Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
"A hookah this fancy in the mess hall of the Radiant Fire would be like a butterfly in a flock of seagulls--quite out of place for all its beauty," answers Flint, adding, ""Can you tell where that clanking is coming from?"
Flint listens in as he walks around the room until he narrows down the clunking to coming from the foremost starboard side door - a smaller door slightly out of the way in comparison to the others. (I've highlighted it in green)
Recalling the damage done to the Breath of Embers during its flight from the Inferno Whale, Belmarniss realizes that the inoperable doors in this chamber all lead to sections of the ship that had suffered extensive damage and explosive decompression. Directly fore of this room was likely the ship's bridge, but both doors leading into it are sealed tight against the vacuum of space.
Incredible roll at just the right time Marisol! Marisol searches through the room for anything hidden and does in fact come across something! She lifts the corner of a carpet right next to the inoperable doors towards the ship's bridge and notices a small stone bracelet underneath it. It appears someone hid it there rather hastily. The bracelet is made of a rough silvery stone, its surface twisted with a sharp spiraling edge. Its design stands in sharp contrast to the opulent golds, reds and brassy tones of the ship.
Marisol, open this up:
When you pick up the bracelet, you're briefly overcome by a mental surge of thoughts and emotions - primarily a feeling of dread. In your mind's eye, you see a strange, roughly humanoid creature with a pale white and rose oblong head that sports three slitted eyes and two vertically slitted mouths. The figure extends a proboscis-tipped appendage toward you - you get a strong sense that it's trying to warn you of something. In a second appendage, it offers you the same stone bracelet you just picked up.
But before it can give it to you, the psychic echo fades and you're once more looking at reality.
NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:
Giving the hovering Lorix a lingering, suspicious glare, Ordyt slips around it and moves to follow the others. His eyes widen involuntarily as he takes in the opulent decorations.
"I was a Diaspora kid, this kind of thing only ever existed in holovids when I was growing up. I've never had hookah before," Ordyt eyes the device thoughtfully, but shrugs when Connors declines the idea.
Moving further into the room, the oread orients himself towards the clanking sound but is careful not to move out of sight of the others. "Where to first, Captain?"
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
"Let's check out this door," starts Flint, "I think I can hear that clanking from behind it."Flint moves that way, but let's give Mari a chance to react to whatever it is she found before we move on.
"Feel free to decorate your quarters however you want, Ordyt" smiles Flint at the big warrior, saying "though we should establish salvage rights before taking anything overly obvious--say, what's that you found?" Flint turns to Mari as he notices her picking something up from the ground.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none
Sammad strides through after the others, and his jaw drops upon seeing the furnishings within. He mentally begins assigning value to the decor pieces...then stops himself after a moment. Plenty of time for that later. Besides, all this wealth is useless to me...to us, until I negotiate with the Institute.
He overhears Ordyt and Flint's conversation, and walks over to them. "Salvage rights indeed, Captain...The Cooperative would love to acquire some of these goods. But I'll talk to the good Doctor, and see what I can manage to get for you and the others."
Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility
Mari laughs at Flint's answer, saying, "I don't know what a seagull is, Cap, but I get the idea. Hmm...what's this now?" Setting her rifle stock against the ground, she kneels and lifts up the corner of a carpet, and picks up the bracelet she finds there.
She immediately recoils and falls backwards into a sitting position, rubbing her temple. Still holding on to the bracelet, she answers Flint. "I don't know. Some jewelry stuffed under the carpet. It has a...memory? A warning? I don't understand."
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Looking at Mari with concern, Flint asks, ”Are you okay? Were you able to learn anything from it?”
Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility
Using the rifle, Mari climbs back to her feet and shakes her head, blinking. She turns to Flint and says, "I think so. When I touched it, I saw a creature. Not humanoid, but I think it was intelligent. I didn't understand it but it felt like a warning? It was trying to hand me this--"she holds up the bracelet--"but it disappeared before it actually handed the bracelet over. It didn't hurt, I don't think I'm whammied, it just startled me."
NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:
Ordyt wanders back over from clanking door, concern and curiosity warring on his face. "Do you need a moment? Why would a creature--one of the missing crew?--be trying to give you a bracelet? Does it...do something?"
Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
"Absolutely. If there's any magic within this, I'll be able to sense it."
