[Outpost III] GM Zoomba's Enter the Ashen Asteroid (Inactive)

Game Master Zoomba

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Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

Let’s go, colleagues! Discovery awaits!

Vaal Noor examines the tunnel as they descend. “Remarkable work, Enereth-7. These dwarven miners were quite thorough in here! But I hope they didn’t damage any of the ancient duergar ruins…

I can stay in the back, since the drone does the heavy lifting and his range is decent - but please try not to provide a Large Soft Cover to the enemies, most of our attack bonuses stink

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

As the spell is cast, Freeman thanks the Dwarf, "Thank ye. That will surely be helpful!"

After they arrive he looks at the stonework with a critical eye....

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) // EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9

Don't think of Bubba as soft cover. Think of him as a damage sponge of concealment +2.

Telirix looks around. "What do we have here?"

Perception: 1d20 + 4 ⇒ (7) + 4 = 11

I'm happy to ride in the rocking chair of the party. Somewhere middle frontish.

Are the dwarves going to share some of that loot? Just a question. They were given to you specifically. So I've no issue if you keep them.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

I would assume any 'free' stuff found in adventure should be 'party' loot. If there's something there that fits you perfectly, grab it. We should... let me look back... divvy the grenades and healing serums out to those who will likely make use of them. The spell gems, of course, should go to someone who can actually use them. :)


An Enkindled Carnival

Yeah, feel free to divvy it up. The Clanholdings were extra-generous to 'dwarf-friends', but once its in you hands its yours to play with.

It takes a few minutes for you to adjust to your own movements as you head from the shuttle and into the bored tunnel. The miniscule gravity causes even the subtlest motion to cause your bodies to react radically. The gravity here is about 1/100th of Absalom Station's. For context, the Moon's gravity is only 1/6th that of Earth Still, once you get your 'space-legs' you are able to move carefully down the sloping tunnel ahead. The sides of the space are fairly smooth, indicating the drills used by the Clanholding was a higher-end model. But as the tunnel ends about 500 yards down it is immediately clear why those same miners stopped digging.

A wide pit yawns before you, crossed by a steel gangway. On either side are control rooms connected to mechanical arms. The gangway in the center supports an immense, spherical device encircled by two hovering, instrument-laden rings and flanked by a large pair of clamps. One of these clamps holds a wide crucible tethered to the wall by chains. On the other side, the chains are broken and the corresponding crucible is gone. The gangway extends to the opposite side of the pit, at which sits a distant door of dark metal.

Below the pit descends for hundreds of feet before reaching a shimmering pool of molten rock crisscrossed by broad stretches of solid stone. The magma gives the whole cavernous space an ominous dim glow.

Fair warning: some of these maps (like the one just added) are quite large :)

Dataphiles

M Human (featherlight) Mechanic 5 (SP 30/30, HP 34/34, RP 6/6; EAC 19, KAC 20; F +4, R +8, W +2; Init +8, Perc +9; [dice=Huchket rifle (experimental prototype)]1d20+8[/dice] [dice=Dmg (F&P)]1d10+10[/dice]

The Specialist steps forward. "I'll take point, along with Bubba. I'll also take one of the frag grenades, if that's OK."

He walks forward, careful not to bounce of the floor or walls in low-G. He holds his pistol at the ready.

Perception: 1d20 + 1 ⇒ (18) + 1 = 19

Forward!

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

Now that’s what I call production value! What a way to introduce themselves! I’ll take a peek at this control room, I’m very curious to see what is the purpose of the mechanical arm!

Vaal Noor moves towards the east control room, followed by his drone, and tries to open the door.

I went and made his avatar large as well

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) // EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9

"If you got spares, I'll take a few grenades too." Tel takes a few steps down the righthand catwalk to maintain contact between the diverging portions of the party.

Tel's a grenade guy. He'll take as many as you want to give him.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Freeman passes a grenade to The Specialist and two to Telirix.
"One more if anyone needs. If not i'll give it a toss later."

Checking out the contraption, Freeman tries to figure out what the darn thing is. He will then head towards the majority of the group.
"No tellin' what we'll be finding here. We should stick together."

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) // EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9

"Thanks. " The lashunta clips the grenades to his belt.

Following Freeman's gaze, Telirix also ponders the machine's purpose. "Some kind of mining device, maybe, ..."

