Embidi |
With visible unease, Embidi will examine the body.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Skip Intro |
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
Skip does his best to shine the light at least.
"Well, this is all very grim. Shall we move on to the rest of the ship and see if we can reveal any other clues about what's going on here?"
Momo Strawberry |
[dice=Perception]1d20+1
Skip does his best to shine the light at least.
"Well, this is all very grim. Shall we move on to the rest of the ship and see if we can reveal any other clues about what's going on here?"
Momo nods There may be a hazard still around, and we have that storm to contend with...
GM Qstor |
[dice=Perception]1d20+1
Skip does his best to shine the light at least.
"Well, this is all very grim. Shall we move on to the rest of the ship and see if we can reveal any other clues about what's going on here?"
you're leaving the body and moving on? What area next?
Embidi |
Did our medicine & perception checks reveal anything, on the force-field kasatha corpse? If we have any sense that better / other checks would be fruitful, I'd like to finish off this force-field kasatha room.
If not, then yeah, let's follow the blood trail to the other end.
GM Qstor |
Did our medicine & perception checks reveal anything, on the force-field kasatha corpse? If we have any sense that better / other checks would be fruitful, I'd like to finish off this force-field kasatha room.
If not, then yeah, let's follow the blood trail to the other end.
It looks like an explosion killed the kasatha. sorry was swamped at work this morning
if you check out other rooms.
door on far south, southwest
doorway, the entry floor is caked with blood, and several
batons and shuriken are scattered throughout the room. A
simple sparring mat covers much of the center floor. An alcove
along the eastern edge houses a weapon rack filled several
kinds of batons and a dozen fine shuriken. On the opposite
wall is a pad of self-healing foam with colorful abstract
targets painted on it. A four-armed metal robot stands in the
southwestern corner of the chamber.
north door on far area, south west
the south that the chamber extends only about ten feet from the
door. Several person-sized crates are fused into the distorted
hull, obviously melted by extreme heat. Space is visible from
between several gaps in the northern wall, accented by the
occasional shimmer of a force field.
middle door on the north towards "bridge"
middle area, left door
thrum of power is audible within the area, clearly emanating
from an immense engine embedded into the northern wall. A
standalone module sits opposite the only entrance to the room,
but the thick cable that should connect it to the humming engine
is irrevocably split. Three rectangular stacks of batteries fill the
southern end of the engine room.
middle area, right door
this room. A rack of towels rests within reach, while a trio of
sinks and toilet stalls covers the rest of this room. A single door
admits access to this washroom.
Embidi |
I'm having a hard time telling the difference between "rooms we're supposed to investigate" and "rooms with nothing to interact with inside them." Are we allowed to interact with these rooms that've been spoilered? Like should I make a Perception check x 4 for the four rooms (not counting the bridge) we've toured, or are other skills more appropriate, or are they just creepy window dressing and we're supposed to go to the bridge, or something else?
GM Qstor |
I'm having a hard time telling the difference between "rooms we're supposed to investigate" and "rooms with nothing to interact with inside them." Are we allowed to interact with these rooms that've been spoilered? Like should I make a Perception check x 4 for the four rooms (not counting the bridge) we've toured, or are other skills more appropriate, or are they just creepy window dressing and we're supposed to go to the bridge, or something else?
sorry place your token where you want to go. And make an Engineering or Perception to try the door
Embidi |
Got it!
Embidi joins Skip at the south-westernmost door (where the blood trail leads.)
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Hireling Engineering: 1d20 + 6 ⇒ (12) + 6 = 18
GM Qstor |
Got it!
Embidi joins Skip at the south-westernmost door (where the blood trail leads.)
[dice=Perception]1d20+5
[dice=Hireling Engineering]1d20+6
from Spoiler
Embidi has no problem opening the door.
Inside, a single door opens into this open space. Just inside the
doorway, the entry floor is caked with blood, and several
batons and shuriken are scattered throughout the room. A
simple sparring mat covers much of the center floor. An alcove
along the eastern edge houses a weapon rack filled several
kinds of batons and a dozen fine shuriken. On the opposite
wall is a pad of self-healing foam with colorful abstract
targets painted on it. A four-armed metal robot stands in the
southwestern corner of the chamber.
