Katrina Scintilla
|
acrobatics: 1d20 + 26 ⇒ (11) + 26 = 37
Katrina doesn't care if she gets knocked into the water. She does care about the political ramifications if she allows these giants to get killed.
So she uses her tail fluke to deflect objects from the giants.
Spike 'Croaker'
|
Croaker reaches for his weapon and begins shooting at the rocks
Gun@Rocks KAC 21: 1d20 + 11 ⇒ (15) + 11 = 26
"What was it with the seaquakes? Godzilla appears right after?" Ysoki laughs as he keeps shooting at the debris
Gunnz
|
Gunnz dodges to the left, vaulting over a rock. Somehow her music system malfunctions and instead of playing internally, the latest from SMC starts to blast out over the dig site. Dancing and twisting in mid-air, she kicks aside the rock that looked like it was about to strike Gralk in the head.
acrobatics skill mastery: 10 + 21 = 31
| DM Kludde |
Spike draws his gun and blasts away some incoming rocks to save Narfalsr, while Jim and Katrina manage to push the two aides out te way just before some boulders hit them
There's only three giants to save, so the rest of you can go ahead and roll reflex saves to avoid damage.
Damage: 8d8 ⇒ (1, 6, 5, 4, 7, 5, 3, 1) = 32 Reflex to ignore, except for Jim, Katrina, Croaker
Thanks to the help of the starfinders, the giant emerge from the quake unharmed. That was most helpful, you have my gratitude and respect, Narfalsr says with sincerity, As mentioned, if you need the support of the Cloud Imperium, I will make sure nothing stands in your way. Good luck in your explorations.
With that, the group continues in a different direction, leaving the starfinder group unopposed to start their search of the underwater site.
Croaker actually already spotted the entrance, an opening into what looks like the ventilation system. It is absolutely encrusted with barnacles, sea urching and other nasty sharp things, and looks positively hazardous to crawl through.
Fortunately, the keen sense of Croaker also spot a second entrance, now clearer due to the sea quake — a wide stairwell! These stairs are entirely flooded with water and thick with seaweed but can be utilized without harm.
Snorkel up!
Spike 'Croaker'
|
"So there is a nasty way in and an easy way in. One is filled with filth and water, while the other simply has some sharp edges, lets go!" He throws heading for the narrow entrance
When he notice that no one is looking forwards to crawling through it he turns towards the sunken staircase.
"All right, lets dive"
KRAG!
|
REF: 1d20 + 10 ⇒ (9) + 10 = 19 Krag tries to dodge the worst of it, though only because others moved to protect the giants first.
After, Krag readies himself for a little underwater odyssey. Would like to heal up the party before heading in.
| DM Kludde |
DC for the reflex save is 18, so a pass for KRAG!. You can take a 10min rest before descending without problem.
The group takes the wide entrance, which - unsurprisingly - is wide enough to fit a giant. Descending down into the bowels of the site, there's a good 200 feet descent, leading into an area that is completely dark.
This wide corridor is thick with silt and other underwater debris. The hall extends west before turning south at a bank of pipes and tanks. On the north wall are two sets of massive double doors, each with equally massive hinges and locking mechanisms that show no signs of deterioration even after centuries submerged. Halfway down this hall lies the corpse of a large eel-like creature. South of the stairs are an even larger set of double doors, sealed shut and likewise undamaged by time.
Athletics or Engineering to open a door. Opening many doors with athletics may get very tiring in the long run.
The doors are made of an adamantine alloy with mystical runes to prevent deterioration and electrical disruptions.
Katrina Scintilla
|
Katrina dives into the water and waits a bit while her body adapts to water breathing, thanks to the gill implants. Then, with a controlled flick of her tail she glides effortlessly to the entrance, using her darkvision to see inside.
Umbro-187
|
Reflex Save: 1d20 + 9 ⇒ (3) + 9 = 12 He'll take a stamina break before descending.
