GM Quirk |
Brock and Oddman can't quite hit, though they are perhaps close.
Kultainen shoots the creature, scorching it, and encourages you all to do your worst to it...
Bold may go. Round 3.
1. Fizz (-19)
2. Brock
3. Albertus (-33)
4. Angry Space Amoeba (slowed, -42, get 'em)
5. Oddman (-19)
6. Kultainen (-38)
Brock Laserforge |
Brock slashes again with the carbon steel blade. "I took this knife off a dead Azlanti commander. What'll I get off you, ya piece o' slime?"
Carbon steel blade attack: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
Carbon steel blade damage (slashing): 1d10 + 15 ⇒ (3) + 15 = 18
Fizz Duskfinder |
" I don't think you want to keep any of it." Fizz says as he lashes out with a spell. "But maybe you can put a little sample in a bottle?"
Caustic Conversion: 1d20 + 10 ⇒ (6) + 10 = 16--Versus EAC
Damage: 4d4 + 3 ⇒ (2, 3, 2, 3) + 3 = 13--Acid Damage, with 5 Acid damage follow up for the next 3 rounds.
GM Quirk |
Brock connects on his attack, slicing through grievously through the ooze.
Fizz and Albertus can't seem to break through and damage it though.
The creature fights on.
It's massive form slams into Fizz.
to hit: 1d20 + 23 ⇒ (15) + 23 = 38
damage, B: 4d6 + 16 ⇒ (5, 6, 6, 1) + 16 = 34
Bold may go. Round 3.
1. Fizz (-53)
2. Brock
3. Albertus (-33)
4. Angry Space Amoeba (slowed, -60, get 'em)
5. Oddman (-19)
6. Kultainen (-38)
Oddman |
Oddman attacks and takes a guarded step.
Tactical trident vs. KAC: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Piercing damage: 1d8 + 12 ⇒ (2) + 12 = 14
Fire damage: 1d6 ⇒ 6
And keeps missing the ooze.
Kultainen Vaimo |
"Don't worry Fizz, we have this!" calls out Kultanien.
"The rest of you, finish it off."
Inspiring words on Fizz for +20STA, get'em on the slime for everyone getting +1 to hit it
Fizz Duskfinder |
Ouch, still put me into HP, technically. Fizz will take a Step with his move and then cast his spll again.
Caustic Conversion: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23--Versus EAC
Damage: 4d4 + 3 ⇒ (2, 4, 1, 2) + 3 = 12--Acid Damage, with 5 Acid damage follow up for the next 3 rounds.
Albertus Borlando |
Albertus trie to put two shots into the creature once again.
KAC1: 1d20 + 7 ⇒ (15) + 7 = 22
P and F damage1: 3d4 + 7 ⇒ (2, 3, 3) + 7 = 15
kAC2: 1d20 + 7 ⇒ (14) + 7 = 21
P and F damage2: 3d4 + 7 ⇒ (3, 4, 3) + 7 = 17
"Blast!
GM Quirk |
Botting Brock.
carbon steel blade attack: 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Miss, but very close.
Fizz's spell proves to be effective, though Albertus and Brock narrowly miss.
The creature presses its attack, turning its attention to Brock.
attack: 1d20 + 23 ⇒ (8) + 23 = 31
damage: 4d6 + 16 ⇒ (5, 1, 5, 2) + 16 = 29
Hit!
Bold may go. Round 4/5.
1. Fizz (-33)
2. Brock (-29)
3. Albertus (-33)
4. Angry Space Amoeba (slowed, -77, get 'em)
5. Oddman (-19)
6. Kultainen (-38)
Kultainen Vaimo |
"Hold up Brock, we almost have it. Come on team. Get it!"
Inspiring words on Brock (+20 sta) and get-em on ASA
The lovely android fingers her laser. Every now and then she thinks about firing it, but her injured companions were her first priority. And that blob hit hard.
Oddman |
Tired of missing with the trident, Oddman switches to his singing disk, as he moves a bit away from the ooze, and throws it.
