it. Perhaps the glow itself is moving away from you, playing keep away until you collapse until exhaustion. But by keeping each others spirits up, you doggedly pursue your goal.
Its over an hour later when you finally arrive. Up close, you see that the purple glow belongs to a massive structure covered in glowing purple runes. It has a roughly spherical shape, but with peaks and protrusions with hard edges that give off a manufactured vibe. A cleft in one side of it appears to provide an entrance, so you make your way in.
Due to the long and strenuous swim, Snik, Hermena and Basalt are fatigued.
Inside the shell, floating at what must be the center of the moon, stands a sprawling sandstone mausoleum, its architecture reminiscent of ancient "gothic" styles. Its surfaces show obvious signs of erosion. Strange semi-fluorescent plant life has started to grow in patches along its exterior, and from the light peeking through the windows, inside as well. The gaping entrance to the structure is rimmed in purple runes, and the shimmering surface of the boundary suggests a force-field to keep the liquid out.
You swim your way to the entrance and dive in. As you cross the surface of the forcefield, you drop out of the icy fluid and onto the hard sandstone surface of the floor. Somehow, inside this building in the center of the moon, the gravity is approximately Pact Worlds standard!
----
(Map revealed)
You're momentarily disoriented from the shift in gravity, but you're quickly able to get up and reorient yourselves. The fluid you entered from appears now to be a pool set into the floor (west side of the map). You ascend up a short flight of stairs and look out to the north-east, where shimmering runes create a more powerful purple force-field behind a massive chasm in the ground. (The force-fielded boundary is shown with purple lines on the map) Behind that force field lies a staircase spiraling down into the ground.
More runes dot the walls of the narrow passageway leading east, though these do not correspond to any obvious force-fields.
(The gravity inside this building is considered normal, and the lighting is dim unless you have your own light sources. There is air inside, but it is exceedingly cold, so you'll need to keep your environmental protections engaged.)
Burnham Kenyon |
"I wonder how hard it is for the dreamers to swim through the methane," Burn muses once he's through the forcefield. Then he's back to business, helping his fellow Starfinders into the passageway. He checks his combat gear, and asks, "Everyone all right? Good to go? I can take point and Hermena's got her long gun behind me. We'll keep together."
Burn pulls out a flashlight, sweeps it around the room, then steps to the edge of the chasm and shines the light down.
Perception: 1d20 ⇒ 17
Troy Stardust |
"I am... fine, thank you for your concern, Burnham."
Troy pulls out his flashlight as well and looks at the sandstone structure.
Culture: 1d20 + 8 ⇒ (15) + 8 = 23
"It appears that the... sandstone was brought here from elsewhere. By whom I would not know."
Linsniket "Snik" Sardon |
Breathing heavy. "I'll, i'll be fine. Just a bit winded." Snik says as he catches his breath, then following behind the others.
GM Cellion |
Burnham's flashlight shines deep down to the narrow bottom of the chasm 30ft below. He doesn't spot anything unusual in the chasm or around the room. Due to the vibrant purple force fields, it seems the only way forward is through the passageway east.
Troy Stardust |
Troy points to the passageway to the east. "It looks like we are going... that way."
Just to be sure he didn't miss anything Troy takes another good look at his surroundings.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Hermena |
Gasping for breath from exhaustion, Hermena nods at Troy's direction and loads a magazine into her Azlanti rifle, taking position behind Burnham.
Burnham Kenyon |
"I think you're right, Troy." Burns heads east, comforted by the click of Hermena's magazine behind him.
Moved to the next room east.
GM Cellion |
Burnham, leading the way, ends up stepping right underneath them and triggers the trap! A pair of violet magic missiles streak out from the runes and pummel the soldier. (Dealing 5 points of force damage) The locations where they strike begin to vibrate in a distinctly unpleasant fashion.
Burnham Fort save: 1d20 + 3 ⇒ (11) + 3 = 14
But Burnham shakes off the harmonic vibration with no lingering effect! The runes fade (at least for a time) and the rest of the party is able to follow after the soldier unmolested. If you wish to try to disable this trap, its a Mysticism check. The rune-warded area has been marked in red on the map.
------
However you choose to deal with the trap, you proceed eastwards. The large eastern chamber has not escaped the ravages of time. There are holes in the walls that likely once held doors, and the sandstone tiles on the floor are dirty and cracked in places. Softly glowing purple runes cover the interior walls of the chamber, encircling a round altar covered in more runes in the center of the space. (Altar is the dark grey circle, outlined in dashed purple)
As Burnham steps into the chamber, shadows swirl from the corners of the room and coalesce into a shape standing on the altar: an ebony dragon with red frills. Its body ripples with smoky shadows as it draws itself up to a noble height. (See last slide for an awesome picture!)
