| GM Quirk |
Beauregard, we're going to take your mysticism and call it good...
Beauregard studies the various control surfaces and apparatus in this room and concludes that this chamber is a prototype quantum synthesizer.
The circuitry patterns on the walls act as controls to manipulate
the mass in the green light here, which is quantum matter in
flux. This can be used to create ANY other object, provided the
user has a clear concept of that object.
You'll be learning more about this tomorrow. Meanwhile, there is another skill check you need to attempt, though missing it won't hurt your possibilities in using this "quantum synthesizer."
machinery near the ceiling. Part of the synthesizer is out
of alignment. A PC who succeeds at a DC 25 Engineering or
Mysticism check can fix this misalignment with 10 minutes
of work, and up to four PCs can aid with this task.
Looking ahead, what we basically have here is a matter printer on steroids. It will create any item up to level 5. It needs "fuel" in the form of UPB's or other valuables. Let's keep this simple: It has some UPB's already in it. You have also found a significant number of UPB's, and there is also the wiring and crystals from the gray comm units. Put it all in. If you do, everyone has 3,000 credits to spend. You can toss old stuff in it and add 10% of its value to your personal 3,000 credit limit. I also suppose someone could pass on any unused portions of their 3,000. BUT FIRST, someone needs to try to hit that tough engineering or mysticism check above. If you don't there could be...an unwelcome visitor. In any case, I'll be posting more tomorrow
| Rar'gul |
Thanks for the overview, GMQ.
If we're able to Aid Another, Rar'gul auto-succeeds with Myst +9 - I think both T'sorkel and Beau are more knowledgeable in such matters.
Rar'gul wanders over to join Beauregard, regarding the equipment in a new light. "A quantum synthesiserr? I've hearrd speccculation about such technology but neverrr expeccted anything quite like this!"
The trox hunkers down beside the nuar, pointing out components of interest.
| T’sorkel |
Mysticism: 1d20 + 11 ⇒ (15) + 11 = 26
T'sorkel clicks and buzzes with excitement. An ingenious piece of technology! He moves around the room, checking the machines and the runes. Quite wonderful, really. Should we try to create something? I'd love to see this at work.
Yariel Flash
|
Yariel, late to the party as usual (last one in rarely gets eaten), moves up to take a look and tries to figure out what all the magical chatter is about.
Mysticism (t) + Techlore Aid: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
”I just dabble in the magical stuff, but what about Fermi’s theorem?”
Yariel Flash
|
Might as well stick with Mysticism.
The Ysoki stands around, grabbing any tools as needed.
Mysticism (t) + Techlore Aid: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
| T’sorkel |
T'sorkel looks over the equipment, then at the energy field, then back at the equipment. His antennae twitch and sway. That doesn't seem quite right. Yariel, I think the energy emitters are out of alignment. Perhaps you could realign the cross-Y stabilizer? Just there, see..." He points to a piece of the machine near one of the circuits.
Auto Aid Mysticism
Doctor Flint-Bridge II
|
Rolling for the Engineering spoiler...
Engineering: 1d20 + 8 ⇒ (19) + 8 = 27
Lilly frowns and reaches into the machine. All this mystical stuff... you can fix a lot more with some old-fashioned percussive maintenance.
“Hmm... looks more like a drunken technician played happy havoc with the writing. I've got this.”
| Rar'gul |
"Something's not rrright up therre," Rar'gul rumbles, pointing out the fluctuations.
| GM Quirk |
You have identified the misalignment and repaired it.
There is some pondering about the possibility that the misalignment may have caused the strange phasing out in the corridors that brought about your encounters with the dinosaurs and three-legged canines.
In any case, you all have some idea how this thing might work. Hopefully you all have a wish list for your characters. Let's take a day or two of game time to re-equip here. 3,000 credits worth of equipment each (though you can toss old equipment into the machine and get 10% of the value--you can also gift leftover credits to someone else if you wish). No higher than level 5.
Beauregard D. Truthpelt
|
Sorry, Paizocon Wiped me out, I haven't been checking the PbP boards as much as I should have. Yes, I'll aid another with mysticism. I even have a kit that gives me+4 to identify magic items.