Skip Intro |
Skip eyes the robot suspiciously. "I'm not to keen on that robot powering up."
He casts detect magic, despite it being a technological item
Skip Intro |
"Oh, what do we have here?" His interest piqued, he goes over to inspect the items that his attention is drawn too.
Perception: 1d20 + 1 ⇒ (10) + 1 = 11
If a Mysticism check would be more appropriate, Skip has a +6 modifier
He's hesitant to pick up the weapons, still being cautious that the robot in the corner may be some kind of sparring test opponent.
GM Qstor |
"Oh, what do we have here?" His interest piqued, he goes over to inspect the items that his attention is drawn too.
[Dice=Perception]1d20+1
If a Mysticism check would be more appropriate, Skip has a +6 modifier
He's hesitant to pick up the weapons, still being cautious that the robot in the corner may be some kind of sparring test opponent.
As Skip walks into the room. The robot powers up and raises it's arms as if in challenge.
"Let's Let's Let's fight!" it cries and turns towards Skip.
what do you do?
Embidi |
Embidi calls out (in Common if that matters, he doens't know Castrovellian :C), "Hey, stand down, Robbit! It is not Fight Time!" in the vain hopes that that will work.
GM Qstor |
Embidi calls out (in Common if that matters, he doens't know Castrovellian :C), "Hey, stand down, Robbit! It is not Fight Time!" in the vain hopes that that will work.
The robot's eyes go blank and it lowers it's arms. A series of running lights leads to a panel behind the robot.
you think that it was super low on power to start with
Skip finds a few weapons along with the serums of
enhancement (commando).
Momo Strawberry |
Momo, not so convinced it isn't fight time, eyes the robot warily. Do you think we can unplug it, just to be sure?
She moves to inspect the panel the lights lead to.
Embidi |
Embidi can't do much to help here, but will ask his hireling to help with the tech stuff, if applicable. Hireling will Aid if anyone else is making the check, but if not will make the check themself.
Engineering or Computers: 1d20 + 6 ⇒ (6) + 6 = 12
Skip Intro |
"Yes, that was presicly what I was trying to avoid, thank you Embidi." he retrieves the serums and looks to his team for anyone interested in one, which he will happily hand them out.
"Are we to assume this robot caused the bloody mess here? Perhaps it has lost power in its time in the drift. However, I presume that if it had any kind of sentience at all and wasn't just a pre-programed pugilist, it may have tried to power itself from the armour...." he is lost in thought as he thinks over the facts they've uncovered already. "We should continue to the bridge, see what else we can discover!"
GM Qstor |
"Yes, that was presicly what I was trying to avoid, thank you Embidi." he retrieves the serums and looks to his team for anyone interested in one, which he will happily hand them out.
"Are we to assume this robot caused the bloody mess here? Perhaps it has lost power in its time in the drift. However, I presume that if it had any kind of sentience at all and wasn't just a pre-programed pugilist, it may have tried to power itself from the armour...." he is lost in thought as he thinks over the facts they've uncovered already. "We should continue to the bridge, see what else we can discover!"
The Starfinders unplug the robot and nothing happens. There's a battery in the back of the robot.
There was another one which was connected to the armor in the other room. To the bridge?
Embidi |
Embidi will grab the robot's battery (waste not, want not! ;D) and using his climb speed, will also grab the shuriken from the holoprojector, and show it to the team. "Huh, that's weird. Either someone's aim was really bad, or this holoprojector was particularly offensive."
So, next stop: the bridge? The door to the bridge is unpowered, and it's starting to sound like this ship's crew split a power cable in the middle-left room to power a four-armed robot, and a force-field, instead of the bridge?
Unless anyone else has thoughts, Embidi will ask his tech nerd to inspect the split cables in the mid-left room. Moving my token to what I think is the appropriate room, but @GM feel free to move if I got it wrong.
Engineering: 1d20 + 6 ⇒ (11) + 6 = 17
Momo Strawberry |
This doesn't make any sense Momo says A crewmember is hurt by a battle robot and then cuts a power cable to... she stops her train of thought. ... he needed a battery really badly, but why? Was he trying to survive in that suit?