Engineering: 1d20 + 7 + 1d6 ⇒ (17) + 7 + (5) = 29


An Enkindled Carnival

Whoops Vaal. Forgot we had two large party members. Guess the map size is a benefit here :)

Vaal and Telirix head along the catwalk to the right towards the first room. The steel door is electronically sealed, but the two are easily able to bypass the lock. Opening the door, you see what looks like a control or monitoring room of sorts, dominated by a large cylindrical battery in its center that glows softly with red light. Scores of thick wires run like arteries from the battery to computer workstations throughout the area. Facing the cavern's center is a broad and tinted window that looks out onto the sphere beyond. The ceiling is low, and the writing on signs long the walls and on the consoles is in Dwarven. This ceiling is on the short end even for dwarves. Vaal or Bubba would be squeezing in here.

Cautiously striding forward towards the strange metal contraption, The Speciailist's eyes are peeled for danger, but he spies no immediate signs of life. Ahead of him sits a large sphere covered in shimmering hexagonal plates hanging over the deep pit below. While the gangway goes around the central sphere, a path also leads north-to-south through its interior. In that center is housed a large forge-shaped dynamo and network of conduits. A heat-singed hammer rests at the edge of the dynamo. Inscribed over the sphere’s entrances are images of a stone arch containing a flame.

Mysticism:
That inscription is the unholy symbol of Droskar

Gazing on the sphere from a distance, Telirix realizes that its some kind of dynamo. the tech itself is definitely dwarven, but its not any dwarven craft he's ever seen before: this thing is hundreds of years old now but at the time was likely cutting-edge tech. It's general function seems to be designed to channel molten rock though the dynamo's conduits in order to power something else. You can tell all that with a few moment's glance. I'm happy to have that roll continue to carry over to help you divine more about the device, but it would take a bit of time properly looking it over up closer to get that info.

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

Oops! It’s obviously duergar-sized! Could any of you slightly smaller folk investigate this control station? I’m afraid I might crush something important, and everything seems to be working perfectly, oddly enough!

With the “duergar” factor making itself more obvious, Vaal Noor examines the place a bit more carefully from the outside, wondering if they left anything dangerous behind.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

"Aye...I be rather curious aboot all this..."
Freeman enters the room, trying to figure out exactly what this thing does...

engineering: 1d20 + 14 ⇒ (15) + 14 = 29

Exo-Guardians

Male CN Dragonkin Solar Disciple Solarion 2 | SP 8/14 HP 13/20 | RP 4/4 | EAC 14 KAC 17 | Fort +3; Ref -1; Will +3 | Init: -1 | Perc: +5, SM: +0 | Walk, Fly 20ft | Active conditions: +1 enhancement to AC

"I'll keep an eye out here for trouble while you guys check out the room..."

Bubba remains on the steel gangway, watching for any signs of trouble.

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) // EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9

"Looks like a setup to draw power from the molten metal. Let's see the controls."

Telirix follows Freeman into the control room.

With that roll I doubt you need my help, but ...

Engineering, aid another: 1d20 + 5 ⇒ (12) + 5 = 17


An Enkindled Carnival

Apart from a danger to his neck and back, Vaal doesn’t spy any particular threat in the room. The izalguun does spy a concealed panel in the back wall though; opening it up reveals a pair of canisters pilled with a chemical fire-retardant. You suspect that in addition to their intended use, you could also jury-rig them for more grenade-like uses if modified and thrown as a grenade (20 ft range, 10 ft splash) it would reduce the fire damage dealt by an affected creature for 1d4 rounds

The others poke about the control room itself with a lot more flexibility. The layout and basic instructions in Dwarven are intuitive enough. This space was used to control the large mechanical arm connected to it, as well as to raise and lower the chains attached to that side’s crucible – though the crucible attached to the chains on this end seems to be deep below beyond your sight.

The workstations around the room still have power, but trying to access them requires a series of authenticating passwords. Or hacking into them with a Computers check

Exo-Guardians

Male CN Dragonkin Solar Disciple Solarion 2 | SP 8/14 HP 13/20 | RP 4/4 | EAC 14 KAC 17 | Fort +3; Ref -1; Will +3 | Init: -1 | Perc: +5, SM: +0 | Walk, Fly 20ft | Active conditions: +1 enhancement to AC

"Still clear out here so far! A bit hot but all clear. You guys do what you gotta do in that lil room!"