With a voice like rocks scraping together, it speaks. "I am Kanavu, guardian and protector of Preahan. Who dares to break the sanctity of this holy resting place?"
Burnham Kenyon |
Burn doesn't reply right away, but, keeping his eyes on the dragon, bows and steps sideways to clear the way for Basalt and the others. He hisses quietly into his comm.
"I found the shadow waiting."
What's the small circle southeast of the dragon?
GM Cellion |
You can ignore it, its just a bit of art on the flip mat that isn't part of the scenario.
Linsniket "Snik" Sardon |
Coming up behind Burnham, Snik taps him urgently. "Tell him the Dreamers sent us."
Basalt Stonepeak |
"We are from the Starfinder Society your Umbral Magnificence. We were lead here by the prophecies of one of the Liavaran Dreamers."
Diplomacy: 1d20 + 8 + 1d6 ⇒ (3) + 8 + (4) = 15
Burnham Kenyon |
Burn replies quietly to Troy, "I'm not fighting a dragon if I can help it."
When Snik taps him, Burn just tilts his head toward Basalt. "Stonie's the best chance we've got here."
Don't forget the tablet.
GM Cellion |
The dragon turns a swirling eye to regard your group, growling "I sense truth in your words little ones. If you have been given direction from the Dreamers, perhaps your cause is just. To have braved the hostile landscape of Preahan shows your determination and commitment. What prophecy brings you to the tomb I've sworn to protect?"
Hermena |
Hermena whispers to Basalt, ”Do you think we should tell this thing the whole story from the beginning, or just bring up the tablet and the prophecy informing us about what we’d encounter here?”
Basalt Stonepeak |
Basalt agrees that it would be wise to tell as little as possible.
"Ebon Eminence, the Dreamer spoke the prophecy thusly;
The Herdsman sails on,
The Prize you seek inside,
A Shadow awaits.
I would hazard to guess that you have what we were sent to retrieve or know its whereabouts to lead us to it."
GM Cellion |
The dragon turns its smoky face to regard Basalt solemnly. It stays silent for a long moment before speaking "Hmm. Your words ring of true Dreams."
"I do not have the ancient implements of the Dreamers, for those lie protected safely behind the old wards." It raises a claw and points it toward the purple force fields shielding the central circular room with the staircase leading down. "If you are pure of intent, the Dreamers would have bestowed upon you a key to allow you to pass by those wards." The dragon steps back slightly and you see a tablet-shaped depression in the center of the circular altar.
Its smoky extremities swirl and twist. After a moment, it rasps "If you do not bear the key, I will be forced to assume you are here through trickery, bearing ill intent." It raises a claw, making it clear what fate awaits those with ill intent.
GM Cellion |
1d20 + 0 ⇒ (5) + 0 = 5
1d20 + 5 ⇒ (4) + 5 = 9
1d20 + 5 ⇒ (16) + 5 = 21
1d20 + 1 ⇒ (8) + 1 = 9
---
1d20 + 8 ⇒ (10) + 8 = 18
While your attention has been drawn to the energy fields falling, only Basalt notices that the dragon Kanavu appears to be billowing, rising taller and becoming more intimidating. A low rumble of laughter escapes the dragon's mouth.
---
1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 1 ⇒ (5) + 1 = 6
1d20 + 3 ⇒ (15) + 3 = 18
---
1d20 + 1 ⇒ (11) + 1 = 12
Troy Will vs. Frightful Presence: 1d20 + 2 ⇒ (19) + 2 = 21
Burnham Will vs. Frightful Presence: 1d20 + 2 ⇒ (13) + 2 = 15
Snik Will vs. Frightful Presence: 1d20 + 2 ⇒ (12) + 2 = 14
Basalt Will vs. Frightful Presence: 1d20 + 4 ⇒ (12) + 4 = 16
Hermena Will vs. Frightful Presence: 1d20 + 4 ⇒ (12) + 4 = 16
Basalt Will vs. Bite: 1d20 + 4 ⇒ (17) + 4 = 21
The party stands firm against the dragon's fearsome appearance, and Basalt shakes off the infusion of energies. The dragon taunts "The Dreamers have chosen their fools poorly. Once you're all dead, their legacy will belong to the nightmare."
------
Thanks to Basalt spotting the dragon's sudden movement, both Kanavu and Basalt got to act in the surprise round. Unfortunately, Kanavu got to go first! Next, Basalt gets a surprise round action, then Troy and Hermena act in Round 1.
|||| SURPRISE ROUND ||||
Kanavu
Basalt (13 dmg)
|||| REGULAR ROUND ||||
Hermena
Troy
Kanavu
Snik
Burnham
Basalt (13 dmg)
Bold are up
Hermena |
”Damnit!” Hermena curses, her muscle memory kicking in as she swings her assault rifle up and fires at the shadowy beast without considering whether or not her bullets would harm it.