--Not sure exactly what I'll be buying here but I know I'm at least going to get a personal upgrade for 1200 credits. I'll see how many party credits we manage to convert because I'd also like some level 5 armor but that's 3000 credits on its own.
| GM Quirk |
A peek toward the various alcoves to the east reveals the following:
This long hall has twenty-foot deep alcoves every twenty
feet. Each alcove has one or more egglike pods set in it.
Each pod is four feet long and has an opening on the top.
The alcoves also contain one or more slowly rotating spirals
of colored boxes. Between the alcoves are broad arches of
light blue material that looks like ceramic, each hanging over
platforms of similar material. These arches are festooned
with small spheres of various size and color.
Since this area was easily revealed (no doors), I thought a quick description might be appropriate. You don't have to go this direction if you don't want to (there are the two doors (one destroyed) to the north.
| T’sorkel |
Culture: 1d20 + 12 ⇒ (11) + 12 = 23
T'sorkel pokes his head into the doorway of one the chambers, seeing the egg-like pods. I believe this may be living quarters for the grays. Unlike our own conventions, the grays might use these as sleep devices. The boxes might be personal storage. He tries to count the number of pods that appear to be occupied.
Beauregard D. Truthpelt
|
”Huh. Wonder if there is a way into those lockers. Normally I’m against robbing from people’s personal stuff but, y’know, when they’ve been experimenting on you and trying to kill you, those rules tend to go out the window.”
Yariel Flash
|
Yarial coughs, "A Personal log might shed some information on this place too. Plus, I expect this place will blow up soon enough so collecting personal effects would be wise. If they have families and they eventually wish to collect any personal items we find, we can turn it over then."
She looks down at her computer, "Though, we are running a bit short on time. I don't know how long it will take us to take out the reactor. Maybe just check a couple to see if it is worth it?"
| Rar'gul |
Are we taking 10 mins now to allow Doc to rest and fit upgrades/fusions or pressing on and dealing with that stuff later?
Rar'gul joins the others as they sneak a peek to the east. He merely grunts at the revelation of the grey sleeping pods.
"We pushing on?" he asks in his deep rumble. "Frrom the map and inforrmation the Stewarrds gave us, the rreacctorr was to the norrth, which would brring us thrrough herre." He glances back behind them. "That melted doorrr cconcerrns me. Wouldn't mind finding out a bit morre about it beforre we go - in cccase whateverr was in therre is now out herre..."
| GM Quirk |
Let's assume you guys took the time you needed for a 10 minute rest (keep track of your RP!) and fitting upgrades and fusions (automatic success).
There are several objects in the various rotating cabinets, most of them worthless. You see cloths meant for applying various oils and other gray hygiene activities. There are worthless items taken from victims.
HOWEVER,
Among these mostly worthless items, there are a few curiosities, each worth 250 credits.
A luminous blue crystal that increases the light level by
one step within a 5-foot radius. It brightens and dims with
one of the holder’s biorhythms, such as their heartbeat
or breathing.
A small metal disk that imparts the mental impression of a
human woman holding an alien feline and a slight feeling of
joy to anyone who touches it. A PC who succeeds at a DC
15 Culture or Sense Motive check can guess this object is a
memento mori.
A set of seven top-like spindles with seven flat sides, each
marked with the Ysoki numbers 1 through 7. A PC who
succeeds at a DC 15 Culture or Profession (gambler) check
can tell these are randomizers, possibly for a board game
or a gambling game.
A coil of flexible, iridescent silk string, as thick as a human
hair but 50 feet long (AC 11; hardness 1; 10 damage to
cut or break, but the string is immune to acid, cold, and
electricity damage).
A hinged clip with two soft pads. If the pads are clipped
onto a smelling or tasting organ, they cause the wearer to
recall a pleasant smell or taste. The recalled impression
lasts for 1 minute, until the clip is removed, or until the
wearer desires another sensation, at which point the
smell or taste changes to a new, enjoyable one from the
wearer’s past.
