Luke_Parry |
The Far Portal is an ancient and mysterious structure. Floating at the edge of the sun’s corona, this massive metallic gateway is a vast ring. Contained within this ring is a magical portal, large enough to accommodate whole starships, leading to an inhospitable, uninhabited region of the Plane of Fire. A few Material Plane expeditions have managed to make it through the blazing portal, but few have managed to return. To date, nothing from the Plane of Fire has emerged from the portal. Still, various research institutions have banded together to fund Far Portal Station, a small, utilitarian research facility positioned close enough to the portal to study its strange magical signatures and attempt to understand its
unknown origins.
The station is a spoke-and-wheel design, just large enough to accommodate the resident researchers and maintenance crew. Rooms and corridors are drab and practical, except for elaborate instrument stations and wall-sized view screens showing the portal and the sun through various filters.
John has just dropped off a few new team of researchers, one of many missions his small cargo vessel has undertaken recently, as he has explored what the Pact Worlds have to offer.
---------------------
Shouts erupt from a group standing near a massive view screen showing live feeds of the Far Portal in various spectrums. As more people around the station drop what they’re doing and run to join the growing crowd, the portal on the screen shimmers and distends, ejecting an ornate starship that looks constructed from polished brass and black stone. It trails gasses and smoke, obviously damaged.
John: 1d20 + 10 ⇒ (2) + 10 = 12.
John: 1d20 + 5 ⇒ (13) + 5 = 18.
John has no idea what he is looking at.
Members of the spectating group cheer or gasp in surprise, only to go silent as the images flicker and distort again. A new shape emerges from the portal and keeps emerging—a titanic and fiery whale shot through with technological augmentations of dark metal. A few onlookers scream as flames spray out from the whale’s mouth toward
the fleeing starship.
A lashunta scientist at a console initiates a scan and says, “Oh no! Its shields are down!”
A kasatha woman comes sprinting toward John, waving her four arms, and exclaims:
“You! You just arrived, yes? I’m Stationmaster Jori Kimosan Kofa of Clan... I’m Jori. Please, you have to help! That ship is the first to ever pass through the Far Portal from the Plane of Fire. It’s of immense scientific value, and that beast is about to incinerate it! Your vessel is the only one here that can handle the situation. We need you to save that ship! There is 1,000 credits in it for you if you bring it back so we can study it!”
'John' Rebus |
John salutes with both of his right arms.
"Understood, Kasatha designated as Stationmaster Jori. This one will get right onto it!"
So saying, John races off to power-up his ship, and go defeat the space whale!
Luke_Parry |
Space Whale: 1d20 + 10 ⇒ (7) + 10 = 17.
Leaf On The Wind: 1d20 + 10 ⇒ (5) + 10 = 15.
The Space Whale ignores John's tiny shuttle, and keeps chasing the fleeing ship...
Engineering: 1d20 + 5 ⇒ (17) + 5 = 22.
Piloting: 1d20 + 10 ⇒ (13) + 10 = 23.
Gunnery: 1d20 + 4 ⇒ (19) + 4 = 23.
...breathing out a blast of flame which scorches the hull of the other vessel!
Leviathan Rising, Round 1:
Space Whale (-/-/-/-; -)
Leaf On The Wind (-/-/-/-; -)
'John' Rebus |
John frowns.
I wonder what the denizens of that other vessel did to annoy this giant beast so...
He then tries to dodge...
Piloting: 1d20 + 10 ⇒ (15) + 10 = 25.
...before firing up the main gun!
Particle Beam: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22, for 8d6 ⇒ (3, 5, 5, 4, 2, 1, 1, 1) = 22 damage.
Luke_Parry |
John's blast catches the whale completely by surprise, taking out its aft shielding, and scorching it quite badly...
1d100 ⇒ 81
...causing some damage to its circulatory system.
Space Whale: 1d20 + 10 ⇒ (16) + 10 = 26.