She holds out her and to accept the bracelet and closes her eyes for a moment. Then when she opens them, her eyes flash purple for a moment, and for a brief second, an image of her brand appears on the blank face of her helmet, encircling her eye.
For clarity - the creature Marisol saw *was* humanoid.
Belmarniss focuses on the bracelet, feeling it out with her technomantic powers. She senses a potent aura of abjuration magic associated with it but the spells are intricately woven throughout the stone and she can't work out exactly what the device is intended to do. Further study the next day (Or an identify spell) may help resolve the mystery.
Once you've studied the bracelet as far as you want to, Flint and Ordyt return their attention to the door the clanking is coming from. Flint touches the surface of the door and it irises open to reveal a long, irregularly shaped room.
The ceiling of this long room rises to two almond-shaped domes, their crystal surfaces emblazoned with a slowly shifting holographic fresco of efreet warriors in gleaming power armor. The wall to the port side holds a group of four large but shallow banks of machinery that appear to be some kind of charging stations. The wall to the starboard side has a group of four clear-fronted lockers holding a variety of equipment.
You don't have a chance to look at any of this in much detail, as you immediately notice a creature made of oozing magma standing at the fore-most side of the room in front of what looks to be a reinforced airlock door. The surface of the airlock door is covered in deep, glowing gouges from where the creature's claws have cut into the metal. The creature hears the aft-side door open and turns towards you. It hesitates for only a moment before rising up - hostility burning in its glowing orange eyes!
Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility
Oh jeez, sorry about that. Not sure how I got that mixed up but I appreciate the correction. Also, would it be reasonable to let Belmarniss retroactively spend their RP to get their SP back when Flint did?
Mari runs forward to the far wall where, with a line of sight to the creature, she designates it as a target for her exocortex.
NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:
I'll be able to move my token a little later today: as far as I can into the room along the north wall. Move & Readied Attack if it charges or runs up on him.
Advancing cautiously into the room, Ordyt hugs the wall but and braces his pike. "Any of you want to try talking to it?
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
If he can speak before his turn in initiative, Flint will...
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Fair enough. Words then, but no roll for diplomacy...
Flint quickly takes in the situation and speaks a few words in Ignan...
Ignan:
”If your desire is to exit this ship, we can help—do not attack us.”
Ordyt, I moved your token in 30ft, since you mentioned readying an attack if it moves. Also, there's some art for this creature in the Handouts slides. Double also, Belmarniss can say she rested for 10 mins when Flint did.
As your team begins positioning itself, Flint throws out an attempt at parley. But the creature doesn't hesitate for even a moment in its rush towards Ordyt. As it enters the oread's range, it takes a pike to the face...
... and then another solid blow before it manages to reach its target! Already significantly injured, it nevertheless lashes out with a burning claw and sears Ordyt's torso. (Dealing 4 slashing and 4 fire)
Its mouth opens and it burbles globs of magma to the ground. If it's capable of talking or understanding Ignan, it certainly doesn't seem to have any interest in doing so.
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Flint strides forward after the failed attempt at engaging the creature in conversation, moving to engage the fiery creature (token assist please, moving towards the fore of the ship (right on the map) to base the enemy), his sword materializing in his hand as he goes. With the fire glinting in his eyes (photon attuning), Flint swings at the aggressive foe with a downward slice of his solar dueling blade.
Attack with Solar Dueling Sword:1d20 + 4 ⇒ (1) + 4 = 5 Damage with Photon Attunement:1d6 + 7 ⇒ (3) + 7 = 10
Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
Yes, please, say I've rested.
Belmarniss pockets the bracelet and joins Flint and Ordyt in the next room. As the battle is joined, she moves in and slashes at it with her junksword.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none
Sammad follows the others into the clanging room, pistol in hand. Witnessing Flint's attempt at diplomacy be met with violence, he draws and tries to get a bead on the aggressor.
Here's hoping I have line of sight from this position. If I don't, then just ignore the following, GM.
NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:
Backing away from the bizarre creature, Ordyt spares a second to check how serious his wounds are. Content that the monster's heat has seared off the worst of the bleeding for now, he jabs again at the creature.
Flint and Belmarniss rush to Ordyt's side, but their attacks strike against rocky, hardened sections of the creature's body and do it no harm. Sammad and Marisol fire from afar. The magma creature ducks behind Ordyt, using the hulking oread as cover against their attacks. Both their attacks skim past the creature and strike the wall behind it.
