Chorizal
|
Chorizal is ready for something bad to happen. In fact, he seems eager for it. He stands with weapon ready until he realizes the other Starfinders are leaving.
Only then, slowly, does he depart as well, taking a moment to point his pike Oshessa then Irtrine.
When they get outside and alone, he hands Oda another Mk1 Healing Serum.
"We need to interrupt whatever ritual she's doing. I can't tell if she's just some rube or some extra devious mastermind but Oshessa is messing with things none of us want messed with," he says.
Pan Randiradon
|
"Agreed. This feels like its going to go bad...or maybe it already has."
| GM Ilmakis |
As Irtrine walks you out of the Reliquary and you are alone with her in the airlock she says Thank you again for saving our relics. You seem like good guys and... she stays silent as the water clears up the airlock and continues I... I want to say that... that I've seen your friends. Those who come before you.
I'm ashamed to say that I've helped Oshessa covered their murder. I've helped her move their bodies in the reliquary to feed the serpents.
I'm not proud of that and seeing you jumping in to protect our most precious artifact make me realized the wrongness of Oshessa.
I don't know what to do!
Chorizal
|
Chorizal's eyes widen at the confession and he looks at his companions. "Well, that explains it. And most of these people probably haven't even been lying. As far as they know, the Manta Corps just left. It also explains why the serpents were here. They either came back in the hopes of getting more food or Oshessa lured them in to act as her murder weapon."
He turns his attention back to Irtrine. "I can't say what you did wasn't wrong, but it certainly wasn't as bad as what Oshessa has done and is going to do. Help us stop her to make amends. Can you get us into where she is? We'll handle the rest."
Junk Yard Dog
|
JYD ponders the confession and asks, "How did she take out the Manta Corps? Did some of the others help her and if so who else was involved?"
"We need to take a breather while I look at Oda's wounds then we can decide what to do."
| GM Ilmakis |
Irtrine says, remorseful, I don't know! I believed like everyone that they have left. Only when I help putting the three corpses in the Reliquary that I realized they were dead and that Oshessa was involved in some way...
As why, I don't know. May be she feared that the Starfinders will try to reclaim this place?
As for who can know... Oshessa always has two disciples with her and Teltham is, also, often with her.
Junk Yard Dog
|
JYD suddenly looks up at the mention of three corpses. "There were four members of the Manta Corps. You just said you helped move three bodies. What of the fourth and where are they? If you don't know can you describe the bodies of the others?"
Whether she does or not he says, "I fear we may be out of time and Oshessa may be trying to get rid of any evidence!" After applying the bandages to Oda, JYD grabs his Corona Laser Rifle, checks it's battery level, leaps up and says, "Starfinders! Move out!" He runs for the door calling back to Irtrine, "Go find Hinera and tell her what's going on!".
Ashtif Cloudskipper
|
Ashtif grabs his underwater tactical baton and follows JYD toward the airlock. "These people seem way nicer than any Zon-Kuthon worshippers I've ever heard about before ..."
| GM Ilmakis |
Do you take 10 mn?
Irtrine thinks a few seconds before answering JYD. After she triesdescribe the corpses of the Manta Corps, JYD think that the only surviving member is Suulhu-Huur, the fighter of the group.
She adds, when the Starfinders decides to confront Oshessa I will. Take care Starfinders.
Ashtif Cloudskipper
|
I would say only if Oda (or anyone else who may be injured) insists on it. I agree, I'm thinking we're on a time-critical rescue mission at this point ... or, at the very least, we do *not* want this ritual completed.
Junk Yard Dog
|
Oda, it just takes 1 minute for the Medicine check for applying first aid. So you should get at least 7 HP back. JYD was already in the process and did it.
Ashtif Cloudskipper
|
Do you also need a healing potion? I'd offer up a Mk 1. I can hook up a discount from my gnoll buddies to restock. ;)
| GM Ilmakis |
Yes, JYD has time to do medicine on Oda.
Chorizal -9SP
Oda -27SP -10HP
Preparing themselves for a fight, the starfinders doen't take time to breath and go back to the Reliquary room. if you want to use serum of healing, it's the right time to do it.
No serpents corpses are visible and Oshessa is nowhere to be seen.
Ashtif Cloudskipper
|
Is the airlock locked? Need to hack or Engineer our way through? If so, I will assist.
Computers or Engineering(assist, same modifier): 1d20 + 7 ⇒ (13) + 7 = 20
Chorizal
|
Chorizal watches JYD bandage up Oda with barely restrained impatience but also evident sympathy. It's like getting your pilot's license renewed, no one likes waiting for it and there are other things to do, but it's necessary and you look forward to the results.