The blue arches you see appear to be sonic showers--very similar to Pact Worlds versions.
The sleep pods are all empty.
The large airlock to the north is tightly secured. You imagine it may be the airlock the Stewards mentioned in their briefing to you, and it may open once the the reactors are locked down.
That is the full rundown of this area. Where to now?
Beauregard D. Truthpelt
|
Beauregard will grab the spindle of string. "Good, I've been feeling naked without my handcuffs."
Culture 1: 1d20 + 9 ⇒ (19) + 9 = 28
Culture 2: 1d20 + 9 ⇒ (13) + 9 = 22
"This" holding up the disk " . . . I think some sort of momento, like a psychic picture. And these . . ." he holds up the randomizes "Gods, I recognize these. They're from a popular Ysoki board game from thirty years ago. Spaceship Fix-it, I think it's called. Played it back on Akiton whenever one of my Ysoki friends would invite me over. This sicko must have gotten his hands on a copy and kept them as a memento or trophy or whatnot."
| T’sorkel |
"Ohhh..." T'sorkel is intrigued by the trinkets. You see him particularly interested in the hinged clip, memento mori, and the illuminated crystal. He treats them gingerly as if they were some relics from the past needing preservation. He holds the mori and smiles at the image. "I wonder if this was just something they took from a prisoner or if it belonged to a gray? Maybe they knew her?" The shirren has good fun with the hinged clip for a while, getting the sensation of steamed dinga fruit with honey on top. T'sorkel seems a bit lost in playing with the trinkets.
Ready. He's just lost in the moment.
Yariel Flash
|
Yariel inspects the items and then dismisses any interest in them, "Let's get to the reactor so we can get out of here. Check the [insert room we think will lead to the reactor] next?"
Yariel Flash
|
That you would lend a lot of money as needed? Yeah, Yariel doesn't need any more stuff. She has adjusted her credits for anything not used.
Doctor Flint-Bridge II
|
Thoroughly geared-up, rested, and reloaded, Lilly feels a fresh sparkle in her eyes.
She nods as John and Yariel discuss next steps.
“Anything that gets us closer to shutting down the reactor sounds good to me. Let’s get going.”
She'll also pick up a set of the radiation clothing. Good call!
| GM Quirk |
Taking a look at the melted door...I did put a new slide up of this room and the next one over.
A walkway runs along the southern and western walls of this
room, with nested chambers of clear material with similar
doors taking up the rest of the space. Many of the clear walls
are cracked or broken, and a few of the doors have been
ripped off. Some of the metal paneling on the walls has been
dented, slashed, burned, or torn down to reveal the dull rock
underneath. In the southernmost chamber, dark ichor and
bright red fluids spatter the clear walls, floor, and wrecked
door. Smears from the cell lead toward the door. Above some
rock debris, the stone ceiling has a long fissure in it, which
widens as it approaches the eastern wall.
It's apparent to any of you with a scientific background that this room has recently been used for live specimen isolation and storage.
the rest of the area, which freed other creatures. These
freed specimens likely tromped through the smeared
fluids, each ruining any chance of a clear trail from the
others.
check:
something teleported them. In fact, this may be the cause of the creatures you recently encountered teleporting in and out of existence in the corridors.And you believe you may have shut that down in the quantum synthesizer room.
check:
blood from various species.
analyze the fluids:
blood, and ikeshti blood. Such analysis also indicates the blood is
contaminated with inert nanites.
| T’sorkel |
Survival: 1d20 + 7 ⇒ (15) + 7 = 22
Mysticism: 1d20 + 12 ⇒ (14) + 12 = 26
Life Sciences: 1d20 + 7 ⇒ (10) + 7 = 17
T'sorkel looks around, studying the smaller spaces partitioned off by clear walls. I believe this is where they were holding creatures. One of them, a large one, escaped and destroyed many of the surrounding cells. I believe that's the one that rampaged across the area we've just been through. Some of the others seem to have teleported in mid-stride. Perhaps those were the creatures we encountered before too. He considers the teleportation effects. We may have stopped their teleportation ability by fixing the quantum synthesizer in the other room. So we are safe from them for now.