Ordyt's pike once again finds a home in the creature's chest! As he pulls it free, he notices the creature having trouble holding together. The surface of the magmatic creature pops and gurgles before suddenly bursting out in a wave of lava that rains down on Belmarniss and Flint! (You both take 10 fire damage, Reflex DC10 halves. If you fail the reflex save, you also begin burning for 1d4 fire damage - taking the additional damage at the start of each round until you put it out.)
The lava that misses Flint and Belmarniss pools on the ground around the magmatic creature, bubbling at a depth of about 3 inches. It looks dangerous to step in! The creature draws its form together after the burst. It remains badly injured, but still able to fight.
----
|||| INIT ||||
Flint (7 HPdmg) - Ref Save?
Sammad
Belamarniss (5HPdmg) - Ref Save?
Marisol
Ordyt (8 dmg)
Magma Creature (18 dmg)
Burning damage this round (F):1d4 ⇒ 1
Burning Rules:
You are on fire. As long as you have this condition, at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below), you take the listed amount of damage as fire damage (or 1d6 fire damage, if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning, you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw, you lose the burning condition. You can attempt a new saving throw each round you have this condition, and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand, you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
The strange creature explodes in a death spasm, spraying lava everywhere, then...reforms? Okay, so not a death spasm, but still, this is going to hurt!
Captain Flint tries to dodge the worst of the liquid fire...
Reflex Save:1d20 + 0 ⇒ (7) + 0 = 7
...but he fails and catches on fire!
Swaying unsteadily on his feet (at 1 hp until he starts his turn), Flint looks like he is about to pass out from the pain!
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none
Sammad grimaces as he watches the creature explode in a burst of lava. He steps closer, right behind Ordyt. Upon seeing the slowly forming lake of lava on the ground, he yells to Flint and Belmarniss, "Get away from it! Close combat is suicide against beings of fire!"
He looks on as Flint's clothes start to catch fire. He says in a concerned voice, "Captain, stay with us!"
Gonna use Inspiring Boost on Flint. That should give him 5 Stamina Points back
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
With fire glinting in his eyes once more, Flint takes a mighty swing at the lava being, then backs off and tries to pat down his flaming duster.
(1 point of fire damage takes Stamina back down to 4, HP still at 1).
Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility
Mari grimaces in sympathetic pain seeing Flint try to put out the flames engulfing him. Knowing the fight can't continue on like this, she refocuses, sights down the elemental, and pulls the trigger.
Twin attacks from Marisol and Flint blow holes into the magma creature's molten form. It lets out a gurgling whimper and dissolves into the pool of lava.
Clutch inspiring boost! However, with Belmarniss in even more danger if she fails her save, lets stay in combat rounds.
---
NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:
May I aid Flint or Belamarniss to help put out the flames?
Absolutely. If you have a source of water, you can even put them out entirely. Otherwise, you can either try to aid their save to put themselves out, or you can try to put them out yourself as a standard action. Either way, it'd be a reflex save.
Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
Reflex Save:1d20 + 1 ⇒ (13) + 1 = 14
Belmarniss, seeing the wave of magma coming, jumps back, only catching a bit of the heat. Still a dangerous amount, but not enough to down her like it nearly did Flint.
"SHELTERING SHIELD THIS IS RUTH!GSH!T!!!" she shouts as she pats out any open flames on her armor. Her junksword seems to breakdown and curl up around her arm as she pulls out her handaxe.
NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:
Rushing over to Captain Connors, Ordyt starts slapping at the flames to try and keep the human from getting too badly burned. Still riding the adrenaline though, he mostly just slaps at Flint's wounds.
The flames abate from Flint and Belmarniss, leaving them charred but standing. The magma creature on the other hand does not reappear - it seems to be well and truly dead. The magma pool cools down with supernatural swiftness, turning to a hard grey rock within seconds.
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none
Sammad pants, the adrenaline rush of nearly watching his friend and the Captain burn up subsiding. He looks at the lump of cooling rock that once was their foe, and a small frown shows on his face. He strides over to it and bows, speaking softly to himself.
Ignan:
"May Feronia herself guide you to rest in Eternal Flame."
Then he turns to the others. "Well,I suppose that was the 'black one' that the stowaway mentioned...Or perhaps the red. Either way, that means 2 more occupants to find...How shall we proceed?"
