Stra-Der |
"Getting real sick and tire of this not-helping goop"
Strength check get it off: 1d20 + 4 ⇒ (8) + 4 = 12
Strength check Use my Doshko: 1d20 + 4 ⇒ (19) + 4 = 23
attack with Doshko (may have -2)vs eac: 1d20 + 10 ⇒ (3) + 10 = 13
damage if hit: 1d8 + 10 ⇒ (5) + 10 = 15
Quonx - Peff |
"This one is annoying!" Quonx flips a toggle on the rifle, which starts humming alarmingly.
Str check: 1d20 ⇒ 2
Overcharged Az. Rifle v EAC: 1d20 + 6 ⇒ (2) + 6 = 8
Overcharge Dmg(F): 1d8 + 1d6 + 4 ⇒ (3) + (6) + 4 = 13
Ha, nope!
GM Jhaeman |
The canny ooze continually shifts position, using Stra-Der's body as a shield to avoid being hit!
Both Stra-Der's and Quonx's attacks missed. But the good news is that its attack on Stra-Der also *just* missed.
slam attack (w/cling bonus) vs Stra-Der KAC: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 1d6 + 6 ⇒ (4) + 6 = 10
_Gazigaz_ |
Gazigaz keeps on motivating his furry allies
"Get it!"
Then, again he tries to hit the ooze
STR: 1d20 ⇒ 8
Shoot vs EAC, get'em: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Damage, electricity: 1d6 + 2 ⇒ (2) + 2 = 4
Quonx - Peff |
Quonx repeats their last shot, hoping for a better result
Str check: 1d20 ⇒ 8
Overcharged Az. Rifle v EAC: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Overcharge Dmg(F): 1d8 + 1d6 + 4 ⇒ (7) + (4) + 4 = 15
Stra-Der |
Strength check get it off: 1d20 + 4 ⇒ (12) + 4 = 16
Strength check Use my Doshko: 1d20 + 4 ⇒ (5) + 4 = 9
attack with Doshko (may have -2)vs eac: 1d20 + 10 ⇒ (8) + 10 = 18
damage if hit: 1d8 + 10 ⇒ (6) + 10 = 16
Stra-Der |
"Ow . . . Ow . . . ow. Mr. . . . Ms? Hello sir Pahtra . . . we . . . we'll be with you in a second. Are you hurt?" Stra-Der begins scraping off some more of the gunk and getting her breathing under control.
GM Jhaeman |
The pahtra, who looks heavily wounded, climbs down from the shelf, scanning around for any more of those strange oozes. "I'm . . . alive! I don't know if I can say the same for the others in my group. There were these four-legged creatures that suddenly attacked out of the shadows! Everyone panicked and I got separated. Do . . . do you know the way out of here?!?"
_Gazigaz_ |
Can the pathra take the route that we did?
Gazigaz pats the pathra on his back
"You are safe now. We went here by this route." says showing on the map how did they come there.
"How many others were there in your group" asks worried
GM Jhaeman |
"There were three others like me, and the tour guide. I sure hope they're okay!" After being shown the map and realising how close the exit is, the pahtra is is willing to head back the way you came. Before leaving, he hands you a couple of grenades. "I think our tour guide dropped them--I didn't how know to use them."
The pahtra hands you two frag grenades II before departing.
Quonx - Peff |
"Yay, helping" Quonx glares at the puddles left by the oozes before standing aside for the pahtra to leave.
"So I guess we keep going in! There are more nufriends that need help!"
_Gazigaz_ |
Gaz votes for the one closer to Pahtra - Northern one)
Gaz looks at Stra-der and asks. "Do you need a break?"
I can boost you in the next combat for 13 SP.
Quonx - Peff |
"Good, good, onto that way!" Two hands holding their rifle, the remaining four pointing North.
GM Jhaeman |
Hurrying to find the rest of the missing tour group, the skittermanders press on. Their journey takes them through a small, empty area and then on a winding path into an oddly-shaped chamber where several corridors converge.
A shallow pool of foul-smelling water has collected here, and ominous shadows cross the walls, caused by a flashlight lying on the ground that has a sputtering battery.
A female vesk is here, collapsed at the edge of the pool!
_Gazigaz_ |
Gazigaz also follows Dakoyo and asks
"Are they ok?"
GM Jhaeman |
After Dakoyo injects the unconscious vesk with a healing serum, she slowly rouses. "What . . . who are . . . where's the rest of my group? Did the stridermanders get them?"
Meanwhile, Stra-Der scans the room carefully with her flashlight, but doesn't see anything of interest.
Sorry again for the slow posting--this was supposed to be a quieter week and hasn't turned out that way!