Umbro-187 glides through the water effortlessly thanks to the hydrojet installed on his armor. When the team reaches the area of darkness he activates the light on his combat rifle and his armor to provide illumination. He has darkvision also. Seeing the corpse of the large eel he moves closer to it to examine it. Once he's had a look at the eel he then attempts to help get the doors open.
Life Science: 1d20 + 12 ⇒ (20) + 12 = 32 Reduce the DC for identifying a rare creature by 5 because of Umbro-187's theme knowledge ability.
Engineering (Aid Another): 1d20 + 6 ⇒ (19) + 6 = 25 Whoever is doing the main engineering check to open the doors gets a +2 bonus from Umbro-187.
Engineering DC 22: 1d20 + 6 ⇒ (8) + 6 = 14
'Big Jim'
|
Jim took 10 for a breather post getting bashed with a rock
Engineering = Autopass
"Nice magi-tech, The doors are made of an adamantine alloy with mystical runes to prevent deterioration and electrical disruptions. They'd have cost a fortune, don't see craftsmanship like this much these days - no cheap UBP manufacturing here"
"You could keep wrestling the doors, or we could use the handles" Jim jests as he holds up a few tools.
Gunnz
|
ref: 1d20 + 11 ⇒ (10) + 11 = 21
Gunnz boogies on down with the rest of the crew, trying to work out how best to move the SMC while underwater.
"Oh nice work with the doors BJ." she is more than happy to give the handles pointed out by the vesk a hefty heave.
Katrina Scintilla
|
Katrina shows Gunnz a few underwater dance moves. I guess with SMC, it's a case of jiggling in place but yeah. don't forget you have the third dimension to work with as well, so tucks and rolls are also a possibility.
Gunnz
|
"I guess it is kind of like pole dancing, but easier on the arms.." grins Gunnz.
"There is this zero-G bar on Absalom station. Dancing there is the WILDEST. Though you have to be careful of the drinks..."
Spike 'Croaker'
|
Croaker tries to use his wings underwater to speed up his swimming, but he can't get the coordination right, so he ends up keeping the folded. THe lack of smell is also annoying for him, as nose plays a big part of Ysoki's senses.
"Nicely done with those door."
| DM Kludde |
Katrina: 1d20 + 20 ⇒ (15) + 20 = 35
Croaker: 1d20 + 16 ⇒ (17) + 16 = 33
Umbro-187: 1d20 + 13 ⇒ (1) + 13 = 14
Gunnz: 1d20 + 15 ⇒ (7) + 15 = 22
Jim: 1d20 + 0 ⇒ (12) + 0 = 12
KRAG!: 1d20 + 20 ⇒ (5) + 20 = 25
Do any of you have a perception bonus against traps you might use?
As the party starts working on opening the door ([ooc]Not sure which one, there's multiple, see map), a tiny beep followed by very, very loud BOOP fills the room, courtesy of a well-hidden anti-intruder system. The toot is so loud that it is actually hurtfull
DC 20 Reflex for half, sonic damage
Damage, K: 12d12 ⇒ (12, 12, 12, 2, 7, 2, 8, 3, 7, 6, 10, 8) = 89
Damage, Croaker: 12d12 ⇒ (12, 12, 10, 11, 1, 10, 5, 2, 10, 5, 10, 8) = 96
Damage, Umbro: 12d12 ⇒ (7, 3, 11, 6, 9, 3, 5, 7, 2, 6, 12, 4) = 75
Damage, Gunnz: 12d12 ⇒ (5, 5, 1, 9, 6, 12, 11, 5, 12, 1, 12, 2) = 81
Damage, Jim: 12d12 ⇒ (4, 6, 9, 7, 4, 9, 6, 12, 5, 2, 4, 8) = 76
Damage, KRAG!: 12d12 ⇒ (5, 1, 6, 10, 1, 8, 10, 10, 6, 4, 8, 2) = 71
Even worse, by the sound of it, it sound like the device is recharging.
Computers or Engineering to disable
'Big Jim'
|
Yep - Jim does.