Sopranino singing disk: 1d20 + 11 ⇒ (6) + 11 = 17
Sonic damage: 1d4 + 12 ⇒ (1) + 12 = 13
Oh well
Albertus Borlando |
Albertus fired off another two shots vaugely emparessed at his failure to hit such a large target.
KAC1: 1d20 + 7 ⇒ (13) + 7 = 20
P and F damage: 3d4 + 7 ⇒ (1, 3, 1) + 7 = 12
KAC2: 1d20 + 7 ⇒ (7) + 7 = 14
P and F damage: 3d4 + 7 ⇒ (4, 3, 4) + 7 = 18
Brock Laserforge |
Brock grunts as he swings the sword again.
Carbon blade attack: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Carbon blade damage: 1d10 + 15 ⇒ (5) + 15 = 20
I don't think I've used my re-roll yet, so I'll use it on that attack roll.
Carbon blade attack re-roll w/ 1 Nova: 1d20 + 11 + 1 + 1 ⇒ (11) + 11 + 1 + 1 = 24
Fizz Duskfinder |
Fizz quickly works with his remote pad to try to gain access to the machinery of the lab.
Step and then an action to get access.
Computer: 1d20 + 18 ⇒ (17) + 18 = 35
"Try to bait it closer to the one of the vats. We're going to shock it."
GM Quirk |
Brock lands a punishing blow with his sword, and the ooze continues to take damage from Fizz's earlier spell.
Though Oddman and Albertus didn't hit, it seems a plan is taking shape as Fizz accesses the station's computers.
He's close enough to the apparatus. Do your thing, Fizz.
The ooze's attention remains on Brock, and once again its cells shift and begin humming as another massive electrical attack percolates up from deep within the creature.
Breath weapon, toward Brock and Albertus.
electrical damage, DC 18 reflex for half: 12d6 ⇒ (1, 5, 3, 4, 3, 6, 3, 2, 5, 3, 4, 6) = 45
Bold may go. Round 5/6.
1. Fizz (-33)
2. Brock (-29)
3. Albertus (-33)
4. Angry Space Amoeba (slowed, -102, get 'em)
5. Oddman (-19)
6. Kultainen (-38)
Kultainen Vaimo |
"We have it on the run Albertus. Keep at it."
Calls out Kultanien.
Inspiring words, +20 sta
"Come on team, finish it"
Get em, +1 to hit the ooze
Oddman |
Oddman throws another singing disk.
Sopranino singing disk vs. EAC: 1d20 + 11 + 1 ⇒ (6) + 11 + 1 = 18
Sonic damage: 1d4 + 12 ⇒ (2) + 12 = 14
High AC monsters are so great, I wish all scenarios had them...
Fizz Duskfinder |
"I hope this hurt you more than it hurts us." Fizz manipulates the controls on his wrist-comp, causing the vats to spark and zap.
DC 19
Damage: 6d6 ⇒ (4, 5, 2, 5, 1, 3) = 20
Albertus Borlando |
ref: 1d20 + 9 ⇒ (9) + 9 = 18
"Fine be that way..." albertus taps a few buttons on his custom rig and creates severe winds hoping it will push the creature towards the vats."
He moves over to minimize the number of people that can be caught in the oozes breath weapon.
Brock Laserforge |
Reflex: 1d20 + 6 ⇒ (10) + 6 = 16
Brock, looking pretty beat down by this creature, slashes again, stepping back from the creature after the attack.
Carbon Blade attack: 1d20 + 11 + 1 ⇒ (9) + 11 + 1 = 21
Carbon blade damage: 1d10 + 15 ⇒ (7) + 15 = 22
GM Quirk |
reflex save, electrical attack: 1d20 + 8 ⇒ (15) + 8 = 23
The creature makes its save vs. the electrical attack. It still take half damage, then really WEIRD stuff starts happening...
The ooze gets zapped by Fizz's interface with the apparatus. It...changes.
The ooze suddenly scatters into millions of tiny, ionized droplets. It is suspended in the air, floating...floating toward you...
At this point, Albertus activates the winds.