Second Seekers (Jadnura)

Male CN Dwarf Space Pirate Mystic 3 | SP 4/21 HP 24/24 | RP 4/5 | EAC 16; KAC 18; ACvCM 24 | Fort +2; Ref +2; Will +7 | Init: +1 | Perc: +10, SM: +10 | Speed 20ft | darkvision 60 ft | Spells: 3/4 | Active conditions: none

Drak will stay back with Bubba and the Specialist, not wanting to get in the way of those more technically minded. Noting the symbol, he gestures to it as he mentions to those near him "That there be an unholy symbol of Droskar. I can definitely see why the Sledgehammer crew turner 'round after seeing this."

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

"eh. What's this then? Let's see..." He cracks his fingers and bends over the keyboard, face set with concentration.

computers: 1d20 + 14 ⇒ (16) + 14 = 30

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) // EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9

"Looks like the controls are for getting the magma to the power unit. They probably move the bucket and manipulator arm. Is anybody good with computers? We could try to hack in."

Having done all that he logically can, Telirix steps back from the controls and looks over to Vaal and the canisters. "What have you got there?"

If I'd had one more skill point, I'd have chosen computers. Sadly, I didn't. Not sure I see the point of hacking in here, unless it's to make sure the system really is shut down.

Nor sure using the canisters as a hedge against a fire damaging creature is anything Tel would think of. But, there's plenty of hot stuff around. An impromptu fire extinguisher is a good thing to have.

But wait -- we're in vacuum. Nothing can burn. ;- )

Dataphiles

M Human (featherlight) Mechanic 5 (SP 30/30, HP 34/34, RP 6/6; EAC 19, KAC 20; F +4, R +8, W +2; Init +8, Perc +9; [dice=Huchket rifle (experimental prototype)]1d20+8[/dice] [dice=Dmg (F&P)]1d10+10[/dice]

Ha! Good point. How can anything burn in a vacuum like this?

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

Magic...

Well, don’t forget to take notes and pictures of everything! Soon that’s all that will be left of this place... Meanwhile, I’ll see if there’s anything different in the other room!” Vaal Noor moves towards the remaining control room, followed by his drone, and opens the door.


An Enkindled Carnival

Freeman takes to the computers like - well like a dwarf to stone. As opposed to each other as duergar and dwarven cultures are, their programming languages and quirks prove surprisingly similar, and the dwarf is soon able to bypass the locked workstations (and deactivate a loud alarm connected to failed password attempts, and brings up the control room's database.

Accessing the system, the following sets of functions and programs present themselves to the dwarf:

<<GUIDE TO SOLARIAN STONE FUNCTION>>
<<DOCUMENTATION REGARDING STONE ORIGINS>>
<<DARK SMITH WARD STATUS>> This seems currently set to ENGAGED
<<FLARE SUPPRESSION>>
<<ARM MANIPULATION>>

Across the way, Vaal and his drone seems a very similar station. Again a central battery is in place supplying power to a series of workstations. On a hunch, the izalguun checks and finds it even has the same type of concealed panel hiding a second set of flame retardants.

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

Well, if the duergar - I mean, the DU-ER-GAR - thought they were important, we probably should bring those flame retardants with us. This station seems to be more of the same, not a single piece of decoration, no Droskar graffiti on the walls… what a bunch of dull-ergar. Huh? Right, Enereth-7?” he pokes the drone, almost expecting it to laugh.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

"Ay everyone. This wee computer is open.There's somethin' called Dark smith ward status' that is engaged so be wary. Let's see what these other options tells us..."
He selects the first option, the guide.


An Enkindled Carnival

Opening up the guide, the dim lighting in the room shifts abruptly as projectors in the ceiling cause a holographic animation to play out in the center of the space.

Displaying the central dynamo the crucibles on either side are lowered down below, descending until they submerge into the control room's floor. The soon after come back up until they are again next to the spherical device - only this time each crucible is filled with molten rock. The mechanical arms clamp the containers next to the sphere. Then a small dwarven figure walks forwards and enters the sphere. The hologram zooms into the dynamo to show the figure picking up a hammer within, then performing a repetitive ritualized prayer. Over the internal machinery. As he does so, the device around him slowly begins to activate.

