(Outpost IV) GM Quirk's The Vast Experiment: Falling Into Deliverance (Inactive)

Game Master Quirk, Private Eye

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Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

"Good point. I was just assuming it was the stations crew. Say, Fitch, do we know the station compliment?" asks Kultanien.

"I think it is also worth sending a message back to Absalom, giving the current status and that we are intending to go in. "


Fitch replies to Oddman, "No, I won't be headed over just yet. My grandchildren and I will keep an eye on things here on the ship. I'll be on comms if you need me."

With regards to Kultainen's question, he uncertain. "I'm not certain what the current complement is. One thing worth noting is that the SRO and anacite employees shouldn't register as life signs."

Fitch breaks it down with his own assessment of the situation. “Indigo Deep’s in bad shape, no doubt. Even if the landing pad
were there, the Pegasus is too large to dock with the station,
and just drawing too close could disrupt the station’s orbit.
We need a team on the ground—not just to figure out what’s
going on and reestablish communications, but also to assist any
survivors. I’ll mind the starship and use this time to reconfigure
our own sensors to help provide you as much intelligence as I
can. As for you, well, you kids ever gone skydiving?”

Here's some housekeeping regarding outfitting your armor, straight from the adventure:

Fitch helps outfit the PCs’ armor with jetpacks (Starfinder Core Rulebook page 205), which each require an armor upgrade slot
and do not function with powered armor. If a PC lacks suitable
armor, Fitch can rummage around and find them basic lashunta
tempweave from the ship’s stores. She doesn’t currently have a
way to transport especially bulky powered armor to the station,
though she’s willing to prioritize rigging a controlled cargo drop to transport powered armor, drones, or similar devices so long as the PCs start the rescue in the meantime.

Indigo Deep is a roughly half-dome shape with several additional
projections and instrumentation. Using the images provided by the
starship’s sensors, Fitch points out that there are two main target
areas where the you all should be able to enter: the main airlock near where the landing pad once projected, and an auxiliary airlock
about 90 degrees clockwise from there. As best she can speculate,
the main airlock should be an easier target to reach while diving,
but the area sustained more damage and might require some brute
force to open. The auxiliary airlock seems undamaged, though it’s a
smaller landing area and might be locked.

She leaves the choice up to the all of you as to which target to aim for, though she recommendsnot splitting the group. It’s necessary to dive, using the jetpacks sparingly so as to preserve their charge for the return ascent.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

"Guess I'll keep my thermal capacitors and forego the radiation buffers." sighs Kultanien.

"Although I only fitted them for a particular mission. That said, looking at the odd readings, what is the chance there is some unusual radiation down there?"

"I suggest we try for the undamaged air-lock, but if the rest of you prefer to aim for the main target, I'm happy for that as well."

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock removes his jump jets to make room for the jetpack. "I'd go for that one. I don't have much trouble exerting brute force ..."

Wayfinders

Male Ysoki Technomancer 7 | SP 0 / 49 | HP 28 / 37 | RP 8 / 9| Active conditions: None | EAC 22; KAC 22 | Fort +4; Ref +7; Will +6 | Speed: 30ft / 30 ft fly(jump jets) | Spells 1st-Level 3/6 | 2nd-Level 1/5 | 3rd-Level 0/3 |

Fizz also has to remove jumpjets to fit the better jetpack.

"Agreed om the entrance. Oh and as a just-in-case I think we should all Life Bubble up before leaving the ship. Had a run-in with creatures that liked to breach environmental seals not long ago."

Fizz shivered. "Thankfully it was 'just' killing cold instead of hard vacuum, but I have the spell and the slot to spare if anyone cares for it."

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

"While your offer is kind, it is not one that I need to take advantage of." notes Kultanien.

"So, the main entrance. I suggest we all cable ourselves together incase someone runs into problems. Floating down into that gravity well might not be pleasant."

That said, if you have spare people available, it can't hurt, especially around things like corrosive atmospheres.


The first and fifth items are skill checks that only one of you will need to make. The other four require each of you to roll. I'm going to list them all. Everyone may go ahead and roll each of the four that require everyone to roll.