_Gazigaz_ |
"Stridermanders?!" asks shocked Gazigaz. I assume we know what are Stridermanders
"We need to help them. Will you stay and wait here? Or do you want to head towards the entrance? Our boss is there to protect... well the entrance."
I am indifferent where we go, but we could first uncover the part in the middle of the map and later on head towards the big grey piece to the left ;)
Quonx - Peff |
"Did the WHAT get them?! Stri...stri...stridermanders?!" audible gulp "There are stridermanders down here?!"
GM Jhaeman |
The tour guide, who gives her name as Syvatsolex, says "Yes, stridermanders! I've only ever seen a few on previous tours, and then only at a distance. I didn't realise when I led the pahtras through the fissure into this new section of the caves that we'd be heading into stridermander territory. They're terrifying--did you know they have feeding tendrils? When they attacked, I saw three pahtras head one way and the fourth head another--but I'm so turned around, I have no idea where they arenow . Still, I think I can figure out my way back to the entrance safely. I'm glad the company got help here so quickly!" Syvatsolex offers you her carbon steel curve blade if you think it'll be helpful.
GM Jhaeman |
Following the middle corridor leads to a largish cavern. A thin layer of sand covers the stony floor here, and there doesn’t appear to be any other exits. The lack of footprints or other markings in the sand makes it clear no one has come this way.
Perception (Stra-Der): 1d20 + 0 ⇒ (19) + 0 = 19
Perception (Quonx): 1d20 + 7 ⇒ (1) + 7 = 8
Perception (Dakoyo): 1d20 + 12 ⇒ (2) + 12 = 14
Perception (Gazigaz): 1d20 + 7 ⇒ (6) + 7 = 13
_Gazigaz_ |
Gazigaz looks a bit closer at the cave...
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
"No traces, seems empty. Hmmm...."
Cave covered with sand, greet thing with equally great teeth awaits us :D
Quonx - Peff |
Quonx stratches their head with 1 hand, then points 4 different directions with 4 others. "So uh...that way I guess?"
They spin to point to the south.
GM Jhaeman |
After confirming that one passageway simply connects back to an area they've already traversed, the skittermanders choose the remaining path that takes them deeper into the maze of passageways.
Soon, they come to an irregular chamber covered with bluish-green moss on nearly every surface. Large, colourful mushrooms dot the space.
_Gazigaz_ |
Did we pick up that gem that Gazigaz saw? Or we just turned around and went away?
Gaigaz looks at the mushrooms on the floor.
"Is it safe to enter that space? I like mushrooms with my scrambled eggs, but never seen anything like those. Do you think that they are tasty?"
_Gazigaz_ |
So then I opened my sheet :D
Gazigaz looks at the things growing on the floor...
Life Science: 1d20 + 7 ⇒ (9) + 7 = 16
GM Jhaeman |
I'm happy to assume you picked up the gem in the previous room--it's nonmagical but quite valuable, credit-wise.
_Gazigaz_ |
"Hmmmm.... hmmmm" says Gazigaz as he takes a step forwards, then step backwards. Then he almost lies on the ground
"It is hard to say. This much moss and mushrooms would likely be filled with spores. The spores could be dangerous if we walkthrough here. But it is hard to say."
Says Gazigaz as he takes off his backpack and begins rummaging through it
"Anyone has a rope and a grappler? We could use it to go over the ground. Alternatively, we could try and use environmental protection." I think protection helps with some environmental effects.
Quonx - Peff |
Rummages through gear "Nothing unless you think we can burn it up! But it looks like my EP has plenty of time in...could also hold our breath!" Quonx pulls out a detonator and incendiary grenade.
GM Jhaeman |
Taking a deep breath and activating their armors' environmental protections, the skittermanders cross the mossy chamber. A cloud of spores fill the room!
Because this is an inhaled poison and you're holding your breath, you have a 50% chance (low is good) to avoid breathing in the spores at all as you cross the room [though if you stay for more than one round, you have to roll this again]. If this roll is failed, you then need to roll a DC 16 Fortitude save vs poison. You get a +2 bonus to this save because you activated your armor's environmental protections.
_Gazigaz_ |
Gazigaz runs through the room and all seems ok...
Low good: 1d2 ⇒ 2
Fortitude save, DC16: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22
When he hit a stone with his leg and inhales some of the spores.
Fortunately, it seems that it had no effect on Gazigaz
Quonx - Peff |
Also low good: 1d2 ⇒ 2
Fort v DC16: 1d20 + 4 ⇒ (12) + 4 = 16 on the nose!
Quonx skitteres across the cave holding their breath.