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
As he recovers from the rush of combat and his eyes slowly return to their normal grey, Flint realizes that he is heavily injured.
"Is there anything in this room that looks like it can be used for healing? I seem to have caught the worst of another heat blast," says Flint, looking at heavily blistered and cracking skin where it is exposed.
Looking at Sammad, he says, "That creature did not appear capable of rational thought, and it looked like it was pretty close to ripping a hole in the side of the ship--as if there weren't enough breaches already. It seems we have stopped the immediate threat, though."
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
"Thanks, Mari. Let's hope this is a strong one," comments Flint as he drinks the serum.
Healing Serum:1d8 ⇒ 4
As the worst of the wounds subside, Flint sighs in relief, waiting for the others to be ready to move on.
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Flint listens and nods, not hearing anything else trying to claw its way through the hull. ”Of course, Belmarniss, take your ease as we continue to search.”
Perception roll to aid Mari:1d20 + 0 ⇒ (17) + 0 = 17
Marisol leads the search around the room with Flint joining her. To the fore side of the room, you notice there are two reinforced doors that have lighting and instrumentation around them. At first glance, you took them to be airlocks, but upon thinking about the ship's layout, it seems an odd place for one. To the starboard side, a very simple swinging door opens up into a storage closet (A16) with empty shelves.
To the port side of the room are the large charging stations you noticed at first glance.
Inspecting the charging stations; Engineering DC12:
While the technology is different than you're used to, its clear that these stations must have been intended to charge something big. You expect either vehicles or power armor.
To the starboard side of the room are the four transparently fronted lockers, each of which is integrated into the ship. The first locker contains a suit of black armor, the color of cooled magma. This armor seems to be an unknown equivalent of basic iridshell armor. The second locker contains a tactical dueling sword and two assault hammers.
The third locker contains three elegant guns, a pistol (effectively an azimuth laser pistol), a projectile rifle (effectively an autotarget rifle) and a bulky cannon emblazoned with red and black sunbursts (effectively a light reaction cannon). The fourth and final locker contains stacks of batteries and projectile ammunition.
True to their name, the lockers are locked. Each one has its own complicated electronic lock. At your first attempt to mess with the keypad, your guess is rejected with a message on the display in Ignan.
Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
Belmarniss kneels and says a quick prayer to Iomedae before continuing on. She takes a closer look at the stations as soon as she sees them.
Engineering:1d20 + 6 ⇒ (3) + 6 = 9
But she quickly becomes distracted by the cool weapons and armor within the lockers.
"Stars, these are magnificent!" she says, practically drooling over them. "Marvels in both form and function!"
After attempting to open the lockers fails, she frowns.
"We should attempt to find this master keycard," she says after Sammad translates the message. "I'm certain the DCI would not begrudge us these tools. They ARE more interested in the vessel itself than its cargo."
Then she grimaces as she realizes just how greedy she sounds.
"They...they will do no good just sitting in a locker is what I mean!"
Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility
While Belmarniss is busy with the lockers, Mari quickly checks over the charging stations and confirms her initial assumption about them. Lots of infrastructure for heavy equipment on this ship, but haven't seen much of what it's meant to service.
Engineering:1d20 + 8 ⇒ (9) + 8 = 17
At the star-knight's outburst, Mari turns and gives her a knowing smile, saying, "Got your eyes on a new toy, eh? Anything in there for me?"
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Flint gives Belmarniss an understanding smile, saying ”Given the aggression we have dealt with so far, getting these items now could prove quite useful.”
Turning to Mari, he adds, ”Is there any chance you could bypass the security measures on these lockers?”
Male LN Ifrit Corporate Agent envoy 11 | SP 74/74 HP 70/70 | RP 9/9 | EAC 28; KAC 28; | Fort: 6; Ref: 11; Will: 8; | Init: +4 | Perc +11, SM +15 | Speed: 30 ft. | SLA: overheat 2/day | Active conditions: none
Sammad looks on at the contents of the lockers and whistles softly. "These are...wonderful. They make even the Cooperative's munitions look like ATech's mass-produced fodder."
At Belmarniss's outburst, he gives the drow a wry grin. "Of course, I was just thinking the same thing....I see much work ahead, negotiating with the DCI."