Leaf On The Wind: 1d20 + 10 ⇒ (13) + 10 = 23.
The Space Whale flips around...
Engineering: 1d20 + 5 ⇒ (5) + 5 = 10.
Piloting: 1d20 + 10 ⇒ (4) + 10 = 14.
Gunnery: 1d20 + 4 ⇒ (1) + 4 = 5.
...but ends up getting itself rather muddled, and achieves nothing else.
Leviathan Rising, Round 2:
Space Whale (-/-/-/-8; -14; Heart Glitching)
Leaf On The Wind (-/-/-/-; -)
'John' Rebus |
I am a Leaf On The Wind...
John once again attempts to evade...
Piloting: 1d20 + 10 ⇒ (17) + 10 = 27.
...before firing up the main gun!
Particle Beam: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20, for 8d6 ⇒ (4, 3, 2, 2, 2, 4, 4, 5) = 26 damage.
Luke_Parry |
Once again, John's blast pounds through its shielding...
1d100 ⇒ 56
1d100 ⇒ 35
1d100 ⇒ 5
...causing some damage to its propulsion system...
...and causing its throat-weapon to glitch.
Space Whale: 1d20 + 10 ⇒ (10) + 10 = 20.
Leaf On The Wind: 1d20 + 10 ⇒ (16) + 10 = 26.
The Space Whale flips around...
Engineering: 1d20 + 5 ⇒ (15) + 5 = 20.
Piloting: 1d20 + 10 ⇒ (14) + 10 = 24.
Gunnery: 1d20 + 4 ⇒ (6) + 4 = 10.
...but although it stops haemorrhaging blood, its weapon strike goes wide.
Leviathan Rising, Round 3:
Space Whale (-8/-/-/-8; -32; Propulsion Malfunctioning; Weapon Glitching)
Leaf On The Wind (-/-/-/-; -)
'John' Rebus |
With a regretful sigh, John tries to finish the poor beast off.
John once again attempts to evade...
Piloting: 1d20 + 10 ⇒ (18) + 10 = 28.
...before firing up the main gun!
Particle Beam: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21, for 8d6 ⇒ (6, 6, 5, 6, 4, 6, 4, 4) = 41 damage.
Luke_Parry |
John's Particle Cannon fires straight down the Space Whale's throat, blowing out its gut.
At that moment, some augmentations on its head disintegrate into a cloud of molecular dust. Seconds later, the fleeing ship’s engines flare
out a final time, leaving it silent and adrift. Stationmaster Jori calls, congratulating John, and pleading that he board the mystery ship and find a way to bring it and any surviving crew back to the station!
John: 1d20 + 5 ⇒ (17) + 5 = 22.
Upon examining the Space Whale's remains, John learns that, in addition to other systems, the fire whale was fitted with implants within its neurophysiology. These devices disintegrated when the whale was defeated, inflicting lethal damage to its nervous system. These implants might have allowed communication with and even control over the whale, although determining who might have been doing so is impossible from the remains...
Upon approaching the other ship...
Even battered and blackened by the assault, the ship remains a work of art. Curves and spines of gleaming brass combine with dark plating to give the ship a feel that’s half architectural and half insectile. Oblong domes are set in the top of the ship like eyes, opaque enough to hide their secrets. Along the bow, the name Breath of Embers is written in Ignan.
It is a simple enough matter to dock with one of its aft airlocks; now all that remains to be done, is the exploration of this mysterious vessel!
Heading inside...
The ship’s interior is full of breathable atmosphere. Artificial gravity generators are still running, giving the ship normal gravity. The interior is made of alloys that look like polished brass or steel, brass dominating, with accents of dark basalt or white granite. Glowing ceiling panels and sconces holding holographic flames light the ship, but these lights periodically flicker or blink out entirely for a moment as the ship’s damaged systems struggle to continue working. Doors are sturdy as steel but most open at a touch.
Cloth-like materials aboard the ship are actually made of a high-tech fireproof composite, which won’t burn but offers no protection from fire damage to a wearer. Finally, this ship looks made for Medium creatures.