The animation cuts off at this point, with an option on the screen to play it again. the process seems to be demonstrating an ignition sequence for this 'Solarian Stone'

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

Vaal Noor rushes back to the main corridor to watch the spectacle. “Would you look at that… they were hiding quite the surprise!

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

"Well. That were short but informative. On to the next option, let us see what they have ta' say aboot this stone's origin."

With that he selects the second option.

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) // EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9

"Dark smith ward status sounds ominous. Could you disengage it?" Telirix asks Freeman.


An Enkindled Carnival

Digging into the computer's files, Freeman finds himself confronting a wealth of text and image files. Unforunately, many key ones are irreparably scrambled or entirely blank. The damage or corruption doesn't appear to be from age or computer decay - this is the type of damage you've seen wrought on files that were created during the Gap.

More recent entries by the duergar timestamped after the Gap records begin on a confused note. The workers were uncertain and speculative of the Stone's origins and had forgotten what the duergar's original objectives on this asteroid were. These newer files also show records of hundreds of tests using the dynamo, which they referred to as the 'Solarian Stone'. These tests largely involved experiments of light, gravity, and particle physics, later evolving into more practical tests to direct these cosmic forces towards manufacturing weapons.

All told, the logs cover about 40 years of activity, ending in several agitated messages reporting damage to numerous parts of the facility following an unauthorized activation of the Solarian Stone. The sheer amount of material is too much to rigorously analyze here, but you can transfer the recovered data onto your own computer or datapad for later study.

Computers DC 13:
Peeking through the records, you also notice a strange bit of stray code out of place. Examining it uncovers an encrypted file that was a hidden computer virus of dwarven design that was programmed to sabatoge or usurp one of more of the facility's key functions. Any damage the corrupted file wreaked has long since been done however, and doesn't pose ta threat to your efforts now.

You can also disengage the ward from this computer if you would like.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

computers: 1d20 + 14 ⇒ (14) + 14 = 28

"That be a lot of data. Downloading it for later. I be very interested and i'm sure the society and the Dwarves will be as well. OK, votes on if we should disable this ward or not? No telling if it be preventing access further in or preventing something else from exiting... It does appear that it be something the Duerger put in place though... I say disable it but be ready for calamity..."

Exo-Guardians

Male CN Dragonkin Solar Disciple Solarion 2 | SP 8/14 HP 13/20 | RP 4/4 | EAC 14 KAC 17 | Fort +3; Ref -1; Will +3 | Init: -1 | Perc: +5, SM: +0 | Walk, Fly 20ft | Active conditions: +1 enhancement to AC

"I'm no genius but I'm guessing if we disengage the dark smith ward, then a dark smith (whatever that is) will show up and we might have a fight on our hands. Maybe we see what the flare suppression and arm manipulation controls do first?"

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

Yes, anyone familiar with duergar naming conventions? Does it ward a Dark Smith from showing up? Is “Dark Smith” just the name of the ward and it works on anyone? Are there Light Smiths? Are there different types of Smith Wards, dark being one of the color codes? Maybe there was a duergar named Ward, and Dark Smith was his job? Naming something can be a nightmarish job - give a piece a clever name that no one gets, and critics will mow you down!

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

"Good points. Oh, and aye, I can play with these arms for sure!"
With that he looks over the arm controls and tries to use them to move as the initial training video showed.

While he is working on this, "As for their naming system, I think they just name things to make them sound very important and dangerous no matter what. Unless you are a slave. Then it be the opposite."


An Enkindled Carnival

Freeman is able to with minimal trial-and-error manipulate the arm attached to the control room. While its range is limited, the dwarf think that he would be able to properly manipulate a crucible on the eastern side of the cavern.

He also notices controls for the chains connected to the crucible on this side. Unfortunately, while the machinery seems to still function, there is resistance preventing him from raising the missing container from down below.

Pressing the flare suppression button, you all hear a loud *click*. Examining further, you see connected to a device set to launch fire retardant containers down below, but none are currently loaded.

Dataphiles

M Human (featherlight) Mechanic 5 (SP 30/30, HP 34/34, RP 6/6; EAC 19, KAC 20; F +4, R +8, W +2; Init +8, Perc +9; [dice=Huchket rifle (experimental prototype)]1d20+8[/dice] [dice=Dmg (F&P)]1d10+10[/dice]
GM Zoomba wrote:

Freeman is able to with minimal trial-and-error manipulate the arm attached to the control room. While its range is limited, the dwarf think that he would be able to properly manipulate a crucible on the eastern side of the cavern.