Belmarniss and Marisol jump into action to try to hack into the lockers. There are no obvious ports on the keypads, so you pry their front covers open, revealing a tangle of strange crystalline components. It's not at all obvious where you might be able to plug in your hacking kit. In fact, this stymies Belmarniss entirely.
Marisol at least manages to jury-rig an interfacing adapter. Hacking the locker's security proves surprisingly incredibly difficult. The programming and logic used is unlike anything that Marisol has experienced in the past. After a few minutes of work, she finds herself no closer to breaking through than when she started.
Inspecting the lockers themselves, they appear to be made of transparent aluminum - strong enough to resist any cursory forcing.
Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility
Mari steps back from the strange machinery, shaking her head in defeat. "Spoke too soon. This is some weird stuff! I think I'm more likely to break it entirely than unlock anything. Might be we can find this master keycard in one of the other rooms, though." With that, she turns and turns toward the door, waiting for the others.
Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility
Bel, I sometimes feel overwhelmed at how much has happened since my last post and tend to stick to the most recent event, so I wanted to say I appreciate the work you put into making your character react to everything.
NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:
:( have you sacrificed to the Polyhedral Ones recently?
Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
Sorry for not posting sooner! By the way, expect hiccups on my end going into this week. Today was the start of another 9-day stretch of workdays, which of course will impact my posts as I try to juggle my posting, my work, getting enough sleep and other stuff!
Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
Marisol Welkin wrote:
I feel your pain. A 3-day weekend meant a 12 hour workday today, lol.
That is it exactly: I have a 9-day work week THIS week because my last one was only a 3-day work week (and because one of my colleagues is taking the week off).
NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:
Shoes shined, threads glammed, I don't worry 'cause I'm already damned Suit pressed, sleeves rolled. Lookin' sharp, lookin' for souls They sign my contracts & they think I'm a wimp 'Cause they all underestimate a sharp-dressed imp!
Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
The hotel's going to be NUTS for the next two weeks, specifically the WEEKENDS TO REMEMBER!!!
It's a retreat set up by a bunch of churches across the country to send couples for a weekend of marriage-counseling and stuff at our hotel. Apparently they liked us so much LAST year that this year they're doing it TWICE!
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
@GM Cellion: Flint still had hit point damage not fully healed from previous battles. With only recovering 2 hp overnight he was still down on hp and saving his last healing serum to help if someone else went down.
NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:
Something that might help: ignore the imp, we've spent like three rounds failing to put any damage on her.
If everyone piles into the room and closes the door we can prevent her from attacking us for at least one round, and instead focus our damage on the humanoids and (hopefully!) tilt the action economy in our favor. Ordyt has one (1) spell left for healing but after that he's tapped.
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Ordyt's plan sounds good. Just don't provoke a maximum damage crit as you go by like Flint did...
Also, Flint thinks of Ordyt as a warrior, not a healer--I don't think he even knows you can cast healing spells to cure hp damage--so it may not have even crossed his mind that Ordyt may have been able to heal some HP damage at an earlier time...and even if it had, he would have insisted you help others first...that's just Flint--a tough guy who thinks he can handle anything, even when he can't.
@GM Cellion: Flint still had hit point damage not fully healed from previous battles. With only recovering 2 hp overnight he was still down on hp and saving his last healing serum to help if someone else went down.
NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:
It's been a *lot* of low dice rolls, too, and no amount of planning or prep can force the dice to be kind.
Female CG Sylph Roboticist Mechanic 11 |SP 77/77 HP 68/68| RP 12/12 | EAC 27; KAC 26; Elec Res 5, Fire Res 15 | Fort +8; Ref +12; Will +5 | Init: +9 | Perc: +19, SM: +2 | Speed 30ft | SLA: Flight 1/day, Recall 3/day | Miracle Worker 2/2 | Active conditions: See Invisibility
Yeah, before the last round where we did a combined total of 1 damage, our average roll against the imp was 7. The median roll was a 5. It wasn't a good time!
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Of course, taking a 10 minute rest in the middle of an assault on an enemy stronghold could have given them time to coordinate their defense and/or converge on us all at once. Pro's and Con's of both sides.
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Maybe I'm not remembering right, but I was thinking we would use the bracelet on a freaking out scientist once we found them so he or she could calm down and talk with us about the surge & stuff.
Or this could be our guy. I don't know. For what it's worth, Flint doesn't have the bracelet.
NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:
It's very sad for his pet, and I would have liked to have learned what Chamas was going on about, but...
The guy pals around with a racial-supremacist militia and a literal devil. Plus unlike Mims he didn't make the slightest effort to be nonlethal. I would have wanted to spare him if we could've afforded it, but we couldn't so good riddance.
Female LG drow solar disciple technomancer 12 | SP 92/92 HP 64/64 | RP 9/9 | EAC 26; KAC 29 | Fort +7; Ref +7; Will +8 (+9) | Resistances Fire/Cold 10 | Init: +2 | Perc: +17, SM: +0 | Speed 30ft | Dancing Lights (at-will); Detect Magic (at-will); Holy Attack (3/day); Willpower (1/day) | Spells: 1st 7/7; 2nd 7/7; 3rd 5/5; 4th 4/4 | Active conditions: None.
Fair point, but now we have to kill the pet too, or it's just going to keep attacking us to avenge him, no matter how ineffectual that is. At least I finally got a good roll this time.
NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:
So to do a step by step of Flint's current situation:
1) This round, Flint started with 1 HP. At the beginning of his turn he takes 1 bleed damage and hits 0 HP, falling unconscious. I am fairly sure that no one on the team has a way to heal him this round (Ordyt out of spells, inspiring boost already used, and getting to him to heal him requires a move action to move adjacent, a move action to take out a serum, and a standard to use it). Since you don't have any way to prevent Flint taking the bleed damage this round, I went ahead and dropped Flint unconscious immediately.
2) This round, Flint has already taken his bleed damage, but at the end of his turn, he has to either spend 1 RP to stabilize or just lose 1 RP for not being stable at end of turn. Either way, by the time the foes are up again, Flint will be at 0 RP.
3) Next round, Flint is at the bottom of initiative order, so the rest of the team have until Flint's turn comes up to heal him. If he doesn't get any healing, he takes bleed damage - this triggers another loss of RP and since he doesn't have any to lose, he dies.
So unless there's something I'm missing sitting in someone's arsenal, someone would have to move to adjacent to Flint, take out a serum, and use it - a total of two move actions and one standard.
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Action Types
Source Starfinder Core Rulebook pg. 244
An action’s type essentially tells you how long the action takes to perform within the framework of a 6-second combat round. There are five types of actions: standard actions, move actions, swift actions, full actions, and reactions.
In a normal round, you can perform one standard action, one move action, and one swift action, or you can instead perform one full action. Most characters will rarely perform swift actions, though occasionally using a special ability or class feature is a swift action. You can use your standard action to perform either a move action or a swift action, if you wish, and you can also use your move action to perform a swift action. You can also take one reaction each round, even if it isn’t your turn; however, reactions happen only in response to certain defined triggers. There are some other actions that do not fall into the normal action types.
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Star-Knight Belmarniss Rycast wrote:
So I can get the serum out, and get over to you, but can't get it down your throat before you're dead?
Actually, Mari got over to me and stopped the bleeding, so Flint is actually not down! You have an opportunity to step up and strike if you want, as Flint is still gravely injured...
NG oread Spacefarer Blitz-Soldier1/Mystic11 l KAC30 EAC28 l 0/108sp 40/79hp (5hp; +2/rd) l RP0/11 Resist Fire 5 l F +7, R +4, W +10, Ini +6 l Perc. +15, SM +15 l Spd45 l SLA: Energy Ray at-will l Active Conditions:
A thought: we could shout down the hall at Trinipol et al as a stalling tactic while we rest. Negotiate the release of the DCI scientists in exchange for a head start for the Collective people. Maybe we luck out and get a peaceful resolution, maybe they get impatient and come to us, and maybe we buy enough time for most of us to get Stamina back before this all goes pear-shaped.
Male NG Human Priest Solarian 12 | SP 120/120 HP 88/88 | RP 11/11 | EAC 25; KAC 27; DR 5/-; Fire Resist 12 | Fort +10; Ref +6; Will +8 | Init: +2 | Perc: +15, SM: +15 | Speed 30 ft/30 ft fly| Active conditions:
Good idea, Ordyt, although we would need to watch our backs for flanking maneuvers. Realistically, Flint is probably too wounded/tired to hold this negotiation (his opening response was pretty harsh, after all) and is on the knife's edge of charging in suicidally, so perhaps suggesting it to our Ambassador would work better.