Saja Joseung |
To the persistent go the spoils Saja remarks as Felicis finds the key card. Let's see if access rights are still in place
Shall we head back to that first northern room to use the card?
Iron-59 Felicis |
Felix nods at Saja. "Hopefully this is the key we are looking for to access the room."
Oshari Soteria, Health & Safety |
"There we go!" Oshari cracks his knuckles. "Let's go check out that operating theatre. Hopefully all we're confronting is some woefully lax safety procedures."
GM Jhaeman |
Using the newly-discovered keycard, accessing the elevator is a snap! Once you've descended, multiple doors to unexplored area of the hospital become accessible.
Choosing the operating theatre, you see a strange device is on a nearby counter next to a notebook, while another counter holds a computer.
GM Jhaeman |
Saja browses the notebook. As he does so, eerie creaking sounds can be heard elsewhere in the hospital.
Iron-59 Felicis |
As they hear the eerie creaking sounds, Felix quickly draws their weapon and scans the area around them. "Did you hear that?"
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Iron-59 Felicis |
The android squints and considers what he just saw. "I think I saw a shadowy figure through that glass overlooking the operating theatre to the south." they tell the others while pointing at the direction they mentioned.
"We should check that, I suppose." they say before slowly heading into that direction with weapon hot in their hand.
DM Kludde |
The syringe we've found Saja remarks, but I do not recall a golden liquid. From the notes, I'd say this device holds the key to the infestation we've seen here.
Are you ok, Felicis? Saja asks, then says Let's investigate who is playing tricks...
Iron-59 Felicis |
Unfazed, Felix responds. "I don't think we can do that. We are here to clean up what mess has been left here." they tell the frightening figure. "And who are you, by the way?" they ask while looking at the needle pistol held by the figure.
Saja Joseung |
Saja barely supresses a groan as he sees the red eyes of the newcomer The name is Saja Joseung. Though I recognise that may be unsettling to you, I can assure you that I am not in the business of hurting people
Diplomacy, aid: 1d20 + 0 ⇒ (2) + 0 = 2
Is this some kind of undead (with the red eyes?) What skill to identify?
Oshari Soteria, Health & Safety |
"We're not here to hurt anyone." Oshari holds up his hands to show he's unarmed. "We just want to make sure everyone is safe. How about we all put down our weapons so we can talk?"
Diplomacy: 1d20 + 0 ⇒ (14) + 0 = 14
GM Jhaeman |
"Liars! You want to take her away forever!" The figure aims his pistol to to open fire!
The Bounty says combat starts on a failed Diplomacy check, so we'll move to Initiative. However, unlike normal, it says you can attempt a second Diplomacy check during battle (but at a higher DC) If the second one fails, all bets are off.
GM Jhaeman |
Initiative (Round 1)
Figure
Antethriss
Oshari
Felicis
Saja
Altoid Ant
Bold should go!
Ran out of time, will post again soon.
Initiative (Saja): 1d20 + 2 ⇒ (10) + 2 = 12
Initiative (Antethriss: 1d20 + 4 ⇒ (16) + 4 = 20
Initiative (Oshari): 1d20 - 1 ⇒ (16) - 1 = 15
Initiative (Altoid Ant): 1d20 + 1 ⇒ (10) + 1 = 11
Initiative (Felicis): 1d20 + 4 ⇒ (9) + 4 = 13
Initiative (figure): 1d20 + 4 ⇒ (19) + 4 = 23
Antethriss |
on my round:
Antethriss holds the knives with a reverse grip so that the blades are not visible behind his forearms. And he smiles.
Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20
We really don't want to hurt you and definitely don't want to offend any "HER". Calm down.
GM Jhaeman |
The enraged figure lowers the needler and opens fire at the Starfinders! Saja gets hit by a dart filled with some kind of analgesic!
Suddenly, an apparition appears in the operating theatre, wailing in terrible sorrow! A whirlwind somehow forms around the ghostly figure, throwing loose objects around the room in a deadly, chaotic hail!
Saja, you take 3 P and are flat-footed for 1 round from the dart.
@Everyone: At the beginning of your turn, you must make a DC 10 Reflex save or get hit by whirling debris for 3 B; on a failure by 5 or more, you are also knocked prone.
@Saja: Sorry, I forgot to answer your question above. A Life Sciences check will identify the creature type.
1Saja;2Felix: 1d2 ⇒ 1
Needler vs KAC: 1d20 + 8 ⇒ (18) + 8 = 26
damage (P): 1d4 + 2 ⇒ (1) + 2 = 3
debris: 1d6 ⇒ 2
Saja Joseung |
No Life Science :(
Reflex: 1d20 + 2 ⇒ (6) + 2 = 8
Saja whinces as he gets hits by a needle, then by debris. Well, have it your way then. You've attacked an agent of the Bureau, there are consequences for that.
He tries to overwhelm the mind of the squatter
Mind Thrust: 2d10 ⇒ (1, 6) = 7 DC 15 Will for half
0/6 SP; 7/10 HP
Altoid Ant |
reflex: 1d20 + 0 ⇒ (20) + 0 = 20
Move forward and attack the creature with my tactical pike hit: 1d20 + 4 ⇒ (18) + 4 = 22 vs kac dmg: 1d8 + 3 ⇒ (7) + 3 = 10
Oshari Soteria, Health & Safety |
Reflex: 1d20 - 1 ⇒ (15) - 1 = 14
Life Science: 1d20 + 5 ⇒ (13) + 5 = 18
Oshari runs into the next room, Ariadne forming into an axe as he does, and swings at the figure.