He also notices controls for the chains connected to the crucible on this side. Unfortunately, while the machinery seems to still function, there is resistance preventing him from raising the missing container from down below.

Pressing the flare suppression button, you all hear a loud *click*. Examining further, you see connected to a device set to launch fire retardant containers down below, but none are currently loaded.

"I believe it prudent to load those flare suppression devies with the fire retardant containers we've found." says The Specialist.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

"I agree! It also looks like the chains are holding it down so we'll need ta' get rid O those. Someone will have ta' control the other side as well. Let's group up and load the fire stuff first.."


An Enkindled Carnival

You can load a canister into the device with ease. The launcher here only holds one at a time.

Are you loading the one on the other side as well? Going to try and affect the chains? Disabling the ward, or leaving it for now?

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

I say go in order. Load fire retardant, check.cut chains, Then try the claws. THEN disable the ward. If messing with the chains doesn't allow the claws to work, disable ward then. Sound good? Please, discuss, if you can think of a better plan i'll be happy to listen!

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

Someone with the right size has to man the other control room.

Our mission is to explore the place, might as well try all options


An Enkindled Carnival

One bit of clarity: based on the records and visual guide, the claws are designed to manipulate the crucibles once they are raised and to make subtle alterations to the central dynamo.

The chains themselves aren't preventing you from using the claws, but the ones on this side don't seem to be able to raise up properly: something is preventing them from being moved up and down to lift whatever they are attached to.

Lot of pieces connected to this device :)

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

After checking all the options Freeman yells to the group, "Eh. Screw it.Be ready fer anythin. Going to disable this ward."
He waits about 10 seconds and does so...

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) // EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9

Telirix looks over Freeman's shoulder, but he can't read dwarven. The dwarf's commentary is his only clue to what's going on.

"Hang on. Maybe we can clear whatever's jamming the chains."

The lashunta steps back out onto the catwalk and starts examining the chain lift.

Engineering: 1d20 + 7 + 1d6 ⇒ (9) + 7 + (4) = 20


An Enkindled Carnival

As Freeman prepares to disengage the ward the computer’s system is connected to, Telirix heads out to get a closer look at the device itself and the chains dangling down. The moving parts of the dynamo before him – the Solarian Stone as the Duergar called it – are old but in good repair. Up closer the lashunta also notices a few wires that seem to connect to the dark metal door at the cavern’s far end. Further, within the hollow of the central sphere sits a hammer that looks like an archaic blacksmith’s tool but with a strange blue tint, linked to a small anvil by a metal chain.

Mysticism 12 (Dwarves get a +3):
In addition to its tech, the device has several mystical augmentations designed to let a magical practitioner restart the contraption. This method involves an hour-long ritual to Droskar in which a priest repeats multiple invocations while repeatedly using the hammer within the sphere to strike at the ceremonial anvil.

If that Mysticism is a 17+:
That Droskari ritual, while a way to restart the machine, would be difficult to stop once started as the mystic forces grow. It would also be exhausting work of hammering and talking for an hour. But the device itself seems made to manipulate cosmic forces in a very similar way to how solarians so. A solarian could try to direct their own supernatural power into the Stone to try and restart it through physical contact.

You also notice that while the mystical augmentations are Droskari in nature, a carefully look shows that they were placed to specifically override and control fading enchantments that were placed on the Stone before them: enchantments tied to the Dwarven god Torag, who vanished amidst the Gap.

Regarding the dangling chains to the east, Telirix peers down cautiously. The cavern drops hundreds of feet below, and though molten rock at the far floor provides faint illumination details are difficult to make out this high up. Examining the chains, Telirix realizes that one of the two chains has broken loose and can be raised, but the other is still connected to that side’s crucible. However, there is little give there: the crucible seems to be stuck in place down below by something.

Back in the booth, Freeman finishes his count and hits DISENGAGE on the ward controls. At the chamber’s far end, there is a momentary flickering of light on the distant dark metal door.

Exo-Guardians

Male CN Dragonkin Solar Disciple Solarion 2 | SP 8/14 HP 13/20 | RP 4/4 | EAC 14 KAC 17 | Fort +3; Ref -1; Will +3 | Init: -1 | Perc: +5, SM: +0 | Walk, Fly 20ft | Active conditions: +1 enhancement to AC

"Hmmm...."