All of your hair is mussed.
The former ooze blows toward the apparatus.
It also takes damage from the wind. wind damage: 2d8 ⇒ (8, 3) = 112d8 ⇒ (6, 8) = 14
fort save to negate some damage: 1d20 + 12 ⇒ (8) + 12 = 20
It floats over to Fizz and envelops him. This will automatically do: 2d6 + 16 - 2 ⇒ (6, 5) + 16 - 2 = 25 damage.
Bold may go. Round 6/7. You've got it on the ropes now.
1. Fizz (-58)
2. Brock (-29)
3. Albertus (-33)
4. Angry Space Amoeba (slowed, -137, entagled, get 'em)
5. Oddman (-19)
6. Kultainen (-38)
Kultainen Vaimo |
Seeing Fizz getting hammered for the second time, Kultanien raises her laser and takes as careful aim as she can.
"Come on team, don't let it eat Fizz"
Get em, +1 to hit
attack vs EAC, getem: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
F damage: 2d4 + 3 ⇒ (1, 2) + 3 = 6
Oddman |
Oddman throws both singing disks.
Sopranino singing disk vs. EAC: 1d20 + 11 + 1 - 4 ⇒ (10) + 11 + 1 - 4 = 18
Sonic damage: 1d4 + 12 ⇒ (4) + 12 = 16
Sopranino singing disk vs. EAC: 1d20 + 11 + 1 - 4 ⇒ (18) + 11 + 1 - 4 = 26
Sonic damage: 1d4 + 12 ⇒ (2) + 12 = 14
Fizz Duskfinder |
Fizz quickly retreats out of the cloud, headless of danger, fearing that staing in the cloud was worse than getting out. Move, drawing AoO if necessary.
Fizz grins as he slides to a halt. "Hey budding, guess what I just noticed? You're standing all by yourself.
Explosive blast, centered in it's upper left square, should be able to hit it without hitting the party. DC 20 Reflex save to avoid the fire damage below.
Damage: 9d6 + 3 ⇒ (2, 6, 5, 1, 3, 3, 5, 1, 4) + 3 = 33
Brock Laserforge |
Deciding that punching the cloud isn't the best course of action, Brock fires up the red star plasma cannon mounted on his power armor.
red star plasma cannon attack vs. AC 5: 1d20 + 9 ⇒ (11) + 9 = 20
Red star plasma explosion damage (electricity/fire), DC 16 Reflex: 2d10 + 7 ⇒ (7, 8) + 7 = 22
GM Quirk |
The ooze undulates wildly under the hail of gunfire and spells. The sheer volume of your attacks prove to be lethal, as the creature changes colors, collapses in upon itself, and turns into a pool of inert goo.
One of the doors in the corner opens. A gentle voice calls out. "Help us...please..."
Good work everyone. Combat is over. Just so you no what's ahead, there is still a bit to play out as you ascent back toward your ship (perhaps with some new friends?). In any case, I'll have another post tomorrow.
Kultainen Vaimo |
Kultanien turns toward the voice, her golden eyes piercing the darkness and shadows.
"Why... that is exactly what we are here to do. Perhaps you might fill us in on what has been happening?" she asks in a friendly voice.
diplomacy: 1d20 + 16 + 1d6 + 1 ⇒ (13) + 16 + (1) + 1 = 31
"I'm Kultanien. Who are you?"
Oddman |
Oddman has 3 mystic cures I (1d8+4 HP each) and a healing touch (30 HP) to offer to heal anyone seriously injured. Also 2 uses of Lesser restoration or Remove condition, though perhaps only the NPCs will need that.
Fizz Duskfinder |
"Heh, save some of those spells for the, survivors I guess. But if you end up having one to spare, I'm going to need it."
Fizz grimaces. "Also, I'm almost completely tapped out of higher tier spells. So if this turns out to be a trap, I'm not going to be super useful rat."
Brock Laserforge |
Brock maintains a defensive position as the others tend to the investigation of the voices, and any necessary healing. "Remember, that giant bug is still bouncing around outside ... We're probably going to need to get out of here shortly."