A PC who successfully impressed Zivv earlier can reroll one
failed Fortitude save or Acrobatics, Athletics, Piloting, or Stealth
check during this encounter and use the second result. A PC can
also fire up her jetpack and expend 1d6 charges before attempting
an Acrobatics check, Athletics check, Piloting check, or saving
throw in order to gain a +2 circumstance bonus to their result. A
character who can naturally fly or control her descent (such as
with the glider racial ability) gains this +2 circumstance bonus
without expending any charges.

IDENTIFY THE PATH (CHECK FROM A SINGLE PC)
Although they appear lazy and calm, Wehemothal’s clouds travel
at great speeds, forming tumultuous eddies and zones of relative
calm. A PC must identify an ideal route and time the descent for
the group.

Check: DC 22 Physical Science, DC 22 Survival, or DC 25
Perception

DODGE DEBRIS (ALL PCS)
The chilly atmosphere freezes water and many other liquids,
creating hail and even larger bergs that the winds whip about at
extreme speeds. The PCs need to move quickly to evade a cluster
of this debris.

Check: DC 22 Acrobatics, DC 2 Piloting, or DC 18 Reflex save.
Special: A PC who has cold resistance gains a circumstance
bonus to this check equal to their resistance total divided by
5 (rounded down), plus 1 (e.g. +3 for cold resistance 10).

CURIOUS CLOUD RAYS (ALL PCS)
Cloud rays, immense ray-like creatures, are a common sight on
gas giants, and although they’re rarely aggressive, they startle
easily and are large enough to cause substantial damage. The
PCs need to adjust their descent to avoid spooking the creatures.

Check: DC 22 Life Science, DC 22 Stealth
Special: A PC who can communicate with animals can use
Diplomacy, Intimidate, or Survival in place of the above
skills.

RESIST THE G-FORCES (ALL PCS)
As the PCs reach terminal velocity, the descent strains their bodies, slowing their reactions and blurring their perception. The PCs must resist the strain to stay on target.

Check: DC 22 Athletics or DC 18 Fortitude

BYPASS THE LASERS (CHECK FROM SINGLE PC)
Indigo Deep has small laser batteries designed to vaporize small
debris before it can impact the station. As the PCs approach, their
comm units light up with alerts about impending vaporization—a
courtesy message broadcast by the batteries to ensure they don’t
fire on sentient creatures. Falling at this speed, though, the PCs
only have a few precious seconds to provide a confirmation and
override the lasers!

Check: DC 22 Computers, DC 22 Sleight of Hand
Special: If the PC fails, the lasers attack each PC with a +13 bonus
to hit against EAC, dealing 6d6 fire damage (+15 to hit and
dealing 4d12 damage for Levels 7–8).

STICK THE LANDING (ALL PCS)
As the PCs approach their target, they need to fire their6jetpack
thrusters to slow their descent and land safely.

Check: DC 21 Acrobatics, DC 21 Piloting, DC 14 Reflex
Special: If the PC aimed for the auxiliary airlock, increase the DCs
by 2.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien straps into her suit and sets off.

"Look out everyone. There seems to be a debris field, presumably left over from whatever caused the damage to the station."

She does her best to avoid the worst of the field, putting the hours of simulated flying into practise.
pilot: 1d20 + 12 ⇒ (15) + 12 = 27

As she plummets toward the station, a small swarm of cloud-rays is attracted by light glinting off her suit. Jopsie, clinging to her back, suggests sending a burst of gamma radiation from the medikit to try and discourage them.
life science: 1d20 + 12 ⇒ (18) + 12 = 30
"Thanks Jopsie, you're a life saver. Maybe those rather beautiful ray's lives this time. Or maybe mine."

As the plummet to the station continues, Kultanien feels the build up of g-forces within her suit. "It's like a vesk massage!"
fort: 1d20 + 8 ⇒ (17) + 8 = 25

While others try to divert the lasers, Kultanien tries to kick the landing. "I'm glad we picked the big surface!" she calls out.
reflex: 1d20 + 8 ⇒ (12) + 8 = 20

And eventually she lands, gracefully and with more than a little relief. Jopsie peals herself off from the carrying harnass.