A1:
The overhead light panels in this wedge-shaped airlock flicker, but the indicators on the control panel glow a steady red. Airlock controls are written in Ignan but are simple and functional. Cycling the airlock and opening the inner door is, consequently, easy for John...
John: 1d20 + 5 ⇒ (12) + 5 = 17.
...who manages to spot a few fragments of dark red onyx (worth a total of 5 credits).
A2:
This bay has thick eye-rings and ratchet straps designed to secure cargo to the walls.
John hears a banging noise coming from deeper within the ship.
John: 1d20 + 10 ⇒ (3) + 10 = 13.
John also discovers a suit of Cargo Lifter Powered Armour locked in a charging station.
DC 21 Computers or Engineering to override the locking mechanism.
'John' Rebus |
Pulling out his hacking kit, John attempts to override the locks...
Computers: 1d20 + 10 ⇒ (3) + 10 = 13.
Engineering: 1d20 + 10 ⇒ (2) + 10 = 12.
Engineering: 1d20 + 10 ⇒ (2) + 10 = 12.
Engineering: 1d20 + 10 ⇒ (8) + 10 = 18.
Engineering: 1d20 + 10 ⇒ (18) + 10 = 28.
...and when his initial hacking attempt fails, eventually has to completely disassemble the wall-cradle around it.
He then moves on to the next room.
Needless to say, my weapons *are* drawn.
Luke_Parry |
A3:
This symmetrical room feels out of place, with walls of worked basalt lit by flames hovering over ornate brass sconces. The floor is an elaborate mosaic of a red sunburst against yellow tile, and the ceiling overhead rises in a stone cupola bearing the same pattern. In the center, brass vines with leaves of flame climb an empty basalt plinth.
Three-eyed, four-armed serpent floats above the empty plinth.
When it sees John, it waves in greeting.
“Welcome to my temple. Speak your wish, and it shall be granted.”
John: 1d20 + 5 ⇒ (16) + 5 = 21.
John identifies this creature as a Rifti Protean, a minor pest that definitely does not have the ability to grant wishes. Furthermore, he deduces that when Breath of Embers passed through the Far Portal, its Drift engine must have already been damaged. As a result, it had none of the usual magical shielding protecting it during interplanar travel. This protean likely formed from the entropic energy of the unusual planar transit.
John: 1d20 + 5 ⇒ (2) + 5 = 7.
John has no idea what the purpose of this room was.
'John' Rebus |
With a snort, John attempts to annihilate the pest.
Trick: 1d20 + 10 + 4 ⇒ (19) + 10 + 4 = 33 Vs DC 20+CR.
Static Arc Pistol: 1d20 + 4 ⇒ (3) + 4 = 7, for 1d6 + 1d4 ⇒ (5) + (1) = 6 Electricity damage.
Light Reaction Cannon: 1d20 + 4 ⇒ (8) + 4 = 12, for 1d10 ⇒ 6 damage.
'John' Rebus |
John keeps up the pressure.
Trick: 1d20 + 10 + 4 ⇒ (9) + 10 + 4 = 23 Vs DC 20+CR.
Static Arc Pistol: 1d20 + 4 ⇒ (3) + 4 = 7, for 1d6 + 1d4 ⇒ (1) + (1) = 2 Electricity damage.
Light Reaction Cannon: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1, for 1d10 ⇒ 3 damage.
Light Reaction Cannon: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19, for 1d10 ⇒ 10 damage.
Luke_Parry |
Once again, John's reaction cannon strikes true, pinning the little vermin to the ground.
It writhes for a moment, before discorporating.
Combat over.
Moving on...
A4:
This chamber is full of tools and diagnostic gear for servicing the ship’s twin thrust engines, each housed in its own circular bay. Tie-downs and stick-strips designed to secure equipment during zero-g maneuvers line the walls and worktables, but much of the gear is scattered across the floor. The port engine is blackened and silent, but the starboard one sparks and crackles. Alcoves at the far end of the room hold a Drift engine to port and the ship’s power core to starboard.
