Brock Laserforge |
"Okay, guess I'm running this power armor through its paces..." Brock says as he powers up the hover suit. "You guys take that shuttle, and I'll try to divert him ..." He launches into the air, trying to become a more enticing target than the others.
Heroics(Intimidate, expertise): 1d20 + 10 + 1d6 ⇒ (4) + 10 + (5) = 19
Unfortunately, the aesthetics of the hover suit just must not be all that appealing to the leviathan creature.
GM Quirk |
Albertus is able to take control of the station's defensive lasers. They score and singe the beast's hide, who turns on the station. It's massive tail lashes out at the laser batteries and destroys them.
Of course this successfully distracts the beast, who can't take an action again this turn. On to round four. Do you want to try a distraction? Only two left. Sooner or later, the beast may get to do something.
Distractions available
1. Stealth (used, unsuccessful, round 1 only)
2. Comm Unit (used, success!)
3. Heroics (available)
4. Ship lasers (available)
5. Station lasers (used successfully)
Kultainen Vaimo |
I see no reason to try and save them up, presumably we are getting further and further ahead of the beast. If we try them and fail, we can always try them again later on. If we don't try them we might not get the benefit at all.
Kultanien assesses the situation for a moment, considering her options
"Albertus... can you help guide the lasers on the Pegasus? We might need to fight massive with massive..."
Looks like Albertus's +14 to perception is the best we have for remaining options. How close to the ship are we now?
Oddman |
Round 4
Oddman helps Fitch shoot the beast (Ship Lasers).
Survival DC 25: 1d20 + 14 ⇒ (15) + 14 = 29
GM Quirk |
As your request for fire support goes to Fitch in the ship, your comms come to life.
“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.”
You hear Reepu over the comms making high-pitched fireworks sounds.
Once again, the hide of the massive creature is scorched, and it recoils from the pursuit (at least for the moment).
Looks like heroics is the only on left.
Distractions available
1. Stealth (used, unsuccessful, round 1 only)
2. Comm Unit (used, success!)
3. Heroics (available)
4. Ship lasers (used successfully)
5. Station lasers (used successfully)
Albertus Borlando |
[ooc]I'm not sure if we had the chance[/dice]
Albertus tries his best to do some impressive flips, but hopes one of his comrades can put on a better display.
acrobatics: 1d20 + 3 ⇒ (19) + 3 = 22
Oddman |
Albertus passed with that Acrobatics 22 check for the Heroics distraction - doesn't that count for round 5?
GM Quirk |
I see now that Albertus was successful. We will proceed with that action for this round.
Albertus activates his jetpack and attempts to heroically get the creature's attention.
A massive tongue unfurls toward him and attacks!
to hit KAC+8: 1d20 + 19 ⇒ (5) + 19 = 24
It misses!
That is the creatures action for this round. That will expend all of your possible distractions. Unfortunately, the creature is not done yet. Feel free to do something for the beginning of round 6 if you would like, perhaps a buffing spell or activate an item. The creature continues to chase your platform.
Kultainen Vaimo |
"Come on team, we are almost there!" enthuses Kultanien.
A quick look over her shoulder shows that while the team may be almost there... so is that huge space monster.
"No more juicy batteries anyone?"
Fizz Duskfinder |
Fizz mutters to himself and disappears into invisibility.
"I don't have that many slots, but I can hide one more person."
Brock Laserforge |
I have no particular buff that seems to apply in this situation. If I can try to draw it to attack me, I will. I have a voice amplifier and an exhorter shout projector, so I can make a lot of noise.
Flying in the hover suit, Brock yells at the creature, amplified into a series of sonic explosions ... though whether this will have the effect of distracting the creature, scaring off, or drawing its attention is uncertain.
GM Quirk |
The creature uses its tentacles to fling several of the smaller creatures you fought earlier toward the platform you and the scientists are ascending on. It appears they are on some sort of natural tether as they ascend on the updrafts from the planet below you.
They begin 60' away from your platform. I have added the platform to the last slide we were on (#2). Rolling initiative...
Bold may go. Beginning of round 7. You may not target the beast--there's just no point unless you have starship grade weapons.
1. Brock
2. Albertus
3. Kultainen
4. Fizz
5. Oddman
6. Green
7. Red
8. Blue
9. THE BEAST!
Albertus: 1d20 + 4 ⇒ (18) + 4 = 22
Oddman: 1d20 + 2 ⇒ (5) + 2 = 7
Kultainen: 1d20 + 2 ⇒ (17) + 2 = 19
Fizz: 1d20 + 5 ⇒ (13) + 5 = 18
enemy blue: 1d20 + 3 ⇒ (14) + 3 = 17
enemy red: 1d20 + 3 ⇒ (16) + 3 = 19
enemy green: 1d20 + 3 ⇒ (19) + 3 = 22
Kultainen Vaimo |
"We could concentrate our fire... on the RED one!" suggests Kultanien.