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman jumps ahead, guiding the group into the free fall. Taking the first single PC test, since my roll was good enough

IDENTIFY THE PATH Survival: 1d20 + 14 ⇒ (18) + 14 = 32
DODGE DEBRIS Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
CURIOUS CLOUD RAYS Stealth: 1d20 + 12 ⇒ (17) + 12 = 29
RESIST THE G-FORCES Fortitude: 1d20 + 3 ⇒ (10) + 3 = 13
STICK THE LANDING Reflex: 1d20 + 4 ⇒ (1) + 4 = 5

Made 2 out of 5

Wayfinders

Male Ysoki Technomancer 7 | SP 0 / 49 | HP 28 / 37 | RP 8 / 9| Active conditions: None | EAC 22; KAC 22 | Fort +4; Ref +7; Will +6 | Speed: 30ft / 30 ft fly(jump jets) | Spells 1st-Level 3/6 | 2nd-Level 1/5 | 3rd-Level 0/3 |

"What lovely weather this place has." Fizz says with some sarcasm as he dodges the rocks.

Dodge DebrisPiloting: 1d20 + 15 ⇒ (6) + 15 = 21

"I like these creatures, harmless, but easily startled."

Curious Cloud RaysLife Science: 1d20 + 16 ⇒ (3) + 16 = 19

Resist G ForcesFortiude: 1d20 + 4 ⇒ (8) + 4 = 12

"I'll hack the defense lasers."

Bypass the lasers1d20 + 18 ⇒ (8) + 18 = 26

After bypassing the lasers, Fizz says. "I really wish they wouldn't use this system, it is such a pain to confirm."

Stick the landingPiloting: 1d20 + 15 ⇒ (2) + 15 = 17

Wow, what a set of rolls. The only one I really feel like I got was bypassing the lasers.


The score so far:

Kultainen 6/6
Oddman 3/6
Fizz 2/6

Since Oddman and Fizz made the two checks that just one PC makes, Albertus and Brock begin at 2/6 each.

There is a typo on the second check--it's a DC 22 piloting check on dodge debris.

Wayfinders

M Lashunta Corporate Agent Mechanic 8 SP:0/48 HP:49/52 RP:11/11 EAC:21 KAC:22 init: +4 Fort:5 Ref:9 Will:2

IDENTIFY THE PATH (CHECK FROM A SINGLE PC)
oddman has that one so ill skip it

DODGE DEBRIS (ALL PCS)
The chilly atmosphere freezes water and many other liquids,
creating hail and even larger bergs that the winds whip about at
extreme speeds. The PCs need to move quickly to evade a cluster
of this debris.
piloting: 1d20 + 17 + 2 + 2 ⇒ (2) + 17 + 2 + 2 = 23
2 from mark I thermal capacitor upgrade and 2 from burning jetpack charges: 1d6 ⇒ 3

CURIOUS CLOUD RAYS (ALL PCS)
life science: 1d20 + 9 ⇒ (17) + 9 = 26

RESIST THE G-FORCES (ALL PCS)
athletics: 1d20 + 10 ⇒ (12) + 10 = 22

BYPASS THE LASERS (CHECK FROM SINGLE PC)
Handled by Fizz

STICK THE LANDING (ALL PCS)
piloting: 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21
2 from burning jetpack charges: 1d6 ⇒ 3


Fizz:
I will allow you to burn D6 charges on your jetpack to add a +2 to that first "dodge debris" check. If you choose to do so, you will have enough to make the check.

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Dodge Debris:
Reflex DC 19: 1d20 + 6 ⇒ (20) + 6 = 26

Curious Cloud Rays:
"Okay, uncle, these things can be a little skittish ..." Myron says, giving Brock encouragement over the comms. "Just give them a wide berth and you should be fine."
Life Science(hireling): 1d20 + 13 ⇒ (18) + 13 = 31

Resist the G-forces:
Athletics: 1d20 + 13 ⇒ (20) + 13 = 33

Stick the Landing:
Reflex: 1d20 + 6 ⇒ (6) + 6 = 12

Brock looks like he was born to fly, something not often said about dwarves (even when they have jetpacks). He does not, however, appear to be born to land.


[bigger]-THE AFTERMATH-[/BIIGER]

Spoiler alert: you all made it.

Albertus and Kultainen are nearly perfect as they swoop to the landing pad on the station. They're truly naturals at this.

Brock is nearly as good, though his landing is very clumsy.

For each failure you take 2d6 damage.

damage for Brock: 2d6 ⇒ (5, 3) = 8

Oddman and Fizz have some trouble. Maybe you got lemons for jet packs, or maybe you're just not meant to fly. In any case, both of you land VERY banged up.