When everyone is ready, he leads the charge with his tactical pike in one hand and the advanced dosko he found in the other. He'll drop one depending on whether there's air or water where they're going.
| GM Ilmakis |
Strangely, the door is not locked!
Certainly Oshessa was too busy to remember to lock behind her.
You open the door and enter in a new room. This flooded bedroom has an airlock on the southern wall and a door on the eastern wall leading out. A pile of soft materials in the northeast corner serves as a bed. Several metal lockbox chests line the room. The southern wall is covered with an image of a humanoid skull with chains coming out of the eye sockets.
Nobody is in there.
Junk Yard Dog
|
JYD scans the room for anything that may be a clue or out of place. "She has to be here somewhere. We wasn't gone for that long." He quickly looks in the Reliquary to see if she is still there then searches for any false panels or hidden compartments in the room they are in currently.
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Pan Randiradon
|
Pan scans the room, switching to the infrared and ultraviolet spectrums as well.
Perception: 1d20 + 13 ⇒ (5) + 13 = 18
Ashtif Cloudskipper
|
Mysticism: 1d20 + 6 ⇒ (14) + 6 = 20
"Yeah," he says, "That's definitely a Zon-Kuthon symbol ..."
He pulls out his broad-spectrum scanner. "Maybe there's a secret door or something in here."
Perception, scanner bonus: 1d20 + 12 + 4 ⇒ (11) + 12 + 4 = 27
The previous room, where we fought the serpents, there was a glass wall, right? We weren't able to see into the room off to the right?
Chorizal
|
"By Damoritosh's bloody fangs!" Chorizal snarls when they get into the room and find their quarry not there.
He starts yanking open the lockboxes, as though expecting to find the massive bulk of the morlamaw leader inside one.
Perception: 1d20 ⇒ 7
| GM Ilmakis |
@Ashitf the glass panels was protecting the relics, books and archives from the water. Behind was a wall. From the cracks, you could have seen a cavern behind from which the serpent came.
As Ashtif scans the room he detects a hidden door in the northwestern corner. The door is locked.
Engineering or Strength check to open
Sprocket Tension
|
Chorizal let me help you open that.
Engineering: 1d20 + 13 ⇒ (8) + 13 = 21
After checking the box would I be able to check to see if the door is able to be open with anything?
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Engineering: 1d20 + 13 ⇒ (14) + 13 = 27
Didn't know if it would be Perception or Engineering.
Ashtif Cloudskipper
|
Once searching the lockboxes is done, Ashtif assists with picking the lock on the secret door.
Engineering(assist): 1d20 + 7 ⇒ (10) + 7 = 17
Junk Yard Dog
|
If JYD needs to assist with opening the door he auto assists with Engineering +17. Otherwise he can give it a crack as well.
| GM Ilmakis |
The box are not secured and easy to open. They contains liturgic objects, personal items of no value.
A small cabinet contains two tier 1 antitoxins and one tier 2 sedative.
Nothing in the room seems to be of help to open the door and the first try is not enough to open it.
I need 1 main and 1 aid only.
Chorizal
|
Chorizal grabs one of the antitoxins because there are a lot of poisonous things underwater and he's probably going to be on the frontline (and he's more than a little greedy.)
But he stops fiddling with the lockboxes once the secret door is discovered and opened.
He goes to it with tactical pike ready and pulls it open to see what's on the other side.
Ashtif Cloudskipper
|
"Can I have the sedative?" If he gets it, he loads it into his syringe stick. He holds his underwater tactical baton in one hand and his underwater syringe stick in the other.
Junk Yard Dog
|
JYD follows Chorizal into the room with his CLR at the ready as he responds to Ashtif, "Might as well since you can use it. Don't know what we are going to encounter next."
Sprocket Tension
|
Sprocket and Claptrap II follow with Claptrap II in front of Sprocket.
Sprocket will have out the Arc pistol and Claptrap II will have his Doshko out.
| GM Ilmakis |
The currents push debris throughout this rocky cave. Several carved-stone skull-and-chain symbols hang from the walls, and a large table with several knives bolted to it stands at the center of the chamber. The thick metal bolts prevent the cutting utensils from floating away in the heavy motion of the water. Two cage cells are set along the eastern wall. A glass case with plastic gloves set into the side contains various books and datapads.
On one of the cage, you see a kalo, certainly the surviving Manta Corps, in a very bad shape.
As Chorizal enters, a deep voice echoes through the water.
What are you doing here?! You're not supposed to be there!
Teltham is standing in the middle of the room, surprised to find you there.