GM Quirk |
Going to do this "information dump" style. You may interact with these folks as you see fit. Tomorrow we'll detail the escape from the station, then we will finally be done with this!
Sheltering in the area are Indigo Deep’s
three survivors: BY7 (agender anacite), an arachnid-like
assistant chemist who worked in the gas lab; Era-Orbit (agender anacite), a quadrupedal technician who helped build
and outfit deep-planet probes; and Dr. Tsi Tsorsk (female
wrikreechee), the station’s head researcher.
You find out that all three aided in Indigo Deep’s defense when the creatures first attacked before
it became clear that they were fighting a losing battle. After
trying to send distress calls, they grabbed what supplies they
could and holed up here, eventually having to hide from even
the gaseous ooze outside.
The anacites require only a moment
to wake up from their low-power mode before excitedly
questioning all of you.
Dr. Tsorsk is in worse shape. The station’s dying life support
dropped the ambient temperature, and without access to her
supplemental hormones, her body has partly broken
down its shell, leaving her physically and mentally sluggish.
Her distressed
state functions like a physical disease with a DC 14 Fortitude
save whose final stage is bedridden, and she is at the weakened
stage, giving her the fatigued and sickened conditions. Several
days of rest and resumed hormone supplements can remove the
condition without additional checks, though a PC can remove it
sooner with effects like remove condition.
All three survivors are eager to be rescued and willing to
follow the your general instructions, though Dr. Tsorsk is insistent
on hearing what’s befallen the station and how long they’ve
been trapped. She quietly bemoans the loss of life, and upon
ascertaining that the station seems beyond salvation, she mourns
the destruction of her beloved station where she could pursue
her research without pesky oversight. If it seems her grousing
offends her rescuers, she lowers her mourning to a barely audible
buzzing, punctuated by flimsy arm motions. For all her negativity,
she helps where she can by giving directions, explaining the
functions of technology, and providing passwords to bypass
computer countermeasures. She also points out the treasure in
this lab if the PCs haven’t already find it.
Treasure: The workbenches in area B4 support a variety
of incomplete prototypes, ranging from new fuel cell designs
to innovative accelerants for industrial explosives. The only
functional gear here is a set of mk 2 force soles (Starfinder Armory
92). Some of the more complete prototypes show promise, and Resurgent Technologies later compensates the PCs for recovering these devices for future development.
Kultainen Vaimo |
"Well.. we have some of your medicine.." notes Kultanien.
"I think we have cleared the station of the centipede like creatures. But given the shakes and the...creature... we saw through the windows.."
She sighs. "I think we should try and evacuate as soon as we can. We have a ship waiting just a short distance "up" from here. Do you have any important notes or keepsakes you need to get before we try to get you to safety?" she asks.
Oddman |
Her distressed state functions like a physical disease with a DC 14 Fortitude save whose final stage is bedridden, and she is at the weakened stage, giving her the fatigued and sickened conditions. Several days of rest and resumed hormone supplements can remove the condition without additional checks, though a PC can remove it sooner with effects like remove condition.
Oddman casts Lesser Restoration to cure the doctor's fatigue, so she can run if necessary.
Albertus Borlando |
"I'm glad we found some survivors. After we've checked their medical needs I could use a few bandaids myself. It's a shame about the station, but your lives are more important."Albertus is down 20 some hit points because of the AoEs in that last combat.
If there is time he will short rest, but wants to make sure to download any files that havent been copied yet using his custom rig.
Fizz Duskfinder |
"I have a copy of at least some of the database." Fizz says aloud. [b]"If it won't take long, give a quick peruse to see if there is anything else we need to get electronically."
Fizz scratches the back of his neck while holding out a datapad linked to his computer. "Not sure how much longer the power will last, so the sooner we get out of here, the better."
GM Quirk |
The station suddenly shudders, a reminder that the gigantic beast still lurks near the station.
