RodKin Ratrod's Cousin |
Rodkin takes one of the Mini Subs. He would stay slightly behind and to the left of the Main Sub.
He calls out over the comm:
We must be getting closer, cause things are getting weirder.
Flenn |
Flenn responds over the comms, "Aye, that it is." He tries to see what he can do with sonar or whatever other forms of sensors the ship has, to be sure that they get warning about any possible threats that might be approaching.
Computers: 1d20 + 17 ⇒ (2) + 17 = 19
Den'nea Fon |
"Ooohh, pretty..." Den'nea says staring at a rainbow colored fish until it turns to show a second, grotesque head on the other side, "Oh gods...what in the holy hell is that thing...?
GM Blazej |
Flenn runs several scanning sweeps as they approach the island. The subs internal navigation system makes getting there trivial.
About an hour later Flenn does start to detect trouble. The scanners are picking up a fast-moving set of clouds, a stormfront rolling across the open water. Sensors are beginning to pick up severe lightning storms tearing through the sky into the increasingly choppy seas.
After a quick systems check it is clear that the submarines would take severe damage if near the surface. You will need to push the subs close to their limits to dive deep enough to avoid the storms.
Den'ea and Rodkin will make DC 18 Piloting checks, successes grant bonuses to the non-pilots.
Anyone else can attempt an Engineering or Perception check to correctly determine how deep the submarines need to submerge to avoid damage.
One person on the main vehicle can instead attempt a DC 24 Piloting check for the same bonus. Even without a pilot though, the pump sub's auto-pilot is capable of navigation but will not grant the aid bonus to non-pilots.
RodKin Ratrod's Cousin |
This looks like a really rough ride.
Piloting: 1d20 + 14 ⇒ (6) + 14 = 20
Any success in a storm, so to speak.
Den'nea Fon |
Den'nea howls as she opens up the mini-sub, taking the front right side of the jet sub (as best she can), speeding into the storm.
Piloting: 1d20 + 13 ⇒ (8) + 13 = 21
GM Blazej |
The mini-subs dive down alongside the pump sub as the alarms blare. Delea is able to pay close attention and is able to determine the opening of the window of safety where the subs can safely travel without danger from above or below.
Between the depth and the storm overhead, the area is becoming dark requiring external lights to be powered on if the group is to continue making anything more than slow progress.
Those lights reveal the surrounding terrain but also light up a school of mutated fish. Their organs visible through their transparent skin. The deep dwelling fish react violently to the light and quickly move to swarm the submarines. Their bodies hampering the sensors and their oversized jaws begin working at the ship's hull.
If you are to make it out of here safely you will need to find some way to scatter the fish before they do significant damage to the ships or any of you.
Den'ea and Rodkin will make DC 18 Piloting checks, successes grant bonuses to the non-pilots.
Everyone else can attempt a Life Science or Survival check to divert the creatures. If you have another ability that could quickly interact the creatures, let me know. One person can instead attempt the check to pilot the pump sub in place of the auto-pilot as above.
RodKin Ratrod's Cousin |
Piloting Check: 1d20 + 14 ⇒ (14) + 14 = 28
They seem to be concentrating on that side, so this way.
GM Blazej |
Rattus: As you are on the main sub, it is your choice on which check to do. The main sub does not need a pilot given the auto-pilot.
Rodkin is able to able to give more information to compensate for the blocked sensors. With that Tanila and Delea are able to devise a way to drive the aquatic creatures away as you push forward through the waters.
As you make your way forward though the navigational systems begin sounding alarms and warning of electromagnetic interference just before blinking out and displaying only empty screens.
System outages immediately begin cascading through the submarines as the computers begin to lock up followed by the lights flickering as even the power systems are beginning to shut down.
Den'ea and Rodkin will make DC 18 Piloting checks, successes grant bonuses to the non-pilots.