And why wouldn't they just turn off the robot? Was it hacked? Momo looks at the unpowered door, and the unpowered gunnery turret, and starts to think things are looking very dangerous.
With Embidi's attention drifting to the cut power cable Could we try to restore power to the door? Maybe the robot's battery will help for that?
Mister Niobrar, you checked the turret, right? Are you sure it is off, and not just mostly off? Maybe we should make sure it doesn't turn back on again?
GM Qstor |
Embidi is able to open the door to this room.
Inside, cracks mar the surface of this room’s western wall. A constant
thrum of power is audible within the area, clearly emanating
from an immense engine embedded into the northern wall. A
standalone module sits opposite the only entrance to the room,
but the thick cable that should connect it to the humming engine is irrevocably split. Three rectangular stacks of batteries fill the
southern end of the engine room.
- - -
Looking around, the Starfinders spot a control module opposite the door is dark, and a heavy cable connecting it to the engine enclosure is irrevocably blown apart. And south of the control module, several dead, brick-sized starship batteries are stacked on metal shelves. The topmost row is hooked up to an exposed power terminal labeled “Mess” with a
black marker. Another power terminal is labeled “Bridge.
you have one working battery from the robot. There's another attached to the armor
Embidi |
Embidi will propose we gather the other battery from the dead kasatha force field, and use both to try and get the bridge door working.
"Maybe then we can start getting some answers around here."
Sound good? IDK I feel like I'm posting too much. Don't want to steamroll everyone else.
Skip Intro |
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"I presume we can try to connect the batteries directly to the exposed terminals here, perhaps with some of the strands from the blown apart wiring harness. Would your assistant be so kind as to see to that?"
I don't feel steam rolled! I'm more struggling to help with Skip here.
GM Qstor |
"I presume we can try to connect the batteries directly to the exposed terminals here, perhaps with some of the strands from the blown apart wiring harness. Would your assistant be so kind as to see to that?"
I don't feel steam rolled! I'm more struggling to help with Skip here.
ok back to the room with the dead kasatha?
In the interests of moving forward, - fast forward, I've placed you around the dead body. Feel free to adjust.
The Starfinders remove the battery from the corpse of the dead kasatha as they do so, a ghostly deformed figure of a kasatha rises through the power armor. The armor shuts off and the figure scowls in anger at the Starfinders and raises it's claws.
Combat!
Party is up!
Embidi |
Should we roll initiative, or did you do that behind the screen?
Initiative, if needed: 1d20 + 2 ⇒ (14) + 2 = 16
If we can go in whatever order:
Embidi will move action to draw the spell gem of space-magic missile he bought after the briefing, and then second move action to draw a small, gaudily coloured, sphere out of his pack. Then, in a panic, he screams, "AH! Space-ghost!" and as a swift action, throws the device, which floats in the air and absolutely fills the space with annoying jingles and holographic pop-ups, to try and distract the ghostie. This is using the Envar's Gift boon from 4-02; details copy+pasted below.
Skip Intro |
"Oh, No thank you" Skip offers the spooky apparition with a wave of his hand, as if to dismiss it from an unwanted sales pitch.
Casting level 1 spell Acidic Mist, any creature starting their turn in the 10ft radius on the map takes 2d6 damage, DC15 fort/half, SR no
Damage, Acid: 2d6 ⇒ (5, 3) = 8
Niobrar Platt |
sorry, I've been dealing with some stuff. Also, someone shrank Niobrar. He's a large creature.
Squeezing through the door, the musician pulls out his plasma claw and tries to shoot the damn thing.
can't trick attack since I need to get my weapon out.
ranged attack vs EAC: 1d20 + 4 ⇒ (7) + 4 = 11
Electric & fire: 1d4 ⇒ 3
GM Qstor |
1 person marked this as a favorite. |
Should we roll initiative, or did you do that behind the screen?
sorry I should have stated that when I do Pbp games here I do block Iniative
sorry, I've been dealing with some stuff. Also, someone shrank Niobrar. He's a large creature.
hope you're ok. I shrunk Niobrar
The creature cries out as the acid eats at its ghostly form. Niobrar's shot goes wide.