Even knowing that Indigo Deep is a lost cause, Fitch is
unwilling to bring the starship within more than several
hundred feet of the station—not only to avoid collision, but
especially to avoid getting too close to the leviathan, which
is large enough to snag and destroy the Pegasus-class vessel.
She encourages you to slip away from the station
unnoticed, launching from the station to exploit an approaching
updraft and rendezvous with the starship. If the PCs repaired
the space platform in area A6, it makes an excellent vehicle
for transporting the PCs, their allies, and any treasures I think you did, and if not, there is just enough time to do so.... Optionally, you can still flee using
jetpacks, including the spares found in area A6.
This is going to happen in a series of rounds, with you ascending, and this giant beast pursuing. The adventure recommends a simple map, but for now I think I will opt not to set one up (I may change my mind). There are options each turn as you ascend toward your Pegasus:
DISTRACTIONS
On their turn, a PC can attempt a distraction as a standard
action. Each distraction involves a specific attack roll or
skill check, and if successful, the distraction causes the
beast to veer off course and skip its next action. The effects
of multiple successful distractions in a round do not have a
cumulative effect, and each distraction can only successfully
affect the beast once.
Comm Unit: The beast is easily distracted by powerful
communications signals, and a PC can drop a personal comm unit or
similar device to draw the creature’s attention. However, to create
a sufficiently powerful signal, the PC must override the device’s
operating specs or make the device seem especially tempting,
requiring a successful DC 22 Bluff, Computers, or Engineering
check. If successful, the beast veers off course for a few seconds,
lashing out a tendril-like tongue hundreds of feet long to snatch
and swallow the device.
Heroics: In a display of deadly heroism, a PC who is at
least 30 feet from the nearest ally can try to draw attention
from their companions. Doing so requires a successful DC 22
Acrobatics, Bluff, Intimidate, or Survival check. If successful,
the beast veers slightly off course to pursue the PC, using its
next turn to perform a tongue attack against them rather than
performing another action.
Ship Lasers: Fitch’s attention is on piloting the starship in
dangerous and delicate conditions, so it’s difficult for her to
aim her ship’s lasers. She needs a PC to act as a spotter, helping
feed her coordinates so that her shots are more likely to hit.
This requires a successful DC 25 Perception or Survival check,
or a successful ranged attack roll against AC 25. If successful, a
powerful laser blast scorches the beast’s skin, causing it to roar
and recoil for a moment before renewing pursuit. The starship’s
weapons can only fire once per round, not matter how much the
PCs help aim.
If a PC impressed Reepu during the voyage to Wehemothal You did, and I love this part...,
the young ysoki wanders onto the starship’s bridge during this
encounter while the PCs are asking for help. Fitch’s hectic tone
shifts mid-request. “I’ve got my hands busy up here steering this
thing, so you’re gonna have to—oh hey there, Reepu. How about
you be a sweetie and help your gran-gran out and hit that button
labeled ‘orbital strike’ a few times, hmm? That’s a dear.” This
lowers the AC and DC for guiding the starship’s laser attacks by
4, accompanied by Reepu audible over the starship’s comm unit
making high-pitched fireworks sounds.
Station Lasers: If the PCs reconfigured the station’s laser
battery in area A6, they can command those to fire on the beast.
Targeting these properly requires either a DC 22 Computers check
or a ranged attack roll against AC 22. If
successful, the lasers score the beast’s side, after which it uses
its tail to lash at Indigo Deep, demolishing the lasers and cracking
the station’s hull. The station lasers can only fire once per round,
no matter how many PCs try to use them.
Stealth (Round 1 only): If the PCs move out stealthily, the
beast does not notice them or sniff out their jetpack contrails,
functioning as a distraction. To succeed, each of the PCs must
succeed at a DC 17 Stealth check. The NPCs do not need to
attempt this check and automatically succeed.
Remember, each of these can only affect the creature ONCE.
Let's start out with your actions for round 1 AND round 2. Feel free to use discussion. The beast acts at the end of each round, round one it will likely just pick up your scent and begin following.