Everyone else can attempt a Computers or Engineering check to reboot the systems. One person can instead attempt the check to pilot the pump sub in place of the auto-pilot.
Den'nea Fon |
Den'nea plows through the school, shouting into the dome of her sub, smacking a few against the glass, "Get out of the way, gross fish!"
Piloting: 1d20 + 13 ⇒ (3) + 13 = 16
RodKin Ratrod's Cousin |
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Piloting Check: 1d20 + 14 ⇒ (7) + 14 = 21
There's a quieter eddy this way. That'll give you more of a chance to reboot.
Flenn |
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Flenn's exocortex begins flickering as he begins trying to reboot the various failing systems. "Minor glitches here ... Just give me a second."
Computers: 1d20 + 17 ⇒ (16) + 17 = 33
GM Blazej |
Rodkin is able to quickly taxi the pump sub for a few moments, keeping it level as Flenn runs through the alien systems and quickly begins cycling through them. Within a moment Flenn has the submarine's systems operational again. The auto-pilot quickly activating to continue pushing through toward the island.
Flenn is able keep the systems in check and the electromagnetic interference seems to have leveled out for now.
Rodkin and Den'nea feel the next anomaly first, soon followed by the pump sub as well. The controls of the submarines are becoming less responsive as some force is pulling at the machines. Intense currents are certainly part of it, but even accounting for that isn't canceling out the effects as you are pulled off target.
The Starfinders will need to identify the cause of the force to be able to adjust to counter it.
Den'ea and Rodkin will make DC 18 Piloting checks, successes grant bonuses to the non-pilots.
Everyone else can attempt a Mysticism or Physical Science check to identify the cause. One person can instead attempt the check to pilot the pump sub in place of the auto-pilot.
RodKin Ratrod's Cousin |
Piloting: 1d20 + 14 ⇒ (13) + 14 = 27
Something is pulling us all along, and it is not just the current.
Den'nea Fon |
A roar from the depths of hell erupts out of Den'nea, "AAAARRRGHHH, I got this. Bring it, you twisted mother nature!"
Piloting: 1d20 + 13 ⇒ (13) + 13 = 26
GM Blazej |
Delea is able to determine the extra force as a patch of copi native to the planet causing a gravitational pull. With Rodkin giving direction on the copi bloom and some corrective force from Den'nea, you are able to account for the increased forces from currents and copi and push forward.
Another blanketing rush passes over the group as varying images flood into your minds. You see wispy images that hamper your vision and demand your attention as they pass before you in a jumbled, unorganized barrage.
You see images of rows of land-bound factories dumping deadly run off into streams. Choking clouds of toxic smoke bellowing out into the air. Plant-life withering as befouled water touches it. They pass by so quickly to be incomprehensible and near impossible to parse.
Den'ea and Rodkin will make DC 18 Piloting checks, successes grant bonuses to the non-pilots.
Everyone else can attempt a Mysticism check or a Will save to be able to parse the images from the chaotic sub rattling around you. One person can instead attempt the check to pilot the pump sub in place of the auto-pilot.
RodKin Ratrod's Cousin |
Piloting Check: 1d20 + 14 ⇒ (11) + 14 = 25
Keep your minds clear
Flenn |
Mysticism: 1d20 + 2 ⇒ (13) + 2 = 15
Flenn grits his teeth, trying to use his exocortex to help his mind stay grounded as he filters through the chaotic images that are assailing him. "Don't know if these are memories, or what, but something bad went down."
Den'nea Fon |
Oh man, never take weird drugs from an ysoki in a a dark alley. Den'nea thinks as they pass through.
"Keep it together!
Piloting: 1d20 + 13 ⇒ (8) + 13 = 21
GM Blazej |
Flenn has difficulty parsing out the elements of conflicting sensory information Delea is able to separate the varying images into distinct component parts. Delea is able to determine definitively that the images are illusions caused by the anomaly waves.