Engineers Eye - When you are within 10 feet of a trapped or malfunctioning machine or computer, you receive a free Computers, Engineering, or Perception check (as decided by the GM) to notice the trap or defect, whether or not you are actively looking. In addition, due to your intimate knowledge of your ship, you receive one of these checks whenever you board your ship to notice if anything is wrong with the ship’s systems.
| DM Kludde |
Free Engineering Check for Jim: 1d20 + 21 ⇒ (17) + 21 = 38
Jim spots the trap right before it goes off. Now do you cut the blue or the red wire?
Computers or Engineering to disable before the trap goes tooot
Gunnz
|
reflex(evasion): 1d20 + 11 ⇒ (13) + 11 = 24
Gunnz dodges aside, many years dancing in less salubrious bars where patrons toss beer mugs more freely than they do credit sticks having taught her to stay on her toes.
'Big Jim'
|
"Wait it's trapped!" Jim dives in cutting wires...!
Trapsmith kit
Engineering 1d20 + 21 + 4 ⇒ (1) + 21 + 4 = 26
Well a 1 isn't an autofail so there's a chance right?
KRAG!
|
REF: 1d20 + 10 ⇒ (4) + 10 = 14 SP 44/110 Even with his sonic dampener, that's agonizing."Holy HELL that's loud!"
Krag rushes over. He knows security systems Theme Knowledge. Engineering: 1d20 + 10 ⇒ (12) + 10 = 22 so he does his level best to disarm it.
Spike 'Croaker'
|
Reflex if needed, DC20: 1d20 + 7 ⇒ (16) + 7 = 23
Croaker is ready to whirl and get away from the bomb if needed.
Engineering to aid: 1d20 + 4 ⇒ (13) + 4 = 17
"Here let me hold your tools Big Jim" says Croaker and just takes away the tools that are needed. Failed so no bonus from Croaker ;)
| DM Kludde |
Two aids put Jim at 30. Anyone else for an engineering aid?
Umbro-187
|
Engineering (Aid Another): 1d20 + 6 ⇒ (4) + 6 = 10
Umbro-187 points his finger at the red wire.
"Cut the red one."
Gunnz
|
Gunnz hops up and down in excitement. "I know all about doors!" she says. "And how to open them. There was this one establishment that totally refused to even give me an audition so.."
engineering(aid): 1d20 + 15 ⇒ (7) + 15 = 22
The astute among you would perhaps note that there is no way someone who was merely a dancer would know quite so much about springing doors.. But... Starfinders are a diverse bunch, are they not?
Katrina Scintilla
|
... you broke in ... right?
While the rest are working on the doors, Katrina is busy recording the room. Some of this footage may appear in a later edition of Jim Jams
Gunnz
|
"Just to leave an audition tape on auto-play on their main office screen." explains Gunnz.
"Got a call-back the next day too!"
| DM Kludde |
A1
It's a tense moment while Jim cuts the red wire... a long silence... then more silence. No sonic boom ensues, and the group is safe once more.
Trap disarmed, no damage taken
Katrina takes some time to do an underwater recording, which results in mostly black, murky footage. The dead eel flops lifelessly in the water
With the area secured, it is also safe to inspect the mechanism of the trap. The active part, a sonic pulse emitter, is now safely disabled. The detection part, a biometric scanner, is still active and fully functional, despite all the time that has passed.
As Jim is quick to establish, this particular area seems to have been highly secured
The scanner was programmed to allow only six employees access into this area—all were cloud giant scientists or engineers. Furthermore, they determine that this site was part of its own isolated network. Ther worker's profiles are easily downloaded onto external storage
---
A2
The group works hard to open the southern doors.