The Shirren moves farther into the room to see if there's any other creatures still in the room.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
| Rar'gul |
Equipped with his new gear, Rar'gul approaches John. "Thankkk you forr yourr earlierr generrosity," he rumbles, offering the Abadaran a vial of healing serum. "I still intend to makkke good on the prromised drink once we'rre out of herre - ccconsiderr it interrrest." His mandibles part in what may be intended as a smile.
The trox follows right on T'Sorkel's heels, placing himself between the shirren and any incoming danger. "Best take caution, in case any creatures remain within," he recommends, looking about warily.
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
If all seems clear, approaches the cell with the crack, careful to skirt around the fluids on his way to inspect the damage. "Docc, what do you makkke of this mess?"
Yariel Flash
|
Once, as usual, it is clear and safe enough for the those less able to go hand to hand with a raging monster, Yariel moves in with the doc and tries to help her with the analysis. She leans in close to the goop and activates her goggles.
Medicine (t) + Microgoggles to Aid: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
| T’sorkel |
T'sorkel looks alarmed as Rar'gul investigates a long crack in the ceiling. He closes the environmental seals in his new armor. Does that only lead to the room next door? I don't like large cracks in the walls of this place. We could be leaking atmosphere...
Would going through the crack lead us upward (described as on the ceiling) or into the adjacent room?
John U. Rawlins
|
"We don't know where that goes. It could lead outside the complex, but we be looking for a reactor inside the complex. Leave it and let's go to the next room. "
John moves to the next door, and examines it.
Engineering: 1d20 + 7 ⇒ (7) + 7 = 14
| T’sorkel |
T'sorkel follows the others back outside and then waits for them to open the door. It does seem a more civilized way of entering.
| GM Quirk |
I pulled back the curtain on the map a little bit. See slide 2, and please place your tokens. This is what you see as you peer through the door to B9:
Four double workstations suitable for small humanoids
line the walls of this area, three to the west and one to
the northeast. Sprawled atop the floor in the center of
the room is a small humanoid who has been mutilated.
Between the two northwesternmost stations is a machine
of smoky crystal with an array of gold and silver wire
running onto the wall near it and to each western
workstation. An airlock double door is set into the north
wall, and lighter alloy doors are set in the east and south
walls.
21 Culture check:
control station.
| T’sorkel |
Mysticism: 1d20 + 12 ⇒ (10) + 12 = 22
T'sorkel pokes his head into the room. Another gray body, perhaps. He looks over to the stations with the crystals and wire. I think this is another of their communications devices. This might even be a communications control station.
Yariel Flash
|
Yariel glances in the room.
Engineering (t): 1d20 + 14 ⇒ (6) + 14 = 20
"Your guess was spot on, this definitely is another one of those. We should break it down and keep the materials. Could someone wander inside to see if there is still a beast here so I can get to work?"
Doctor Flint-Bridge II
|
Rolling for the Life Science spoiler...
Life Science: 1d20 + 10 ⇒ (20) + 10 = 30
Lilly kneels down and scans the stains with her custom micro lab.
“It’s biological, not some weird chemical. Looks like blood mostly, but from various species. Our friends have been busy. I’m picking up biologic signatures of troll, tashtari, and ikeshti.”
She frowns and adjusts her scanner. “There’s something else, too… nanites? Yes, definitely inert nanites. That’s interesting. Wonder what they’re up to with those?”
Beauregard D. Truthpelt
|
Beauregard will take out his handaxe and move cautiously to one of the stations, still with his scanning kit out.
perception: 1d20 + 11 ⇒ (11) + 11 = 22
"Hmmm, well, it makes sense. These . . . uh . . . grays as we are calling them seem to be interested in figuring out everything about the pact worlds. Figuring out about our biology seems to be right up their alley. Maybe the inert nanites are data collectors or a colony of probes or somesuch."
| GM Quirk |
Beauregard scans the room. He turns to all of you.
Just as he begins to give you the all clear, two bat-winged creatures descend from the ceiling and attack!