Momo is up!
Embidi |
is there a save on the item?
Nope - doesn't appear to be, anyways. I pasted the entirety of the boon in the Spoiler above, and it doesn't mention any save. It only lasts 1 round, and Fascinate is broken by offensive actions, to balance it out, I guess.
GM Qstor |
boting momo, missed Fort Save for creature
Fort: 1d20 + 5 ⇒ (17) + 5 = 22
Momo fires her pistol at the creature. The bullet strikes it in the side and it winces in pain.
attack: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d6 + 2 ⇒ (3) + 2 = 5
The acid and shots break the fascination. It steps towards Skip and slashes.
attack claw: 1d20 + 11 ⇒ (14) + 11 = 25
damage: 1d6 + 5 ⇒ (5) + 5 = 10
damage Skip 10, creature 9
Starfinders are up!
Embidi |
Embidi wants to try to understand what it is we're fighting, here (chiefly, is it incorporeal or not.) He'll figure out actions once he's got a clearer grasp on what we're up against. This is almost definitely some kind of undead, so I'm assuming Mysticism to ID? If by some change it's an Outsider rather than Undead, Embidi gets a +1 to ID it from the Planar Preparations boon, though.
Mysticism: 1d20 + 7 ⇒ (7) + 7 = 14
GM Qstor |
Embidi wants to try to understand what it is we're fighting, here (chiefly, is it incorporeal or not.) He'll figure out actions once he's got a clearer grasp on what we're up against. This is almost definitely some kind of undead, so I'm assuming Mysticism to ID? If by some change it's an Outsider rather than Undead, Embidi gets a +1 to ID it from the Planar Preparations boon, though.
[dice=Mysticism]1d20+7
sorry retcon
Momo's bullets pass through the creature.
And Skip wounds aren't as bad.
damage Skip 8 creature 4
- -
And will Save everyone
Embidi recognizes it as a driftdead and the weapons don't seem to be working fully against it.
Skip Intro |
Will Save: 1d20 ⇒ 12
Holding to see result
Embidi |
Will save: 1d20 + 3 ⇒ (7) + 3 = 10
"Careful, it's some kind of drift ghost! Hit it with magic, energy, or Force effects!"
Embidi wants to try and clear some space to get a full-round magic missile off next round, so he'll move to the corner of the room. I think that'll provoke from Ghostie - Embidi will take it and hope :D
He's got nothing to do with his standard action (can't carry spell gem and longarm at same time...note to self, buy a one-handed small arm for these situations) though. That said, if Skip says he's casting a spell that would benefit from Embidi's spell-singing, he'll spend his Standard Action boosting his ally's magic.
Momo Strawberry |
Apologies for the (stunned) silence. Turns out the adoption of european power plugs in southern italy isn't as widespread as I anticipated. I've now found a wall socket that accepted my power adapter after some convincing. I hope it comes back out again without having to take the wall with me.
Momo does her best impression of a deer in headlight, while the yellowish mote forms into a layer around her, giving her face an oddly yellowish glow. She doesn't speak, but her lips mime words, as if she is speaking to herself. She listlessly raises her gun and takes aim.
The sun has set
I just want to play
I'm over at your door
If you don't let me in
I will never go away
And you'll only suffer more
Will: 1d20 + 4 ⇒ (16) + 4 = 20
Thanks for botting me! Can we say she's also gained a point of photon attunement?
Skip Intro |
Skip takes a step back from the creature, but finds himself backed into a corner. As He does so, the acidic Mist seems to close around him almost as a defensive sheild.
Just realised I've been doing acidic Mist wrong since I turned to level 2, the duration is 1 round per level, and I went and deleted the template when I rolled my will save.
I am going to just eat the mistake, recast it and take advantage of Embidi's Extend spell speaker, which increases the duration by 50%, so three rounds total.
Acid Damage on start of their turn: 2d6 ⇒ (1, 2) = 3
GM Qstor |
Thanks for botting me! Can we say she's also gained a point of photon attunement?
sure
The creature tries to hit Embidi but the mist gets in its eyes.
attack: 1d20 + 9 ⇒ (1) + 9 = 10
I'm guessing since the creature made it's save the acid damage is halved each round.