Get'em. Heck, I'll burn an RP and get everyone +1 to hit whoever you go for, even if not red, and +1 to damage.
She fires her laser, showing which way to go.
attack vs EAC: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
damage: 2d4 + 3 + 1 ⇒ (1, 4) + 3 + 1 = 9
Oddman |
Oddman moves a bit to get a clearer throw and attacks the red creature!
Tactical trident vs. Red's KAC: 1d20 + 11 - 2 + 1 ⇒ (13) + 11 - 2 + 1 = 23
Piercing damage: 1d8 + 12 + 1 ⇒ (8) + 12 + 1 = 21
He calls back his weapon as a swift action, before it falls down towards the planet.
Fizz Duskfinder |
"Darn it, I like being invisible."
Even as he says it Fizz reappears as his custom pistol barks soundlessly into the void of space.
Shot at red, used move action to disable Merciful.
Neutriad Pistol: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d6 + 3 ⇒ (4) + 3 = 7 Force
GM Quirk |
A hail of gunfire targets one of the small creatures, doing serious damage.
Everyone but Albertus hit this turn.
All three of the smaller beasts continue to fly toward your platform.
Using a double move, they are on the edge!
The gigantic beast trailing you roars at such a tremendous volume that it numbs your bodies and briefly transforms some of the nearby
gases into plasma.
You become sickened for: 1d3 ⇒ 2 rounds unless you succeed at a DC 18 Fortitude save.
The roar also seems to send the smaller creatures into a blood frenzy as they prepare to attack you!
Bold may go. Brock, you can take an extra attack, probably ranged, to represent your round one activity. Round 2.
1. Brock
2. Albertus
3. Kultainen
4. Fizz
5. Oddman
6. Green
7. Red (-37)
8. Blue
9. THE BEAST!
Kultainen Vaimo |
fort: 1d20 + 8 ⇒ (14) + 8 = 22
"Now, that was hardly a polite sound to make now was it." says Kultanien, trying to make light of the somewhat difficult position the team finds itself in.
I assume our platform is continuing to rise even as we divert to face the beetle threat
If anyone fails and wants, I can use don't quit to suppress it for a round, but the sickened penalty is not too bad, ( –2 penalty to ability checks, attack rolls, weapon damage rolls, saving throws, and skill checks.) If you want me to do this on you, sing out, otherwise I'll probably just fire my laser. Either way...
"Finish the red one first!"
Burn another RP for everyone to get +1 to hit and damage regardless of their target.
Oddman |
Fortitude DC 18: 1d20 + 3 ⇒ (5) + 3 = 8
Oddman attacks the blue creature and takes a guarde step back!
Tactical trident vs. Blue's KAC: 1d20 + 11 + 1 - 2 ⇒ (15) + 11 + 1 - 2 = 25
Piercing damage: 1d8 + 12 + 1 - 2 ⇒ (5) + 12 + 1 - 2 = 16
Albertus Borlando |
fort: 1d20 + 5 ⇒ (8) + 5 = 13
Albertus, ever the team player, takes a guarded step back from green and tried to land a hit on red.
KAC: 1d20 + 8 + 1 - 2 ⇒ (17) + 8 + 1 - 2 = 24
P damage: 3d4 + 7 ⇒ (2, 3, 3) + 7 = 15
Brock Laserforge |
Round 7
As the creatures are flying up, Brock fires his red star plasma cannon, in a 10-foot wide explosion of fire and electricity, hoping to catch all three of the creatures in the blast.
Red star plasma cannon attack, get 'em: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Red star plasma cannon damage(fire/electricity, DC 16), get 'em: 2d10 + 7 + 1 ⇒ (8, 2) + 7 + 1 = 18
After firing, he flies up to land on the platform. As he does so, he pulls out curved sword.
Round 8
I have Coordinated Shot, so any ranged attack on red or blue would get an additional +1 to hit, so long as I'm not providing cover.
Brock swipes with his sword at the blue creature.
Curved sword attack, get 'em: 1d20 + 11 + 1 ⇒ (3) + 11 + 1 = 15
Curved sword damage(slashing), get 'em: 1d10 + 13 + 1 ⇒ (3) + 13 + 1 = 17
Kultainen Vaimo |
Kultanien, seeing her companions not calling for aid, fires her own laser at red.
attack vs EAC, getem: 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
F damage, getem: 2d4 + 3 + 1 ⇒ (3, 2) + 3 + 1 = 9
Kultainen Vaimo |
Happy for you to redirect me to which ever you like, probably the most injured of the critters, or if equal, the closest.