John: 1d20 + 5 ⇒ (17) + 5 = 22.
John notices that most of the tools are scattered randomly, but those near the starboard alcove are arranged in strange patterns around the power core.
At about this point in time, a lithe, but well-muscled creature with green skin that glows with pale light, steps out of the reactor.
John: 1d20 + 5 ⇒ (6) + 5 = 11.
John has no idea what this creature is, but it seems angry.
"You broke my beautiful engines!"
H: 1d20 + 1 ⇒ (3) + 1 = 4.
John: 1d20 + 4 ⇒ (8) + 4 = 12.
The Engine's Lover, Round 1:
John (-)
H (-)
'John' Rebus |
Raising an eyebrow, John unleashes.
Trick: 1d20 + 10 + 4 ⇒ (7) + 10 + 4 = 21 Vs DC 20+CR.
Static Arc Pistol: 1d20 + 4 ⇒ (11) + 4 = 15, for 1d6 + 1d4 ⇒ (1) + (1) = 2 Electricity damage.
Light Reaction Cannon: 1d20 + 4 ⇒ (15) + 4 = 19, for 1d10 ⇒ 1 damage.
'John' Rebus |
Reflex: 1d20 + 8 ⇒ (16) + 8 = 24.
John hisses.
"That stings!"
Trick: 1d20 + 10 + 4 ⇒ (6) + 10 + 4 = 20 Vs DC 20+CR.
Static Arc Pistol: 1d20 + 4 ⇒ (2) + 4 = 6, for 1d6 + 1d4 ⇒ (6) + (3) = 9 Electricity damage.
Light Reaction Cannon: 1d20 + 4 ⇒ (10) + 4 = 14, for 1d10 ⇒ 6 damage.
Luke_Parry |
John avoids the worst of the gout of flame, but it sends his aim off, so that only the ever-reliable reaction cannon hits.
The angry creature fires a small ray at John...
Energy Ray: 1d20 + 5 ⇒ (18) + 5 = 23, for 1d3 ⇒ 3 Acid damage.
...causing his armour to sizzle.
The Engine's Lover, Round 3:
John (-7)
H (-8)
'John' Rebus |
Shaking his head, John keeps firing.
Trick: 1d20 + 10 + 4 ⇒ (2) + 10 + 4 = 16 Vs DC 20+CR.
Static Arc Pistol: 1d20 + 4 ⇒ (11) + 4 = 15, for 1d6 + 1d4 ⇒ (2) + (2) = 4 Electricity damage.
Light Reaction Cannon: 1d20 + 4 ⇒ (9) + 4 = 13, for 1d10 ⇒ 6 damage.
Luke_Parry |
A5:
Ornate carpets cover the floor of this chamber. Where metal doors don’t take the wall space, curtains of red material frame murals of brass starships flying in formation through fiery skies. Low, plush divans surround hologram projectors and lavish brass tables holding hookahs and VR headsets. Damage from fire and impact mars one of two double doors on the forward side of the room.
John: 1d20 + 5 ⇒ (13) + 5 = 18.
John realises that the room appears to be unused.
Of more immediate concern, however, is the small creature, apparently made from magma, which is slowly destroying the contents of the room!
John: 1d20 + 5 ⇒ (5) + 5 = 10.
John has no idea what it is.
SME: 1d20 + 2 ⇒ (13) + 2 = 15.
John: 1d20 + 4 ⇒ (18) + 4 = 22.
Frustrated Invader, Round 1:
John (-)
SME (-)
'John' Rebus |
"Well, at least this looks interesting..."
John backs up, and starts shooting.
Trick: 1d20 + 10 + 4 ⇒ (19) + 10 + 4 = 33 Vs DC 20+CR.