Fizz, I am assuming that you took my offer as noted in my last post.

damage for Oddman: 6d6 ⇒ (2, 6, 6, 5, 4, 1) = 24
damage for Fizz: 6d6 ⇒ (5, 2, 6, 1, 1, 4) = 19

A couple of notes: if you had failed 5 or 6 of the rolls, you would have begun falling toward the planet's core. This would have not been a good thing, though you could have expended charges on your jetpack to get back up to the station. Also, gold star for Fizz, who hacked the defense lasers. They would have been bad news to the tune of 4d12 damage if the to hit roll was good. We'll see if you can get through the airlock tomorrow. Good job everyone.

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman takes a breather to recover the lost stamina, after landing on his head. Against the airlock.

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock taps his foot impatiently while they rest. "C'mon, that's just a wee little bruise." Though he says that, he does raise a disturbed eyebrow at the goose egg forming on the kasathan's forehead. "Okay, maybe you should take a little bit of a breather ..."

Wayfinders

M Lashunta Corporate Agent Mechanic 8 SP:0/48 HP:49/52 RP:11/11 EAC:21 KAC:22 init: +4 Fort:5 Ref:9 Will:2

Alberto takes a look at their landing site while Oddman (and presumably Fizz) rest up.
perception: 1d20 + 14 ⇒ (14) + 14 = 28
If the size of the area permits he will take 20 while waiting out the 10 minutes for a 34

Wayfinders

Male Ysoki Technomancer 7 | SP 0 / 49 | HP 28 / 37 | RP 8 / 9| Active conditions: None | EAC 22; KAC 22 | Fort +4; Ref +7; Will +6 | Speed: 30ft / 30 ft fly(jump jets) | Spells 1st-Level 3/6 | 2nd-Level 1/5 | 3rd-Level 0/3 |

I certainly burn through the charges. 19 is still a lot of damage. and he will join Oddman in the short rest.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Do I have a chance to use inspiring words on one or more of our members as they come into (crash) land?

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

That's reserved for "any attack made by a significant enemy" - I don't think it work for traps either


Kultainen: I think Oddman is right about this one.

The wide landing pad that once jutted from the space station
now extends only about ten feet before ending in jagged
metal. The airlock is a broad, rectangular port large enough to
drive a forklift through.

DC 19 Engineering or Physical Science check:
By studying the landing pad’s remains, you deduce that
the landing pad wasn’t broken off by an impact but was instead
shorn off by some imprecise cutting motion.

Albertus:
You note that while the station seems to be largely intact, there are several dents on its exterior, as if it was impacted by something. You do believe that if one of you would use a jetpack to do a quick fly around (using 5 charges), you might be able to do a more accurate survey of the station.

A PC who succeeds at a DC 24 Athletics
or Engineering check levers open the outer airlock; the inner
airlock functions normally. Alternatively, a PC succeeding at a
DC 20 Strength check can force the door open.

Wayfinders

M Lashunta Corporate Agent Mechanic 8 SP:0/48 HP:49/52 RP:11/11 EAC:21 KAC:22 init: +4 Fort:5 Ref:9 Will:2

Engineering bonus is +20 so unless there is a reason not too i will take 10 on most Engineering checks
Hmm looks like this was cut off by something, but there are definate signs of impact. I'm going to do a quick fly around and see if I can do a quick damage survey. I could use a buddy for safetys sake. I should be able pop that airlock open in a jiffy when we get back."
As soon as at least one other person is willing to fly around with him Albertus will take off.

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman is done flying right now - he waves the offer off.

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Did we not land in front of the airlock? We need to fly to the airlock?

Athletics: 1d20 + 13 ⇒ (19) + 13 = 32

While the injured ones are resting, Brock begins work on forcing open the airlock, while Albertus is able to nonchalantly Engineer a solution. Right as Brock is about to heave them open ... the airlock dilates open on its own power. Brock nods approvingly. "I loosened it for ya ..."


As far as the additional flying goes, I'm sure Albertus would be fine if everyone read the spoiler I wrote to him in my last post. It will explain things.

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

OK, since I didn't burn any charges on the way down, I'll fly around to scout out the perimeter. 35 charges left on jetpack.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

My misunderstanding. I was thinking that traps/encounters of a high enough CL may also count, but that appears to be wishful thinking.