Assuming you open the closest door. This is a good moment to put your tokens on the map. I've marked possible doors to open with arrows
Inside this roughly L-shaped room is a mess of boxes and broken crates, all jumbled together. Three modest rooms line the north wall, each with the same solid metal doors as the other rooms, though these have filthy viewports at eye-level for a giant. These viewports are caked with silt and mud. Each of the rooms has a throughly rusted mechanical lock on the door (Engineering to disable)
Katrina Scintilla
|
Congratulations
She frowns at the recording. It's going to take a lot of processing to make this usable.
medicine: 1d20 + 11 ⇒ (10) + 11 = 21
life science: 1d20 + 10 ⇒ (15) + 10 = 25
computers: 1d20 + 22 ⇒ (17) + 22 = 39
perception: 1d20 + 20 ⇒ (11) + 20 = 31
Looks like the eel set off the trap she says as she swims in to disable the scanner. She then continues recording.
Live in workers by the looks of it
Umbro-187
|
"This sea serpent is only found on Pholskar. I'd say its about 15' long and 4' in diameter, which would make it only a juvenile. Adults are much larger," Umbro-187 says.
Medicine: 1d20 + 6 ⇒ (9) + 6 = 15
Perception: 1d20 + 13 ⇒ (11) + 13 = 24
Engineering (Aid Another): 1d20 + 6 ⇒ (8) + 6 = 14
Entering the next room, Umbro-187 climbs his way up to one of the viewports of the rooms on the northern wall and mentions, "I believe these rooms were once bedchambers."
Gunnz
|
Going to skip the rolls as others have made them, let me know if you would like me to check them as well.
"I really don't want to see a full grown one. Just think about what they would have to eat..." Gunnz says as she fails to suppress a shudder.
Looking into the bedrooms, the dancer takes out a bobby pin and a small can of AbdarCorp RustAway. Spraying it on each door, she then sets to work on the locks.
engineering with one aid: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Katrina Scintilla
|
Yeah yeah yeah Katrina replies having came to the same conclusion. I wonder if this an example of the subsurface life that was mentioned earlier. I just hope they don't have a liking for mermaid.
Umbro-187
|
Umbro-187 does his best to shake the can of RustAway for Gunnz, but lets her do the real skill work of jimmying the locks.
| DM Kludde |
Katrina and Gunnz speculate on the diet of the Pholskar sea serpent (Giant Mermaid, perhaps?), while the latter manages to open the locks of the bedchambers. The can of rustaway creates some oily bubbles as it's sprayed on the lock, but it still seems to work somewhat.
The room is filled with chunks of degraded mattress, and rusted springs, giving the water a whitish/brown color. There's a rusted bedframe and a toilet bolted to the floor in each of the rooms. Two of the cells also contain giant-sized bones.
There are signs of multiple injuries. Though that's not surprising given the way the city came crashing down, there's also many other markings that have already healed, indicating that these giants were either mistreated or lived a very violent life and suffered injury frequently. They also didn't seem to be in very good health in the time leading up to their death.
There's also a lot of crates to examine. Going through them might take a while
---
AbadarCorp Rustaway! Do your mechanisms squeak? Are your rotors jammed? Fix it with a single spray! Rust Away! Rust Away can be applied to ferrous metals, adamantine, aluminum and even neutronium*/**! Our specially designed pressurised spray cans work in most environments***/**** and even works in Zero-G!
---
* Application to radioactive metals may cause mutations
** Do NOT apply to abyssal metals under any circumstance
*** Underwater environments may limit effectiveness
**** Do not spray directly into sensory organs
'Big Jim'
|
Medicine 1d20 + 18 ⇒ (11) + 18 = 29
"Those bones suggest a hard life - multiple injuries. There's many markings that had already healed, indicating that these giants were either mistreated or lived a very violent life and suffered injury frequently. They also didn't seem to be in very good health in the time leading up to their death. I think we've seen this before..."
Jim starts checking his personal computer system and looking up protocols for dealing with dead giant remains.
Culture - Take 20 + Library chip = 42
What is the expectation, that we would recover the bodies, or that some cultural leader/elder would come and exhume the bodies? Noting there could be significance if they were indeed indentured servants etc
He also transfers the data recovered so far back to Big Jim One via the planetwide commslink.