Static Arc Pistol: 1d20 + 4 ⇒ (6) + 4 = 10, for 1d6 + 1d4 ⇒ (6) + (4) = 10 Electricity damage.
Light Reaction Cannon: 1d20 + 4 ⇒ (9) + 4 = 13, for 1d10 ⇒ 6 damage.
'John' Rebus |
"Not a chance!"
John Steps back, and fires his reaction cannon...
Light Reaction Cannon: 1d20 + 4 ⇒ (18) + 4 = 22, for 1d10 ⇒ 5 damage.
...then tries to fake it out.
Trick: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25 Vs DC 20+CR.
Static Arc Pistol: 1d20 + 4 ⇒ (9) + 4 = 13, for 1d6 + 1d4 ⇒ (3) + (2) = 5 Electricity damage.
Luke_Parry |
The shot from the reaction cannon finishes it off.
Its body rapidly cools, turning to pumice.
Combat over.
Searching room...
The room contains a variety of mild intoxicants for smoking, weighing 1 bulk and worth 200 credits.
Doors exit to the north, west, and east, although the ones directly to the north are locked tight.
Luke_Parry |
A11:
This room is decorated in basalt, brass, and steel, including metal lounge chairs around low metal tables. The walls and ceiling gleam with polished metal, except for tiny red and white tiles forming inset mosaics of elegant trees, their leaves countless tiny flames that light the room. Three recessed ceramic tubs with openings for massage jets sit empty in the floor, one big enough for several smaller humanoids.
John: 1d20 + 10 ⇒ (17) + 10 = 27.
John realises that the equipment here is malfunctioning, and is ready to explode!
Engineering or Mysticism to disable it.
'John' Rebus |
With calm swiftness, John moves to disable the hazard.
Engineering: 1d20 + 10 ⇒ (10) + 10 = 20.
Luke_Parry |
A6:
This room is an infirmary, with rows of beds, a surgical table, and transparent cabinets full of medical equipment and supplies stowed in shelving that holds it in place.
Treasure: The medical supplies are well organized, and searching through them reveals four mk 1 serums of healing, five medpatches, a basic medkit, a dose of tier 1 stimulant, and a reversible prosthetic arm.
'John' Rebus |
Carefully packing up the medical supplies, John moves on to the second door to the East.
Luke_Parry |
A12:
This room is a blend of engineering bay and science lab, filled with workbenches and a variety of large tools and view screens. Cabinets and lockers line the walls. Overhead, two clear, almond-shaped domes offer a view of the stars. At the room’s forward end stands a long, clear-sided structure with two linked, square chambers—one full of silvery liquid, the other empty. A falling workbench smashed the container on the empty side.
John: 1d20 + 10 ⇒ (4) + 10 = 14.
As John starts to explore the room, the silvery liquid lurches from its container, ready to attack!
AO: 1d20 + 4 ⇒ (19) + 4 = 23.
John: 1d20 + 4 ⇒ (11) + 4 = 15.
Flowing over to John, it lashes out with a pseudopod...
Pseudopod: 1d20 + 6 ⇒ (9) + 6 = 15, for 1d4 + 3 ⇒ (4) + 3 = 7 damage.
...bludgeoning him.
You Will Be Assembled, Round 1:
AO (-)
John (-16)
'John' Rebus |
Grunting in surprise, John Steps back, and fires his reaction cannon...
Light Reaction Cannon: 1d20 + 4 ⇒ (17) + 4 = 21, for 1d10 ⇒ 3 damage.
...then tries to fake it out, backing off as he does so.
Trick: 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31 Vs DC 20+CR.
Static Arc Pistol: 1d20 + 4 ⇒ (19) + 4 = 23, for 1d6 + 1d4 ⇒ (1) + (2) = 3 Electricity damage.
'John' Rebus |
John tries the same trick again.
Light Reaction Cannon: 1d20 + 4 ⇒ (19) + 4 = 23, for 1d10 ⇒ 2 damage.
...then tries to fake it out, backing off as he does so.