Thankfully the worst of the effects seem to be over as you see the rising coastline before you and sensors state that there are no signs of the storm above you.
That brings you out among bleached coral mangroves that are rising as the water shallows out into a swamp. Etiolated reeds and grasses, each incredibly pale in color, are visible before the tree line and add to the island's sickly pallor.
A mud-and-stick mount rest under the coral boughs. It is silent and still, as humid air blanks everything in a slowing heat. Even the massive alligator-like creature avoids moving, an excess of legs and tails hanging from it's body.
It begins to stir though as the wave of water wash over the swamp. It gives a bellowing roar as it catches sight of the submarines and quickly begins to move to attack.
Because your expert skill in navigating to the island, and not needing to tend to any damage to the submarines, you are able to catch sight of the creature a few moments soon granting you a bonus on initiative.
Rodkin: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Rattus: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Delea: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Den’nea: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Flenn: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14
Tanila: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Creature: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative Tracker: Round 1
Den’nea
Rattus
Delea
Flenn
Rodkin
Creature
Tanila
Den'nea, Rattus, Delea, Flenn, and Rodkin are able to act immediately. You are all still within the submarines at the start of this fight.
Combat Map on Slide 1 of slideshow.
The green area on the map are 30 foot deep water. The green plant-life is masses of coral. It can provide cover if you hide within it, but doesn't have the strength to inhibit your movement.
The brown area are shallow with one foot of water, acting as shallow bog, counting as difficult terrain and increases the DCs of Acrobatics checks by 2. You can't swim through these areas with the subs but move over them using the land speed on the vehicles.
You can even see a secondary set of mutated jaws within the gharial's mouth that would be able attempt to bite and grab anyone whom the gharial's teeth manage to connect with.
If you beat the DC by 5+ you can ask any questions you wish me to answer about it.
GM Blazej |
Vehicle Combat Rules
Vehicles need a PC to take control and act on the controlling PC’s initiative. PCs can relinquish control of the vehicle to another PC or engage autopilot as a swift action. While controlling the vehicle, the controlling PC can drive the vehicle as a move action and move up to its listed speed. Vehicle movement provokes attacks of opportunity.
PCs can also ram the vehicle into a creature as a full action. Ramming allows the vehicle to move in a straight line up to its full speed. If the vehicle hits a creature or object, it attempts to deal damage equal to double the vehicle's collision damage to the creature and half the collision damage to itself. The targeted creature can attempt a Reflex save to avoid the attack.
If vehicle HP falls below half it's max HP, it gains the broken condition imposing penalties on the vehicle.
PCs that choose to attack while inside a vehicle are able to do so. However, vehicles provide a penalty to attack rolls unless the vehicle is stopped. The vehicle provides the listed cover bonuses to the passengers and pilot.
PCs who wish to disembark can do so as a move action.
***
I've marked the three vehicles on the map as different boxes. The two orange bordered boxes are mini-subs. The light blue bordered box is the pump sub.
Den'ea and Rodkin are each piloting their own mini-sub. Everyone else is in the pump sub, someone can claim to be the pilot otherwise the autopilot is active.
I'm assuming all vehicles are currently in motion unless the pilot stops the vehicle (or the auto-pilot is turned off in the main pump sub.
These are the stats for the vehicles.
Let me know if you have any questions.
RodKin Ratrod's Cousin |
It doesn't look like either of the subs has a land speed, or I can't find it. That would restrict the subs to the Green areas, correct?
Den'nea Fon |
The area around her mini sub begins to darken as Den'nea closes her eyes to summon her armor but now it is slightly different then when you saw her on her bike as she attunes herself to the gravitational forces of the universe, "Alright, as usual the situation is crap-tastic and not much room to move. If this guy wants to fight, bring him here to me for a fight he won't want...Rattus, keep the crew at range."