Sprocket Tension: 1d20 + 3 ⇒ (4) + 3 = 7
Ashtif: 1d20 + 5 ⇒ (20) + 5 = 25
JYD: 1d20 + 10 ⇒ (6) + 10 = 16
Pan: 1d20 + 4 ⇒ (10) + 4 = 14
Chorizal: 1d20 + 5 ⇒ (1) + 5 = 6
Teltham: 1d20 + 4 ⇒ (7) + 4 = 11
Round 1 - To move through the secret room, you need a DC15 Athletic check -
Ashtif
JYD
Oda 0SP/-10HP
Pan
Enemy
Sprocket
Chorizal -9SP
Oda Umox
|
Oda moves through the secret door (hopefully)
Athletics: 1d20 + 8 ⇒ (10) + 8 = 18
She makes some headway. I assume still half speed?
Junk Yard Dog
|
JYD swims in as well. Trying to move the full distance to make room for the others and keeping his weapon up pointed at Teltham. "Stand aside! We are here for our fellow Starfinder!"
Athletics: 1d20 + 7 ⇒ (14) + 7 = 21
Athletics: 1d20 + 7 ⇒ (10) + 7 = 17
Pan Randiradon
|
Athletics: 1d20 + 7 ⇒ (1) + 7 = 8
Athletics: 1d20 + 7 ⇒ (16) + 7 = 23
After a rough start, Pan gets his sea legs and moves slowly into the chamber.
Ashtif Cloudskipper
|
Athletics(swim), athletic clothing: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Athletics(swim), athletic clothing: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Ashtif swims toward Teltham. "Stand down. Your people are even now being told what you've done. Fighting us won't help you any."
Double move, half speed.
| GM Ilmakis |
It's not my fault, it's Her! says Teltham, a little bit afraid before recovering his senses and adding But Oshessa's will punish me if I let you live! I can't let her do that. In Zon-Kuthon's name, I will kill you.
Swimming easily through the water, Teltham concentrates and casts a spell on the closest Starfinders!
Force Damages: 2d6 ⇒ (3, 4) = 7
A blast of force washes on the Ashtif and JYD but both are quick enough, to completely avoid the blast or part of it.
He then draws his fangblade.
JYD: 1d20 + 10 ⇒ (10) + 10 = 20
Other: 1d20 + 5 ⇒ (3) + 5 = 8
AoO: 1d20 + 13 ⇒ (16) + 13 = 29
Damages: 1d12 + 9 ⇒ (4) + 9 = 13
Round 1 - To move (half speed) through the secret room, you need a DC15 Athletic check -
Ashtif
JYD -3SP
Oda 0SP/-10HP
Pan
Enemy
Sprocket
Chorizal -9SP
Round 2 - To move (half speed) through the secret room, you need a DC15 Athletic check -
Ashtif
JYD -3SP
Oda 0SP/-10HP
Pan
Enemy
Sprocket
Chorizal -9SP
Having reach, he attacks you and hit you for 13 damages!
Sprocket Tension
|
Sprocket is going to move into the room and pull out his Void Rifle as he moves. Sprocket is going to direct Claptrap II to move into the room.
Sprcket - Move action, Claptrap - Double Move
Sprocket Athletics: 1d20 + 1 ⇒ (12) + 1 = 13
Claptrap II Athletics: 1d20 + 9 ⇒ (11) + 9 = 20
Claptrap II Athletics: 1d20 + 9 ⇒ (19) + 9 = 28
Sprocket will try to move into the room but fail to do so right in the doorway.
Chorizal
|
Chorizal makes his way through the room.
Athletics: 1d20 + 8 ⇒ (15) + 8 = 23
Athletics: 1d20 + 8 ⇒ (10) + 8 = 18
"Fighting for a cause is a good thing. Dying because you're afraid isn't. Give up and we'll protect you from Oshessa. Fight on and die here."
Intimidate: 1d20 + 4 ⇒ (19) + 4 = 23
Ashtif Cloudskipper
|
Can I use the trick attack full action if swimming? Or do I need to use a Move action to swim and then just attack without the trick?
Athletics(Swim), athletic clothing: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12
Crud ... Okay, I'll use my t-shirt re-roll there ...
Athletics(Swim), athletic clothing, reroll w/ 1 nova: 1d20 + 9 + 1 + 1 ⇒ (8) + 9 + 1 + 1 = 19
With some effort, Asthif swims up into position to attack Theltam. Ashtif is struck by the fangblade, a viscious gash across his armor, but the environmental seals hold.
Despite being assaulted, Ashtif swims around the impact of the blow, his arm twisting to stab at the creature with his underwater syringe stick.