Niobrar is up
Niobrar Platt |
Will Save: 1d20 + 3 ⇒ (20) + 3 = 23
"Hey mate, look over here," Niobrar extends on hand way along the wall.
Bluff to Trick Attack: 1d20 + 16 ⇒ (2) + 16 = 18
Ranged Attack vs EAC: 1d20 + 4 ⇒ (11) + 4 = 15
Damage, Electricity & Fire: 1d4 ⇒ 4
GM Qstor |
sorry reread the incorporeal. I think magic energy damage goes through
Niobrar nicks the creature with his laser.
It throws a drift ball at Embidi. It connects.
Drift rip: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d4 + 1 ⇒ (4) + 1 = 5
damage Skip 8 8 Embidi 5, creature 14
Starfinders are up!
Embidi |
"Ow! Listen here, you incorporeal little..." Embidi trails off, as bits of him are ripped away. Muttering in concentration, he uses his spell gem, and returns fire with a Full Action volley of magic missiles!
B Force dmg: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11
Skip Intro |
Skip keeps to his (relatively) safe corner, and calls out to the creature. "Perhaps this isn't going as you planned. You also appear to be emitting some kind of awful cloud of stink."
Improved Demoralize: 1d20 + 7 ⇒ (2) + 7 = 9 Not even going to look up the DC's, thats a fail.
He calls up a small burst of acid inside the main cloud.
0 level spell Hazard, DC14 Reflex Negates, SR yes: 1d3 ⇒ 2
Round 2 Acid Damage on start of their turn, DC Fort Half: 2d6 ⇒ (5, 6) = 11
GM Qstor |
"Ow! Listen here, you incorporeal little..." Embidi trails off, as bits of him are ripped away. Muttering in concentration, he uses his spell gem, and returns fire with a Full Action volley of magic missiles!
[dice=B Force dmg]3d4+3
wow I was wondering if anyone had that! Nice
Embidi's spell is particularly effective while Skip nicks the creature again! The creature seems to sway in the ethereal as if it's woozy.
damage Skip 8 8 Embidi 5, creature 27
Rest of the Starfinders are up!
Momo Strawberry |
That acidic mist has ended now, right?
Don't touch my friends! Momo screaches as she drops her gun, and draws her sword, stepping to within reach of the driftdead. She glows a little brighter as her anger intensifies, and the sword seems to glow along.
Move: draw weapon and move, move: plasma sheath -> sword now deals fire damage for one round.
Photon 2/3 - careful, she's about to blow
Skip Intro |
I used Embidi's spell enhancement to increase the duration, so it has one more round of damage dealing
GM Qstor |
botting Niobrar
Bluff: 1d20 + 16 ⇒ (1) + 16 = 17
attack: 1d20 + 4 ⇒ (2) + 4 = 6
damage: 1d4 ⇒ 4
His shot goes wide.
The creature flings a drift ball at Momo
attack: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d4 + 1 ⇒ (1) + 1 = 2
damage Skip 8 8 Embidi 5, Momo 2 creature 27
Starfinders are up!
Embidi |
@GM don't forget, the drift thingy takes 2d6 Acid Damage for starting its turn in the mist!! I feel like we need all the energy damage we can against this thing :D
Having exhausted his useful spell gems and spell singing, Embidi falls back to ol' reliable.
Boomer Rifle vs EAC: 1d20 + 3 ⇒ (15) + 3 = 18
Sonic dmg: 1d8 + 0 ⇒ (6) + 0 = 6
Momo Strawberry |
Alright. Not starting my turn in the acid, so I should be fine. here goes
I said...
Momo is hit by the ball of drifty energy.
...don't...
As much as she is hurt by it, the energy only make her glow brighter.
...touch...
Reaching dazzling levels of brightness, she rushes forward to ghost in the nacelle.
...MY FRIENDS!
Next to the ghost, she explodes in bright flash of fiery flame.
Supernove: 5d6 ⇒ (5, 1, 4, 2, 2) = 14 10 ft radius (should only hit the ghost), DC 15 reflex for half
Start of turn: attune fully (photon). Move: move 10 feet. Standard: supernova