Use nanite surge to enter weapon form as a swift action
Flare Ax, EAC: 1d20 + 2 ⇒ (11) + 2 = 13, Plasma: 1d4 + 1 ⇒ (2) + 1 = 3
Iron-59 Felicis |
DC 10 Reflex save: 1d20 + 4 ⇒ (14) + 4 = 18
Felix easily dodges the flying objects that hurls around them in the room. They focus on the Figure and allows them to recall a painful past to hurt them. "Feel your own pain." they mutter. DC 13 Will save or take 1d6 ⇒ 2 slashing damage
GM Jhaeman |
Saja's psychic assault dazes the figure as Altoid Ant opens up a grievous wound with his pike! Oshari's plasma-hand-axe adds to the figure's injuries and he almost falls! But it seems like the figure must deal with a painful past every day, as Felix's psychic attack has no effect!
The figure failed the save and took full damage from the mind thrust.
Altoid Ant's attack hit.
Oshari's attack hit.
The figure made the save vs Felix's attack.
Antethriss, you're up (you can keep your action from the out-of-order post or do something different).
Will save vs mind thrust (bonus vs mind-affecting): 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Will save vs painful memory (bonus vs mind-affecting): 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Antethriss |
Ref: 1d20 + 5 ⇒ (5) + 5 = 10
Okay. I'm not being kind today. As always, however.
Beautifully dodging flying objects, the athletic drow rushes to the mysterious figure.
Stunt and Strike (Athletics): 1d20 + 10 ⇒ (11) + 10 = 21 - vs DC 20 + target’s CR
Survival Knife: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 2 ⇒ (3) + 2 = 5 - Piercing vs KAC; target could be FF (see check above)
If Stunt and Strike and attack roll both succeed, target should roll a DC 13 Reflex check or be knocked prone
GM Jhaeman |
Antethriss' survival knife catches the armed assailant right in the gut, and with groan he collapses to the ground!
The ghostly whirlwind subsides, but the apparition at the center, a spectral lashunta woman, is visible as she drifts slowly to the ground weeping inconsolably. "Ajanu! Ajanu! My son . . ."
We are off Initiative.
Saja Joseung |
Saja moves to Ajanu and tries to stabilize the son of the wailing woman.
Medicine: 1d20 + 4 ⇒ (13) + 4 = 17
He then checks his cards if the name Ajanu shows up. For flavor only
Iron-59 Felicis |
"They say, I will not let you hurt her." Felix explains. "I don't know who they are referring to." Felix stares at the spectral lashunta woman, looking for answers.
GM Jhaeman |
We can't call Ghostbusters, so Starfinders will have to do the job! Quick recap: you've subdued the son of the ghost that's haunting the hospital, but she doesn't seem ready to depart permanently yet. You've also found a notebook with instructions for activating a device to force out "venumbrites" from the Shadow Plane, but you're missing one of the components.
Saja Joseung |
Well, Ajanu. you have made a grave mistake, if you pardon the pun. Assaulting an officer of the bureau would be problematic by itself, but we also seem to have a case of the undeparted. He lets out a sigh, then turns to the wailing woman and what would your name be?
He then turns to the group and states matter-of-factly Clearly, this is the mother of the person who just assaulted us. In our eventual transition to the afterlife, we must all be willing to depart. Most souls depart willingly when their name is called, some need a bit more convincing. For some of them, the desire to stay is overpowering, and their presence lingers, in some form or another. It looks like that is what we are dealing with here.
He then grumbles something about paperwork, and not even having a name.
Unless the unconscious alive person or the conscious dead person start talking, let's move to the next room
GM Jhaeman |
With one potential witness unconscious and the other ghostly and unreachable, the Starfinders continue their exploration.
The next area features a curved hallway and open doors leading to what must have once been patient rooms. But they're now covered in a strange heap of blankets, shredded paper, and decaying plant matter--they've been turned into a squox den! A pair of the creatures are present, though their fur seems strangely black and oily. They stare at you with large round eyes.
Iron-59 Felicis |
Life Science: 1d20 + 3 ⇒ (7) + 3 = 10
"Just a pair of squox staring at us. I wonder why..." Felix points at the creatures for the others to look at.
Saja Joseung |
Mysticism: 1d20 + 8 ⇒ (14) + 8 = 22
The dark energy plane has gotten to these creatures, no doubt as a result of the experiments conducted here. Saja says, Our task is to remove any animal infestations, which would include these two and the creature we left in the drain pipe.
Is there some way to lure these creature out, e.g. survival?
GM Jhaeman |
Indeed! First, a squox must be coaxed out of hiding or calmed using Diplomacy, Life Science, or an applicable Profession check. Then, the squox must be carried off the grounds with an Acrobatics or Athletics check, scared off with an Intimidate check, or coaxed away with a Life Science check. I can add circumstance bonuses for creative methods.
Altoid Ant |
So I don't slow up the game as it being play by post, I'll roll the athletics, instead of waiting for the other check(s) to pass
As soon as we the squox out of hiding, Altoid, will lift the heavy creature, being gentle with it, rather than lifting it aggressively, it takes more muscle that way, but it is the way it should be done so it don't squirm and run away. athletics: 1d20 + 7 ⇒ (17) + 7 = 24
Antethriss |
Antethriss makes soothing gestures with his hands and says softly some absolute nonsense about good boys... The main thing is that the animals feel safe from his intonations and soft gestures.
Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26