She maneuvers her sub to the closest patch of muck and leaps out of the sub with an odd movement and touches down softly just to sink into it, "Gross..." drawing a small baton in the process. The end of the baton lights up as swirling energies wraps around each other and forming a chain that comes to a head, becoming a large ball with spikes. She begins to twirl it in place in her hand and starts shouting, "Come here, big guy. You know you wanna ball of energy to your snout."
She readies herself incase the creature gets close enough to whack with her flail.
GM Blazej |
It doesn't look like either of the subs has a land speed, or I can't find it. That would restrict the subs to the Green areas, correct?
My apologies, I both misread and misinterpreted. You are correct there is no land speed on the subs.
The subs can move through the brown areas as though they were difficult terrain using their normal speed.
Flenn |
Life Science: 1d20 + 10 ⇒ (14) + 10 = 24
Any immunities, resistances, or weaknesses. I do have a library chip, which if I can access that it would take me up to 28. If I get another fact, then I'd go for its' number of HP.
Flenn summons his called thunderstrike sonic rifle - the kyoto instrument strapped to his back - into his hands. "Not sure, but maybe I can use this to scare it off." He flicks open a viewing portal (or whatever we do to attack from inside the vehicle) and strums his fingers across the strings, sending a blast of sound from the barrel at the end in an attempt to thwart the creature's attack.
I am sure we'll have to fight this thing, but I'd like to use the gun to try an intimidate check to scare it off, instead of attacking it for damage.
Intimidate: 1d20 + 12 ⇒ (1) + 12 = 13
Well, that roll isn't going to do much ...
RodKin Ratrod's Cousin |
Rodkin will move his min-sub away from the main sub, and bring it to a stop.
GM Blazej |
Any immunities, resistances, or weaknesses. I do have a library chip, which if I can access that it would take me up to 28. If I get another fact, then I'd go for its' number of HP.
Flenn: If the creature has a weakness to anything it would be the relatively low Will (+7). Aside from that this creature does not seem to have any exceptional weaknesses or resistances. The creature has 125 HP.
Without the pressure of the water beating on the submarine, Flenn is able to open up one of the ship's access points as he gets a clear view of the mutated gharial.
The enraged beast bellows out even louder to contest the roar of sonic power that launched out from Flenn. It is undeterred as it continues to rush forward.
Initiative Tracker: Round 1
Den’nea
Rattus
Delea
Flenn
Rodkin
Mutated Gharial
Tanila
Rattus and Delea can act.
Flenn |
"Well, I think that just ticked 'im off. If you're going to fling any spells at him, might be more vulnerable to enchantments and such. Not a very strong mind, if you know what I mean."
Blazej Bot |
Botting Rattus
Rattus slows the vehicle to a stop as the creature is forced to close the distance. He readies a distracting attack to open it up to other's attacks as soon as it comes into range.
The creature comes barreling forward and Rattus takes the shot.
Bluff - Clever Attack: 1d20 + 8 + 1d6 ⇒ (5) + 8 + (3) = 16
Rattus semi-auto pistol: 1d20 + 7 ⇒ (4) + 7 = 11
Piercing Damage: 1d6 + 1 ⇒ (1) + 1 = 2
The attack doesn't manage to pierce the creature's hide nor catch it completely off guard.
GM Blazej |
The creature takes little notice of Delea as it begins rushing through the fetid bog. The creature's full attention is on the pump sub. It crawls over the shallow bog as it enters the same water as you and continue a merciless, aggressive rush.
Gharial Will Save: 1d20 + 7 ⇒ (1) + 7 = 8
Delea's mind thrust hits the creature and causes it to shake it's head to throw the painful thoughts off.
Initiative Tracker: Round 1 & 2
Tanila
-
Den’nea
Rattus
Delea
Flenn
Rodkin
Mutated Gharial (14 damage)
Everyone can act.