Sorry, their stealth beat your perception, Beauregard. They will move on their surprise round.
The creatures move from their ceiling perch and prepare to attack!
Then Blue takes its regular turn, doing a full attack.
to hit, bite: 1d20 + 9 + 3 - 4 ⇒ (1) + 9 + 3 - 4 = 9
damage, P: 1d4 + 4 ⇒ (3) + 4 = 7
to hit, claw: 1d20 + 9 + 3 - 4 ⇒ (1) + 9 + 3 - 4 = 9
damage, S: 1d4 + 4 ⇒ (4) + 4 = 8
Wow. Two ones. Maybe Beauregard WON'T die here! :)
Bold may go. Round 1.
1. Enemy Blue
2. T'sorkel
3. Beauregard
4. enemy red
5. Dr. Flint-Bridge
6. John Rawlins
7. Yariel
8. Rar'gul
Rar’gul: 1d20 + 1 ⇒ (3) + 1 = 4
Dr. Flint-Bridge: 1d20 + 2 ⇒ (7) + 2 = 9
John Rawlins: 1d20 + 5 ⇒ (12) + 5 = 17
T’Sorkel: 1d20 + 6 ⇒ (10) + 6 = 16
Beauregard: 1d20 + 0 ⇒ (7) + 0 = 7
enemy blue: 1d20 + 4 ⇒ (10) + 4 = 14
enemy red: 1d20 + 4 ⇒ (7) + 4 = 11
| T’sorkel |
What are these things? T'sorkel steps back to get a shot through the doorway. He bends to get a view around John and fires off a shot at the blue bat.
Attack (cover): 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Sonic Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Doctor Flint-Bridge II
|
GMQ — I’ll be offline for a few days, so I thought I’d post early rather than hold everything up. If I can squeeze in a check over the weekend, I will!
Hearing the commotion of the attack, Lilly darts through the crack in the east wall and draws her caustolance.
Identify the creatures using the custom microlab
Life science 20 (automatic) + 10 = 30
She loads the rifle with a basic inhibitor and fires at blue. (If it's down already, fire at red instead.)
Liquidator Casutolance: 1d20 + 5 ⇒ (19) + 5 = 24 vs blue bat EAC
Damage: 1d6 + 2 ⇒ (6) + 2 = 8 acid damage, plus -2 penalty to AC
Beauregard D. Truthpelt
|
[b]”Gorram broken POS Grey-made scanning kit!. Can’t even detect death bats the size of halfling!”[/dice] Beauregard defends into a stream of cursing as he head its one of the bats.
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
damage if hit: 1d3 + 8 ⇒ (2) + 8 = 10
Beauregard will guarded step into the corner so as to not be flanked.
| GM Quirk |
T'sorkel gets off a shot through the door, and stings the near creature with a hit!
Beauregard is not as lucky, barely missing his target.
The other creature aggressively attacks Beauregard.
to hit: 1d20 + 9 ⇒ (7) + 9 = 16
damage, P: 1d4 + 4 ⇒ (1) + 4 = 5
Dr. Flint-Bridge steps to the fissure in the wall and peers in. She identifies these as Skreelings. It might be just as easy for you to all take a look HERE for more information on Skreelings. In a nutshell, don't let them flank you.
She also shoots the same on T'sorkel did, introducing one of her biohacks.
Bold may go. Round 1.
1. Enemy Blue (-11, -2 AC)
2. T'sorkel
3. Beauregard
4. enemy red
5. Dr. Flint-Bridge
6. John Rawlins
7. Yariel
8. Rar'gul
| Rar'gul |
At the sound of commotion, Rar'gul follows Dr Flint-Bridge's lead, squeezing through the narrow cell and crack in the wall, to emerge behind the skreelings, hammer at the ready.
Activating the weapon's electrical charge, he attempts to pound the nearest creature (Red).
Diamagnetic storm hammer (vs KAC): 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 Flanking w/Beauregard
Bludgeoning & Electricity Damage: 1d8 + 6 ⇒ (8) + 6 = 14