Kultainen Vaimo |
Seeing as time is of the essence, and judging that the massive beast is unlikely to fall for the same trick more than once, Kultanien tries to keep out of its field of vision, letting herself appear as detris breaking off the station.
stealth DC17: 1d20 + 6 ⇒ (7) + 6 = 13
But light from the distant sun reflects beautifully off her golden skin.
one nova rerollstealth DC17: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
However, luckily, a number of other bits of nearby metal are a similar shade.
Oddman |
Round 1
Stealth DC 17: 1d20 + 12 ⇒ (10) + 12 = 22
Round 2
Survival to help aim the ship's lasers DC 25: 1d20 + 14 ⇒ (7) + 14 = 21
bummer
Albertus Borlando |
Albertus attempts to be stealth
stealth: 1d20 + 4 ⇒ (3) + 4 = 7
bluh did I use my reroll? Looks like no, note to self tag reroll status in your character sheets in the future.
stealth reroll: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Round 2
Albertus tries to rewire his comm unit has a distraction, briefly chiding himself for not picking up a dozen burners like he said he would after that business in the Azlanti Prison.
engineering: 1d20 + 20 ⇒ (16) + 20 = 36
He throws the comm unit over the side away from the space platform.
GM Quirk |
You may want to slow down a bit. Each of the actions can only be done ONCE by one person. Slight spoiler: there will be more rounds than there will be actions as listed above (you'll have other options on some rounds that aren't listed above). Stealth is the exception--while you can only do it once, everyone has to roll. It's also a great choice for the first round. If everyone else passes and only Albertus fails with a 16, I'll be a merciful GM and count it as good.
Fizz Duskfinder |
We did repair the platform.
Fizz pulls out one of his, several, spare comms and quickly overrides its settings. After doing so he pitches it away from the party. If anyone tunes into the right frequency, it is is play Star Sugar Heartlove!!!
Computers: 1d20 + 18 ⇒ (12) + 18 = 30
GM Quirk |
I'll do some stealth checks for Fizz and Brock, as we'll need those for turn one.
stealth, Fizz: 1d20 + 5 ⇒ (12) + 5 = 17
stealth, Brock: 1d20 + 3 ⇒ (3) + 3 = 6
You all gather up what data you can, a bare minimum of personal possessions, and step on to the station's cargo platform. It grabs and updraft and begins to ascend toward your ship.
Though you attempted to do this quietly, down below you, it appears the massive creature has noticed you, and is starting to chase you.
So the stealth trick doesn't work. It's not the end of the world, on this first round, the beast still circles the station attempting to acquire a target. A success would have given you one more round of the beast milling about before it notices you.
As I noted, each of the distractions can be successfully performed ONCE, and a single PC can make the roll. A failed roll will obviously not activate that distraction, but you can try again the following round. For round two, you can choose to wait to use one of the distractions, or you can choose one of the two you were successful with up above.
Distractions available
1. Stealth (used, unsuccessful, round 1 only)
2. Comm Unit (available)
3. Heroics (available)
4. Ship lasers (available)
5. Station lasers (available)
Kultainen Vaimo |
"Quick, Fizz.... see if you can distract it with your coms unit. It looked interested in our signals before.."
Oddman |
So we have to choose between all PCs a single one to make one roll, each round - okay, it should be Fizz' previous roll then, since he has spare comm units
GM Quirk |
So we have to choose between all PCs a single one to make one roll, each round - okay, it should be Fizz' previous roll then, since he has spare comm units
Basically, yes. Remember, there aren't enough for every round this will likely last. That said, there may be other options that appear soon.
GM Quirk |
Fizz makes some quick modifications to a comm device, and pitches it off of the platform. As it travels toward the gigantic beast, a tongue unfurls from the maw of the creature and travels hundreds of feet until it reaches the comm device, at which point it snaps back into its mouth and consumes the tiny device.
This uses the the creatures action for ROUND 2. You may choose another distraction, or you may save them.
Distractions available
1. Stealth (used, unsuccessful, round 1 only)
2. Comm Unit (used, success!)
3. Heroics (available)
4. Ship lasers (available)
5. Station lasers (available)