GM Nomadical's 6-04 Secrets Long Submerged (Inactive)

Game Master Nomadical

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Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

"A rest is definitely in order," Azara says. He idly rummages around the room while doing so.

"What's 'ro lo dex'?" he asks, holding up an archaic piece of equipment.

When they're all rested up and have all the archaeological findings packed away he looks around the room.

"Anyone have a spare battery? Or...do we want to try to wrestle the corpse of that eel outside into one of the chambers? Do you think the trap is still operative?"

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

"Agreed...let's rest...and maybe I can find some way to disable the sonic alarms out there after that."

Azzirm pulls out a few high-capacity batteries. 'I don't have any ultra-high...never needed them. But I have a few high capacity ones."
He can easily see if those would work in powering the system.

"That...or after I disable that alarm--and likely rest for a bit after that--we can move the eel into one of the tanks."

But yeah...a 10 minute rest would be nice....

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

"Let's see what can be done about those wounds, Yith"

Mystic Heal 3 for Yith, overflow to Grump: 5d8 + 5 ⇒ (4, 3, 8, 5, 7) + 5 = 32

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith checks her bags, "I seem to not have one to spare either... Ah, thank you, Grump. I feel much better now!"

She was down 16 so 16 back to you as well. :)

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Grump pulls his Null-Space chamber & consults the inventory.

"Meals, R2E x30, Field rations - 4 weeks, Hammocks & sleeping bags x5."
"Batteries, batteries, aha! Here we go."
"Normal x5, Hi-Capacity x3, Super-Capacity x2, & a single Ultra-Capacity."

He taps his chin, pondering.

"Do you think we could wrestle that eel corpse into a chamber? There might be enough charge left in its shock glands for this. Though, we'd likely end up covered in eel goo. Maybe the battery's the best bet."

He also takes 10 minutes & spends an RP to recover Stamina.

Acquisitives

Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

"I can help haul eel if you want. Don't want to use up a battery unnecessarily."

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

Tari is delighted to rest for a few minutes even with the minimum of damage she has taken. -1RP for All the Stamina She looks around the room for any flechettes which are still useable before swimming up to the air bubble to see if there's anything interesting up there.

Coming back down, she says, "I don't like hoping that a trap is no longer functional. Wanna try looking from the doorway for whatever trigger there is?"

Tari auto-aids on Perception, if that will help.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

"After I get my armor up and fixed...I will go out there and disable it....."

Azzirm looks around...."Anybody good at possibly setting it off and not getting hurt much? Sonic resistance or anything? If so...if you set it off...I will go out and bee line it to the sensors on the ceiling to disable. I will be out of this armor....so it is a big risk....but we could get that eel afterwards...and one--or both of us--can rest again."

Grand Lodge

| Icons: ◆◇↺♫ Lost Legacy slides

After Our Heroes take a rest, get some much needed healing, and do a little initial exploration, their thoughts turn to the trap in the hallway outside. With another chance to examine the hallway at Tarifa’s suggestion, Grump digs out his broad spectrum scanning kit and everyone stands carefully in the doorway peering out into the dark waters.

Anyone see anything?:

Azara: 1d20 + 12 ⇒ (6) + 12 = 18
Azzirm: 1d20 + 15 ⇒ (17) + 15 = 32
Grump: 1d20 + 21 + 4 ⇒ (19) + 21 + 4 = 44
Kōlēfō: 1d20 + 16 ⇒ (18) + 16 = 34
Tarifa: 1d20 + 13 ⇒ (19) + 13 = 32
Yith: 1d20 + 15 ⇒ (7) + 15 = 22

Finally, after slowly shifting his scanner back-and-forth across the hallway, and adjusting the spectrums to account for the unusual environment, Grump is the only one to spot the biometric scanner located on the wall just beside the door. An obvious place, of course, but easy to overlook in the stress and strangely scaled and underwater environs.

With the sensor pointed out to him, Azzirm realizes he could try hacking that directly - or remotely - to disable the trap.

As to the battery vs eel-goo situation, it looks to Azzirm like a trivially easy operation to hook up the battery. On the other hand, there’s no way to get the eel into these tanks directly from this room without shattering the plast-steel tank itself. And while it may be possible to use the tubes from another room, you don’t have enough information about the state of the rest of the complex to know for sure at this point.
There’s no DC to hook up the battery, just a requirement to provide one.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

As the group Scooby-Do's looking out the door...and Grump noticing the small sensor near it....Azzirm sighs in relief...he really didn't want to get out of his armor.

Quickly pulling up his custom rig and connecting to the sensor, he does his best to hack it.

Computers--remote hacking: 1d20 + 20 + 1 ⇒ (12) + 20 + 1 = 33

Note, if that does not succeed, I will do a shirt Reroll, and depending on what is needed I get a +5 to both rolls (based off of Novas) to see which is better...so...let me know.

And hooking up the battery...Azzirm will compile a couple of his batteries to get the juice to run the system.

I need to keep 2 of them, but I have 6 high capacity....and a backup generator that I can recharge them....

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Grump has an appropriate battery - no need to kit-bash several smaller batteries for this task.

Getting it recharged afterward would be nice though.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm will take the u-hc battery from Grump and plug it in....realizing that is going to be a LOT of steps to get it recharged...but he figures...what else is he going to be doing down here.