"May as well start working on cataloging these crates - see if we can find more of this Rustaway"
Gunnz
|
Gunnz nods. "Keep an eye on those bodies though. Last time I was in one of these cities... the dead didn't rest quietly."
She starts work on the cataloguing. After a while she stops and asks.
"Was this originally a cloud giant city or a storm giant city? Those dead giants were cloud giants, right?"
Katrina Scintilla
|
From what I remember of the original briefing, it was inhabited by a mixture of giants and using storm giants as a power source. It was undead storm giants that attacked us last time.
| DM Kludde |
Recovering a giant corpse would take about an hour per corpse, and a each body weighs 10 bulk. There's no requirement to recover corpses, so up to you.
It takes several hours to go through the boxes. The contents of most of the broken or wooden crates have long since disintegrated, save for a variety of indeterminate canned foodstuffs.
There's numerous types of restraints, including six pairs of ceramic manacles. There's the skeletal corpse of a giant that still wears combat gear. The giant corpse wears squad aegis series armor with a mk 3 electrostatic field, carries an elite numbing beam, a heavy sap, and an elite needler pistol, and has a large key and a plastic key card hooked onto their belt.
There's three metal crates that remain sealed. It's probably better to open them above the waterline to prevent damage to the contents.
Each case weighs 10 bulk
Umbro-187
|
"I am no fan of AbadarCorp, but RustAway is a quality product," Umbro-187 says matter of factly.
Umbro-187 collects the giant's keys and key card before inspecting the rest of his gear to see if they are still useable.
Perception: 1d20 + 13 ⇒ (11) + 13 = 24
Medicine: 1d20 + 6 ⇒ (6) + 6 = 12
"All this giant's weapons are of the non-lethal variety, consistent with the armament of a prison guard."
Gunnz
|
Gunnz eyes up the electrostatic field generator.
"Do you think that dead eel was of the electric variety? Or this was more protection from storm giants? I'm wondering if it may be helpful to install it..."
'Big Jim'
|
"Possibly protection from both?'
Medicine 1d20 + 18 ⇒ (2) + 18 = 20
"They were in good health too, it was the fall that killed them, so suspect that this one could have been a guard or overseer"
"Reckon we should just tag them and mark their locations - I'll write up my findings on each corpse"
"Keys and cards might be useful to take with us, and we might want to get those metal crates checked out - we can shift them topside first"
Gunnz
|
"Right... if we take them top-side, can rig a camera or something? "
She puts on an exaggerated western accent "Tha last time those claim jumpin fire giants turned up, afta all."
She starts to unhook the jet pack from her armour, and fit in the electrostatic generator.
"They try it again, them and their nasty knives are going to be in for a shock!"
Katrina Scintilla
|
*nods* I remember that. My new pistol was firing slightly to the right cause I hadn't swapped in the left handed grip. Oh man, I got a right testy memo from Jadnura about that. He actually threatened to send me to a desert world if I didn't get my marksmanship qualifications done. CCed to Luwasi as well. Selene thought that was really funny.[/b]
She sighs.
Before we move anything we'd better record the locations in situ. Archaeologists are always going on about context.
She sighs again ... maybe there's something else on her mind.
'Big Jim'
|
"These ones are looking pretty immobile which is a nice change"
Jim checks his enviro-seals to ensure they are buttoned down tight, and he continues to scan the items for record-keeping purposes.
Umbro-187
|
Umbro-187 begins the tedious job of tagging and cataloguing all the remains and possible archaeological finds in the rooms.
Spike 'Croaker'
|
"They were in good health too, it was the fall that killed them, so suspect that this one could have been a guard or overseer"
"It was not the fall, it is never the fall that kills you, it's the landing" Croaker tells a dry joke as he goes through the items
| DM Kludde |
You guys going topside to check out the crates?
Gunnz
|
So far as we are aware, there is no hurry or urgency about our mission, right?
Gunnz eyes up the boxes. "If we are going to be through about this, I guess we should inventory these before heading further in. They may even give us further insights about what we might see down there."