Kultanien eyes up the airlock, his laser ready, as the others work their own special skills on it.

"Stay close Jopsie. I hope it is just the crew in there... but who knows?"


Albertus and Brock take a quick flying tour around the exterior of the station. They notice large dents in the side of the station, numerous places where sensor arrays have snapped off, and even a few 1-foot wide HOLES that have been "punched" in the side of the station.

Just need someone to make a roll to get through the first airlock door.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

"I'm not too good with locks, but I'm happy to hold tools." says the golden android happily.

engineering(aid): 1d20 + 6 ⇒ (17) + 6 = 23

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Didn't Brock open it before flying around it?

Wayfinders

M Lashunta Corporate Agent Mechanic 8 SP:0/48 HP:49/52 RP:11/11 EAC:21 KAC:22 init: +4 Fort:5 Ref:9 Will:2

Yes he did
"Ok looks like severe damage to the sensors and I think we're going to want to keep our suits sealed once inside. There are several hull breeches."

Wayfinders

Male Ysoki Technomancer 7 | SP 0 / 49 | HP 28 / 37 | RP 8 / 9| Active conditions: None | EAC 22; KAC 22 | Fort +4; Ref +7; Will +6 | Speed: 30ft / 30 ft fly(jump jets) | Spells 1st-Level 3/6 | 2nd-Level 1/5 | 3rd-Level 0/3 |

Just to make sure that I've formally said it, Fizz is going to cast Life Bubble on everyone who does not refuse it as soon as his 10-minute rest is done.

Engineering: 1d20 + 19 ⇒ (18) + 19 = 37

"I agree Albertus. Something cut the landing platform away. It could have been weapon fire, but I'm not 100% on that."


My apologies. Brock did indeed open the airlock. I'll have an update about what's beyond a little later today.


Slides updated with a rather large map. Please place your tokens in area A3 as you see fit.

The second set of airlock doors have only minor damage, and are fully functional. They open to reveal a large warehouse or staging area for receiving cargo for the station.

The center of this wide area is a mess, with an assortment of crates, barrels, and hard-sided personal luggage, all piled together in a
disorderly jumble.

Wayfinders

M Lashunta Corporate Agent Mechanic 8 SP:0/48 HP:49/52 RP:11/11 EAC:21 KAC:22 init: +4 Fort:5 Ref:9 Will:2

Albertus tasks a quick glace inside (take 10 on perception for 24), then draws out his accelerator rifles as he steps in and takes position to the left.

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman enters the area, trident and singing disk in hands.

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock holds his hand out and a taclash teleports into it. "Okay, let's see what we can find in here." He strides into the room, calling out, "Starfinders here with supplies."

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

"I wonder why they have personal luggage here? Were they expecting to evacuate?"

She moves over toward some of it and has a look through, while keeping her eye out for a terminal that might provide some clues as to station news.

perception: 1d20 + 10 ⇒ (9) + 10 = 19

Wayfinders

Male Ysoki Technomancer 7 | SP 0 / 49 | HP 28 / 37 | RP 8 / 9| Active conditions: None | EAC 22; KAC 22 | Fort +4; Ref +7; Will +6 | Speed: 30ft / 30 ft fly(jump jets) | Spells 1st-Level 3/6 | 2nd-Level 1/5 | 3rd-Level 0/3 |

"I don't know, maybe they need the storage space?"


The silence is concerning. No one answers Brock's call.

The cargo consists mostly of typical supplies
like food, water, low-capacity batteries, robot maintenance
equipment, and starship fuel. The personal effects are
quite sparse, consisting more of tier 1 computers and gear
maintenance kits than clothing and toiletries.

DC 15 Culture check:
You intuit that most of the personal
gear is better suited to technological beings such as SROs and
anacites.

You do find a couple of interesting things that could be immediately useful:

1. You find a red star plasma cannon in a heavily padded
crate. The weapon is a working prototype to test a new gas-ionizing
technology, and the gun lacks any serial number or
maker’s mark.

2. You also find a standard key card wedged
among the crates.

Kultainen, you do not see any sort of terminals in this exact area, but the area to the south (Area A6 on the map)appears to be promising in that regard.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

I can't fail that culture check

"Interesting... this gear is suited for SROs, anacites or androids.. technological beings."