Attack roll vs. KAC (flat-footed if able to trick): 1d20 + 5 ⇒ (12) + 5 = 17
Damage roll: 1d3 ⇒ 2 P + Trick damage?: 1d8 ⇒ 8 + Sedative nonlethal damage: 2d4 ⇒ (4, 4) = 8
| GM Ilmakis |
You can use your trick while swimming.
Ashtif is barely able to move but finaly reaches Teltham, he tricks him and is able to just hit him with his syringe and wound him.
Chorizal moves closer while Claptrap swim easily through the water while his master struggles.
@JYD
Junk Yard Dog
|
JYD tries to swim closer, Overcharges his CLR and fires it at Teltham.
Athletics: 1d20 + 7 ⇒ (1) + 7 = 8
CLR with Trick Attack vs EAC: 1d20 + 7 ⇒ (16) + 7 = 23
CLR Dmg with FF: 3d6 + 5 ⇒ (2, 1, 4) + 5 = 12
| GM Ilmakis |
JYD shoot is well aimed, but the water make it less strong than usual and most of the blast seems to be absorbed by Teltham skin! 1 point of fire damage done.
Shaken by Chorizal words he answers It's Oshessa who poisoned your friends! Not me. But she found a keen interest of this one as he resisted to the poison she administrated to the others! She tries to indoctrinate him in worshipping Zon-Kuthon. But even poisoned his will was stronger than Oshessa's words! Even If you kill me, it will be a far less punishment than what she can do to me!
Then Teltham attacks several time Ashtif but miss him twice!
Damages, S: 1d12 + 9 ⇒ (9) + 9 = 18
Fangblade #2 vs KAC: 1d20 + 13 - 4 ⇒ (9) + 13 - 4 = 18
Damages, S: 1d12 + 9 ⇒ (12) + 9 = 21
Fangblade AoO vs KAC: 1d20 + 13 ⇒ (11) + 13 = 24
Damages, S: 1d12 + 9 ⇒ (10) + 9 = 19
Round 2 - To move (half speed) through the secret room, you need a DC15 Athletic check -
Ashtif -13SP
JYD -3SP
Oda 0SP/-10HP
Pan
Enemy -19HP
Sprocket
Chorizal -9SP
Round 3 - To move (half speed) through the secret room, you need a DC15 Athletic check -
Ashtif -13SP
JYD -3SP
Oda 0SP/-10HP
Pan
Enemy -19HP
Sprocket
Chorizal -9SP
Having reach, he attacks you and hit you for 19 damages!
Sprocket Tension
|
Sprocket Athletics: 1d20 - 1 ⇒ (15) - 1 = 14
Claptrap II Athletics: 1d20 + 9 ⇒ (15) + 9 = 24
Sprocket Athletics: 1d20 - 1 ⇒ (7) - 1 = 6
Sprocket tries his hardest but is unable to move and swim correctly but claptrap moves closer.
Sprocket uses Move and Standard to attempt to move and fails. Claptrap II moves closer.
Chorizal
|
"True enough. I'm not much one for torture, after all," Chorizal answers their opponent.
Athletics: 1d20 + 11 ⇒ (14) + 11 = 25
He swims close enough to strike and stabs with his tactical pike after taking a blow from him first that rattles him.
Tactical Pike: 1d20 + 8 ⇒ (20) + 8 = 28
Piercing: 1d8 + 10 ⇒ (8) + 10 = 18
Crit Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Junk Yard Dog
|
JYD tries to swim closer, Overcharges his weapon again and fires.
JYD's CLR does half Frost / half Fire Damage due to the Fusion. Not sure if you took that into account with the previous damage (6/6)?
Athletics: 1d20 + 7 ⇒ (4) + 7 = 11
Ranged Attack with CLR vs EAC: 1d20 + 7 ⇒ (2) + 7 = 9
Dmg with FF & Trick attack: 3d6 + 5 ⇒ (6, 1, 6) + 5 = 18
| GM Ilmakis |
@JYD yes. Fire does 1/4 damages in water and Teltham seems resistant to cold
Teltham takes a mighty blow from Chorizal! But he still stands, grinding his tusks.
JYD aim is off and miss the morlamaw.
Meanwhile, Sprocket can't swim through the current and is unable to move deeper into the room, but his mechanical friend continues to move toward Teltham.
Round 3 - To move (half speed) through the secret room, you need a DC15 Athletic check -
Ashtif -13SP
JYD -3SP
Oda 0SP/-10HP
Pan
Enemy -48HP
Sprocket
Chorizal 0SP/-1HP