Upon hearing that the wards will be disabled, Bubba's solarian mote forms into a big, blunt... well... blunt! Bubba holds it ready to club anything hostile that appears.

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |
GM Zoomba wrote:
However, there is little give there: the crucible seems to be stuck in place down below by something.

Vaal Noor joins Telirix at the main catwalk. "We could try to yank the chain and loose the crucible, but we risk breaking both chains like that. Is there no maintenance prepared for such an occasion, I wonder. A repair drone would be perfect!"

GM Zoomba wrote:
At the chamber’s far end, there is a momentary flickering of light on the distant dark metal door.

"Well, we would have to go through there eventually. Now we know where the Dark Smith Ward is, or where the Dark Smith is warded from, or... well, I guess we don't know much yet!"

Wayfinders

Male Lashunta(Damaya) Envoy 111 Soldier 1 (Steward Officer) // Init +7 Percept +15 SenseMotive +15+ 1d6 // F +6 R +10 W +10 (+4 on fort for a variety of saves) // EAC 25 KAC 30 ; Stamina 89/89 HP 71/71 Resolve 9/9
Vaal Noor wrote:


Vaal Noor joins Telirix at the main catwalk. "We could try to yank the chain and loose the crucible, but we risk breaking both chains like that. Is there no maintenance prepared for such an occasion, I wonder. A repair drone would be perfect!"

Telirix replies directly, then his speech wanders into rumination.

"A repair drone would make a lot of sense. Maybe we just don't know enough to access it. If we break the chain, we're no worse off than if we didn't. In fact, maybe we just try this from the other side. That one looks like it still works. Or maybe we wait until we leave to try it. We have a deadline and a lot of ground to cover."

Are we all committed to trying to get this thing started? My preference would be to move on and then come back to start this up if we need to. I will follow the group decision either way.

Vaal Noor wrote:


"Well, we would have to go through there eventually. Now we know where the Dark Smith Ward is, or where the Dark Smith is warded from, or... well, I guess we don't know much yet!"

Telrix's eyes travel the length of the wiring to the door, then back to Vaal. "We're going to find out one way or another soon enough."

The lashunta steps forward so that he can examine the chains on the western crucible.

Exo-Guardians

Male CN Dragonkin Solar Disciple Solarion 2 | SP 8/14 HP 13/20 | RP 4/4 | EAC 14 KAC 17 | Fort +3; Ref -1; Will +3 | Init: -1 | Perc: +5, SM: +0 | Walk, Fly 20ft | Active conditions: +1 enhancement to AC

I'm okay to go with the flow. To be honest, I haven't been able to piece together the descriptions and I'm confused as to what this contraption is. But that's okay because honestly, IC, Bubba would really have no idea what's going on either. HA!

Dataphiles

M Human (featherlight) Mechanic 5 (SP 30/30, HP 34/34, RP 6/6; EAC 19, KAC 20; F +4, R +8, W +2; Init +8, Perc +9; [dice=Huchket rifle (experimental prototype)]1d20+8[/dice] [dice=Dmg (F&P)]1d10+10[/dice]

"Disengaging the Ward is about to fast forward this exploration," says The Specialist, gripping his pistol in both hands. He moves forward a few steps.

Acquisitives

Male CG Izalguun Tinker Mechanic 3 SP 18/18 HP 24/24 | RP 3/3 | EAC 13; KAC 14 | Fort +3; Ref +6; Will +1 | Init: +3 | Perc: +6, SM: +0 | Speed 20ft or 40ft (Posture) | Drone HP 30/30 | EAC 13 KAC 16| Fort+3 Ref+1 Will+1 | Speed 30ft |

"Well, who wants to go check the Dark Smith Ward first? It's either on that door, or is that door - I'd send Enereth-7 to poke it, but if I destroy another drone at the first leg of a mission, I'll get really cranky! Why don't we toss something at it?"

Blazin' Bubba wrote:
and I'm confused as to what this contraption is.

I believe no one has any idea of what that thing is - but since we have to explore the place, might as well try to get it to work, which probably requires the stuck crucible back in place. I'm guessing it summons a fire elemental with solarian powers, going by its name

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