Albertus Borlando |
With more enemies incoming, Albertus throws caution to the wind and fires twice at green.
vs KAC1: 1d20 + 11 - 2 - 4 ⇒ (1) + 11 - 2 - 4 = 6
P damage: 3d4 + 7 ⇒ (1, 1, 4) + 7 = 13
vs KAC2: 1d20 + 11 - 2 - 4 ⇒ (3) + 11 - 2 - 4 = 8
P damage2: 3d4 + 7 ⇒ (4, 4, 4) + 7 = 19
Albertus seems to be loosing his cool as he fires wildly at the creature next to him.
"Wrong tool for the job it seems"
Fizz Duskfinder |
"Things are going well, it seems!" Fizz shouts while firing at the blue creature.
Neutriad Pistol 1: 1d20 + 10 - 4 ⇒ (12) + 10 - 4 = 18
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Neutriad Pistol 2: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Sorry for being missing, this is a super busy time at work lately, so it is hard to find the time to post.
Oddman |
Oddman throws his trident at blue again:
Tactical trident vs. Blue's KAC: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
Piercing damage: 1d8 + 12 - 2 ⇒ (2) + 12 - 2 = 12
GM Quirk |
You continue to fight off the furious assault from the beast's small progeny. In mere seconds you find yourself clumsily docking with your ship. Fitch is there to greet you. He opens his comms, and you hear him say "Reepu, give that thing one more blast. Let's see if we can discourage it long enough to get on board and get out of here!"
With that, there is a bright flash as the ship's lasers fire once again. Oddman and Brock continue to hold off the last of the smaller creatures, even kicking one or two of them off of the platform. Dr. Tsorsk and the two other station crew members enter your ship, followed by the rest of you.
The writing is on the wall for this one. Using your distractions at the beginning proved to be a winning strategy. Although there are technically two rounds left, I think we can call it here.
The voyage back to Absalom Station, and then on to Asallon, is
relatively peaceful. Fitch’s grandchildren eagerly greet you and beg for stories of what they encountered below, though Kivv is far more restrained yet no less curious. Once the starship’s at a safe distance, Fitch does what she can to welcome the few survivors and ensure you are in good health.
Dr. Tsorsk recuperates within a few days of being provided her
essential hormones, all the while regretting the loss of Indigo Deep. As best she can ascertain, the great beast learned of the station from the launched probes, ascending to investigate and attack by following the station’s communications signals. She’s willing to start work on the Starfinder Society’s new joint venture with Resurgent Technologies, but only after debriefing and explaining to her mechanical superiors why it’s important that she have time off to mourn. Resurgent Technologies grants the request after some deliberation, using the opportunity to also allow you to keep any of the hardware they recovered from Indigo Deep but
requesting any data they might have recovered. Celita and Fitch
send much of this information to the corporation, through Celita no
doubt has hidden away copies for her own analysis.
GM Quirk |
PRIMARY SUCCESS CONDITIONS
If the PCs successfully rescue Dr. Tsi Tsorsk, they fulfill their
primary objective. Doing so earns each PC 1 Fame and 1 Reputation
for their selected faction. SUCCESS!
SECONDARY SUCCESS CONDITIONS
If the PCs successfully rescue Dr. Tsorsk as well as both of the
surviving anacites, they fulfill their secondary objective, earning 1 additional Fame and 1 Reputation for their selected faction. SUCCESS!
FACTION NOTES
Two different factions have something to gain from this adventure.
Dataphiles: The data modules stored on Indigo Deep’s
computers (area A4) are of special interest to this faction, though
they require a powerful computer or a strong communications
connection to transfer the data. If the PCs secure the engineering,
meteorological, and probes data, each PC earns 1 additional
Reputation with the Dataphiles faction. SUCCESS!
Wayfinders: This faction’s needs are multifold. At least half of
the PCs should impress Fitch’s grandchildren on the voyage to
Wehemothal, the PCs should successfully study at least two of
the three leads while in orbit above the planet (page 6), and PCs
should explore at least 14 of the 16 encounter areas on Indigo
Deep. If they succeed at all three conditions, then each PC earns 1
additional Reputation with the Wayfinders faction. SUCCESS!
I will work on chronicle sheets tomorrow.
Fizz Duskfinder |
Thank you much. I know this one must be hard to run PbP, but I think you did a great job with it.