Ranged Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Piercing Damage: 1d8 ⇒ 7
Troy Stardust |
"I was not... expecting this."
Troy quickly steps back, trying to move into the shadows.
Laser Pistol vs EAC: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d4 ⇒ 2
Trick Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Extra Damage if Trick Attack is successful: 1d4 ⇒ 4
GM Cellion |
2d4 ⇒ (2, 1) = 3
Basalt Reflex: 1d20 + 4 - 1 ⇒ (6) + 4 - 1 = 9
Burnham Reflex: 1d20 + 2 ⇒ (19) + 2 = 21
Troy Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
(Basalt takes 9 acid damage. Burnham and Troy take 4 each.)
----
|||| INIT ||||
Snik (fatigued)
Burnham (4 dmg)
Basalt (22 dmg, fatigued)
Hermena (fatigued)
Troy (4 dmg)
Kanavu (2 dmg, get 'em)
Bold are up
Basalt Stonepeak |
Basalt is in a bad position and he knows it. Of what few options he has, he chooses the dumbest; he steps in and punches the dragon.
Guarded Step, fatigued
Thunderstrike Pulse Gauntlet v EAC: 1d20 + 2 - 1 ⇒ (17) + 2 - 1 = 18 Blunt and Sonic Damage: 1d6 + 1 - 1 ⇒ (5) + 1 - 1 = 5
Burnham Kenyon |
Burn still had 5 SP of damage from the trap.
"Basalt! Fall back. Everyone spread out."
Burn ignores the damage to his armor and shoulders his reaction cannon. He pulls the trigger as he steps forward and to the right.
Reaction Cannon, Light v KAC, get 'em : 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 ... damage: 1d10 ⇒ 5 P 90' Penetrating 6 rounds
Move as shown.
I hope that hits.
Hermena |
Thanks for the fatigued reminder.
Hermena considers flipping on her rifle’s full auto, but decides against it when she sees how many of her allies would get caught in the fray. Instead she takes careful aim and tries to hit the ephemeral beast again. Full Attack with assault rifle.
Ranged Attack: 1d20 + 0 ⇒ (16) + 0 = 16
Piercing Damage: 1d8 ⇒ 2
Ranged Attack: 1d20 + 0 ⇒ (20) + 0 = 20
Piercing Damage: 2d8 ⇒ (6, 7) = 13
Troy Stardust |
Troy takes aim again, stepping to the side a bit.
Laser Pistol vs EAC: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d4 ⇒ 1
Trick Attack: 1d20 + 10 ⇒ (2) + 10 = 12
Damage if Successful: 1d4 ⇒ 3
Linsniket "Snik" Sardon |
After watching the dragon go all beast mode, Snik activates his datapad to set off an intermittent squelch and takes a shot at the Dragon.
azimuth laser pistol vs EAC: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d4 ⇒ 2
Trick Attack
Computers: 1d20 + 14 ⇒ (6) + 14 = 20
If successful Dragon is flatfooted and takes Damage: 1d4 ⇒ 3
GM Cellion |
1d20 + 12 - 4 ⇒ (14) + 12 - 4 = 22 1d6 + 7 ⇒ (4) + 7 = 11
1d20 + 12 - 4 ⇒ (3) + 12 - 4 = 11 1d6 + 7 ⇒ (5) + 7 = 12
Hermena Will vs. bite: 1d20 + 4 ⇒ (11) + 4 = 15
She stands firm against the shadowy wisps that try to cling to her, and lets loose two shots. One goes through a wing, but the second strikes right into the dragon's chest. Kanavu roars in pain and rage as smoky black ink bleeds from his wound, growling out "How dare you! HOW DARE YOU!"
While the dragon is distracted, Snik, Troy and Burnham send a volley of fire toward the smoky form, but none of them are quite able to land a hit.
Rather enraged by Hermena's defiance, Kanavu focuses his full fury on the sarcesian. One bite rakes across her torso while she manages to duck under the second. (Dealing 11 pts piercing)
|||| INIT ||||
Snik (fatigued)
Burnham (9 dmg)
Basalt (22 dmg, fatigued)
Hermena (19 dmg, fatigued)
Troy (4 dmg)
Kanavu (22 dmg)
Bold are up
Basalt Stonepeak |
"Good shot. Hit it there again." Basalt activates Get'Em!
Thunderstrike Pulse Gauntlet v EAC: 1d20 + 2 - 1 + 1 ⇒ (2) + 2 - 1 + 1 = 4 Blunt and Sonic Damage: 1d6 + 1 - 1 ⇒ (2) + 1 - 1 = 2 fatigued, get'em