Trick: 1d20 + 10 + 4 ⇒ (10) + 10 + 4 = 24 Vs DC 20+CR.
Static Arc Pistol: 1d20 + 4 ⇒ (11) + 4 = 15, for 1d6 + 1d4 ⇒ (1) + (3) = 4 Electricity damage.
'John' Rebus |
Cursing, John Steps back and fires...
Light Reaction Cannon: 1d20 + 4 ⇒ (2) + 4 = 6, for 1d10 ⇒ 4 damage.
...then tries to fake it out, backing off as he does so.
Trick: 1d20 + 10 + 4 ⇒ (12) + 10 + 4 = 26 Vs DC 20+CR.
Static Arc Pistol: 1d20 + 4 ⇒ (1) + 4 = 5, for 1d6 + 1d4 ⇒ (3) + (4) = 7 Electricity damage.
'John' Rebus |
How can this damn thing be so dextrous?
John tries the same ploy again.
Light Reaction Cannon: 1d20 + 4 ⇒ (6) + 4 = 10, for 1d10 ⇒ 3 damage.
...then tries to fake it out, backing off as he does so.
Trick: 1d20 + 10 + 4 ⇒ (13) + 10 + 4 = 27 Vs DC 20+CR.
Static Arc Pistol: 1d20 + 4 ⇒ (4) + 4 = 8, for 1d6 + 1d4 ⇒ (5) + (3) = 8 Electricity damage.
'John' Rebus |
To the Abyss with it!
Out of pistol charge, John dances back, and unleashes.
Light Reaction Cannon: 1d20 + 4 ⇒ (11) + 4 = 15, for 1d10 ⇒ 4 damage.
Luke_Parry |
John *finally* manages to render the ooze into an inert pile of protoplasm.
Combat over.
Treasure: Inside the assembly ooze’s tank are two items it produced before it ran out of raw material—a mk 1 agility enhancer armor upgrade, and an emergency beacon.
In addition, among the lab’s tools (enough for an engineering specialty tool kit and lots of other simple tools, such as a crowbar) are a chemalyzer, a laser drill, and three wiped datapads.
John: 1d20 + 10 ⇒ (12) + 10 = 22.
Although the computer here has been purged of data, John deduces from the tanks and consoles that the engineers used specialized software to control the ooze’s construction ability, then activated a tuned force field to push the ooze into one of the chamber’s compartments while the item was retrieved from the other.
'John' Rebus |
John takes a breather, then packs up the items, and moves on to the second western door.
Luke_Parry |
A7:
This long room is a combination galley and dining room. A wrap-around grill occupies the center of the room, designed for the cooks to stand behind while diners sit at the surrounding brass bar and watch their food being prepared. Brass cabinets line the walls, along with two culinary synthesizers and doors to port and forward. Several of the cabinets have been broken open, and cooking utensils are scattered across the floor. Above, twin almond-shaped domes show the stars outside.
As John moves forward, three tiny lizard-like creatures with over-sized, onion-like heads, burst out of the grill, screaming in Ignan:
"Cook! Cook!"
John: 1d20 + 5 ⇒ (19) + 5 = 24.
John recognises these as tiny fire elementals.
Tiny Fire Elementals: 1d20 + 1 ⇒ (4) + 1 = 5.
John: 1d20 + 4 ⇒ (2) + 4 = 6.
Kiss The Cook, Round 1:
John (-)
Tiny Fire Elementals (-, -, -)
'John' Rebus |
With a shrug, John full-attacks...
Light Reaction Cannon: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2, for 1d10 ⇒ 6 damage.
Light Reaction Cannon: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20, for 2d10 ⇒ (1, 1) = 2 damage.
...then backs away.
'John' Rebus |
With a shrug, John shoots one of them...
Light Reaction Cannon: 1d20 + 4 ⇒ (11) + 4 = 15, for 1d10 ⇒ 9 damage.
...then backs away further, leading them on a merry chase.