Den'nea Fon |
"Yeah!" Den'nea says under her breath. She starts rising out of the muck as the light continues to get pushed out around her. She starts sailing up in the air, closer to the beast about ten feet and up twenty. When she reaches the zenith of her height, Flames begin to circle her, outlining her figure. With a mighty yell, she launches herself at the beast, crashing into it and sending sparks of flame that shower the area, ending up back in the muck beside him.
Stellar Bull Rush vs KAC+8: 1d20 + 9 ⇒ (2) + 9 = 11
Stellar Rush Fire Damage | DC 16 Ref Save for half: 4d6 ⇒ (4, 1, 6, 1) = 12
RodKin Ratrod's Cousin |
That is one, big ugly creature. We should get a sample to take back.
He will shoot his semi-auto pistol from inside the vehicle
Trick Attack with Sleight of hand: 1d20 + 15 ⇒ (1) + 15 = 16
Attack with Tactical Semi-auto pistol, subtracting range and vehicle penalty: 1d20 + 8 - 2 - 1 ⇒ (6) + 8 - 2 - 1 = 11
Piercing damage: 1d6 + 2 ⇒ (6) + 2 = 8
Trick damage if the Trick goes off: 1d8 ⇒ 3
Debilitating Trick- If the trick hits, make the Target Off Target
So many single digit numbers
GM Blazej |
Reflex vs Stellar Rush: 1d20 + 12 ⇒ (17) + 12 = 29
Den'nea's fires singe the mutated creature, but do little to move or draw the full attention. The weapon fire from Rattus and Rodkin are near misses or just glancing blows taking off pieces of the gharial's hide with no direct hits as of yet.
Initiative Tracker: Round 1 & 2
Tanila
-
Den’nea
Rattus
Delea
Flenn
Rodkin
Mutated Gharial (20 damage)
Delea |
Seeing the frustration of the others, Delea continues to use her magic to attack the creature's mind.
I'm using up spell slots fast, but if others are having trouble, I'll keep it up
mind thrust: 4d10 ⇒ (9, 7, 4, 6) = 26
Flenn |
Flenn remembers to prioritize the creature with his exocortex's combat tracking. Once the telemetry is up, he fires again at the giant creature.
Thunderstrike rifle attack vs EAC: 1d20 + 9 ⇒ (20) + 9 = 29
Thunderstrike damage (sonic): 1d10 + 5 ⇒ (9) + 5 = 14
crit effect: Deafen (DC 27)
Crit damage: 1d10 + 5 ⇒ (10) + 5 = 15
"Right between the eyes ..."
GM Blazej |
Gharial Will Save vs Mind Thrust: 1d20 + 7 ⇒ (14) + 7 = 21
Gharial Fort Save vs Deafen: 1d20 + 12 ⇒ (16) + 12 = 28
The gharial is hit with another wave of mental assault. The effects dig deeper into the creature's mind, but is able to muster a bit more resistance.
That opens it up to Flenn's shot that piercing straight into the creature, leaving a severe wound that it has difficulty shaking off. It glares with fury toward the pump sub as it gnashes the multiple sets of teeth.
Tania's missiles continue to mount the injuries on the creature. There is a brief consideration of retreat, but it resolves itself and rushes toward the pump sub, completely ignoring Den'nea.
The creature dives into the fetid water and erupts from it as it charges at the pump sub. The teeth of the creature working to tear apart the metallic vehicle as retribution for coming anywhere near it's territory.
Bite Attack vs Pump Sub KAC, Charge: 1d20 + 17 - 2 ⇒ (3) + 17 - 2 = 18
Piercing Damage: 2d10 + 13 ⇒ (10, 6) + 13 = 29
The armor of the sub excels though at it is, for the moment, able to resist the teeth of the gharial as it fails to score more than a few scratches on the paneling.
Initiative Tracker: Round 2 & 3
Tanila
-
Den’nea AoO on Mutated Gharial
Rattus
Delea
Flenn
Rodkin
Mutated Gharial (71 damage)
Everyone is up!
Den’nea can take an AoO from the Gharial's movement.