She points out the cannon to the rest of the team. "Not really my style, but I wonder if this is what they were working on? No serial number.."

Lifting the keycard she adds "I wonder if this will prove helpful."

She heads south to see what the computers can reveal. First up she'll try using the keycard to see if the previous owner had anything interesting in the way of communications that might reveal what had happened.[/b]"

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman will tag along, just in case - not that he even knows how to turn on a computer.

Exo-Guardians

male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

Brock pulls the cannon out and reviews it. "Hmm... Not exactly the sort of scientific instrument I'd expect to see here." He pats it, shifting it into his off hand while he retains his taclash at the ready. "No one objects, I'll just keep a hold on this.... Might come in handy."

Wayfinders

Male Ysoki Technomancer 7 | SP 0 / 49 | HP 28 / 37 | RP 8 / 9| Active conditions: None | EAC 22; KAC 22 | Fort +4; Ref +7; Will +6 | Speed: 30ft / 30 ft fly(jump jets) | Spells 1st-Level 3/6 | 2nd-Level 1/5 | 3rd-Level 0/3 |

Fizz laughs. "I'm not even sure I could carry that, let alone use it. Hopefully we'll need that card more than we'll need the gun."


Kultainen, with Oddman tagging along, move toward the bank of computers to the south. There appear to be several control sticks and a multitude of monitors.

This could be some sort of piloting or or control station when the station needs to be moved or work is going on outside the station.

5 minutes of work and a DC 19 Engineering check:
You are able to reconnect several of the components and get some functionality back on one of these computers. See the spoiler below for some options.

If the above engineering check succeeds:
From this computer, a PC can examine roughly half of the
station’s exterior using the surviving cameras, though the main
sensor array is offline, blocking view of anything more than a
few hundred feet from the station. A PC can also use the various
control sticks to control several strong sets of robotic arms
installed at various points across the hull. With these, a PC can
perform two major tasks: repairing antennae and repairing the
space platform. Either task involves either a sound understanding
of the mechanisms (using the Engineering skill) or a steady
hand to guide the robotic arms while trusting the automated
repair programs to weld the right pieces back together (Piloting,
Sleight of Hand, or a Reflex save). A PC able to adhere to the
station’s underside (such as with magboots) can elect to exit the
station and manually wrestle the key elements back into place
(Athletics). In either case, an attempt requires 5 minutes and a
DC 22 check. Should there be successful checks you may have benefits later on. Failing by 10 or more
irrevocably breaks that component (such as causing the space
platform to drop off the station into the planet’s atmosphere).
Sorry about the informal messy nature of this post. This is one of those times a copy and paste from the adventure is the best way to proceed.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien has a look at the station, and digs out a manual.

"It says her to try doing a up, down, up, left motion to reset the screen.."

engineering(aid): 1d20 + 6 ⇒ (14) + 6 = 20 At least I hope someone has a better engineering than me

Wayfinders

M Lashunta Corporate Agent Mechanic 8 SP:0/48 HP:49/52 RP:11/11 EAC:21 KAC:22 init: +4 Fort:5 Ref:9 Will:2

Albertus glances at the experimental plasma cannon "I'm suddently very glad my partner T'iim isn't here" Seeing the computer terminal has been repaired he comes over to take a look. "hey thats some nice work, but mind of I have a go at it." Albertus will take 10 for a 30 Engineering check on both repairs starting with the space platform.

Wayfinders

Male Ysoki Technomancer 7 | SP 0 / 49 | HP 28 / 37 | RP 8 / 9| Active conditions: None | EAC 22; KAC 22 | Fort +4; Ref +7; Will +6 | Speed: 30ft / 30 ft fly(jump jets) | Spells 1st-Level 3/6 | 2nd-Level 1/5 | 3rd-Level 0/3 |

Fizz also steps up to the control station and helps the other characters patching the panel. With my tools, I have a +21 engineering and cannot fail.

"Hmm, using this control panel we can repair the landing platform and main sensor array. We'll repair the the platform first so the shuttle can come in, then repair the antenna."

Fizz also looks if he can link one of his computers (probably the minor one) into this panel just in case it can give alerts or alarms.

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman walks around, looking out for monsters.

Perception: 1d20 + 13 ⇒ (8) + 13 = 21
Survival: 1d20 + 14 ⇒ (15) + 14 = 29

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