Let's see...10 minutes per 1 charge, 100 charges=1000 minutes...divide by 60, 16 hours and 40 minutes if we drain it.....I think I will get my 10 miles a day workout.... ;-)

Grand Lodge

| Icons: ◆◇↺♫ Lost Legacy slides

Azzirm seems stuck until Tarifa leans in and points out that one line of code that was tripping him up. And with that, he has full access to the sensor’s internal controls. As he roots around in the system, he finds that the scanner was programmed to allow only six employees access into this area—all were cloud giant scientists or engineers. Furthermore, he determines that this site was part of its own isolated network separate from the rest of Talgradur and even air-gaped off from any connection to the greater Pholskar infosphere. The six employee certifications are visible as individual data-files that could be downloaded if Azzirm wished to do so.

Tarifa has stated that she auto-aids on checks when she’s able. I’m not gonna make you use a reroll for missing it by 1 with a automatic Aid Another readily available.

With that task complete, he moves on to the battery and the associated control systems for the electrical siphoning system.

He gets Grump’s battery hooked up which gives him about 30 minutes of usable access. Plenty of time to find the associated research notes on the local computers and get a basic schematic.

These notes chart the “electrical aura output” of a variety of mediums and sources, all cataloged by code numbers. The early numbers are low, unsteady, and short-lived, but output numbers from later sources are high and steady. It’s clear that this is a portion of the data once stored on these computers, and that a comprehensive set of data and analysis resides on the main server, which is no longer accessible on the network or from this particular room. Seems the giants were very concerned about the security of any data related to this project.

Where to next, Starfinders?

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

"Sounds like they were looking for the right energy source. Makes me wonder, given what we found before."

Tari looks around at everyone. "Everyone rested and ready? If the eel room is no longer going to scream at us, we should probably continue the way we were going. I'd rather explore this whole area before we move down a passageway we can't see the end of."

I assume we can download any data we've acquired so far. Tari has a level 3 computer in addition to whatever the mechanic can do.

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

"Given what their energy source was before, I don't know if there was a 'right' option but at least they were looking for a less wrong one," Azara comments.

He nods at Tarifa's suggestion. "I'm afraid that we're going to have to wiggle through one of those tubes at some point and I'd rather see if there's another way to get to where they go, if possible."

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

Yith looks at Azzirm, "Wiggling through tubes may not work well for some of us. Unless they are very large tubes. Place was built for giants..."

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

"Yeah...let's not go through the tube's just yet. I think we have a hallway we can go through out where the eel is...."

Acquisitives

Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

The skittermander looks disappointed that he won't be going in the tubes yet, but follows the rest of the Starfinders.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm will get his armor ready, and head out the door. Maybe it is time to see what is down the hall....

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Grump nods & falls in behind Azzirm.

Grand Lodge

| Icons: ◆◇↺♫ Lost Legacy slides

You move out into the hallway which now poses no threat. Azara isn’t sure but did the not-undead eel move? No, surely it was just a trick of the darkness and the water. Surely….

Azzirm easily gets the door to the western room opened and leads the way in. This narrow room has two workbenches built into the east wall. A variety of materials are piled in the corner haphazardly—clearly the result of Talgradur’s crash. A bony hand sticks out from under this debris. In one of the drawers of the workbench, you find a white force field armor upgrade unit. The other of the two workbenches has a touchscreen built into its top. While the screen is cracked and its internal hard drives have been damaged, it looks like it might not be entirely useless.

DC 26 Computers check:
You discover a few schematics that can still be viewed and downloaded. With access to the files, you can try to understand the schematics.

DC 26 Engineering check ONLY if you got the Computers check first

Spoiler:
These schematics were an effort to reengineer storm engines by someone who didn’t know how they were constructed. While many of these schematics would’ve failed to function, some likely would have worked. These later versions include two different power sources, one magical and one technological. There are additional notes on the diagrams in the giant tongue also.

Excavation: With 2 hours of work, you discover tools and repair parts totaling 5 bulk, including a large amount of rubber. Additionally, a skeleton still clad in a few scraps of fabric and a sturdy tool belt is buried under this debris. If choose to to collect this body, it takes 1 additional hour to collect all the bones, which have 10 bulk.

Back out in the hallway, it appears to be a dead end. You can open the double doors straight across into the central room, or circle back around past the eel and try the extra-large double doors (at the very top of the map next to the stairs.)

That completes the room at the bottom of the slide where I placed Tarifa’s token. Where to next?

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

Tari has no opinion on collecting the bones. She'll wait if someone else does, but otherwise is good to continue. She doesn't have space in her armor for the upgrade.

"Is everyone good to continue? We've been down here for a while."

Double doors into the blue room? Then back to the giant doors?

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm gets to work on getting anything from the computers....

Computers: 1d20 + 20 + 1 ⇒ (10) + 20 + 1 = 31

"Interesting....schematics......most seems to be in the giant tongue...let me look...this equals that...and hmm...'

He pours over the info.
Engineering: 1d20 + 21 ⇒ (5) + 21 = 26
....whew...

"You clever...and untrained giant....I think whomever was doing this...seems to have been trying to reengineer the engines. Some are obviously flawed. I think the person doing it had only a limited understanding how the engines worked. Not that I know exactly. But a couple of the reengineered drives might work. Ethel might want to know this."

After that...he is fine with helping to pull out the items that would be of interest to the cultural or scientific community.

Umm...okay...So...how many hours are we going to go before resting? I think we have 5-6 hours so far underwater and all that....

"I am fine for a few more hours...maybe 2-3 more. Maybe check this door across the hall?"

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Grump is happy to concentrate his efforts on collecting the bones.

"They might still have family that don't know what happened."

As to how long the day has gotten, Grump also agrees that maybe one more room, then move back to the air-filled spaces for a meal & camping.

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"Agreed, Grump. And yes, we should keep track of time and not get caught low on stores and armor power."

Grand Lodge

| Icons: ◆◇↺♫ Lost Legacy slides

A cryogenic tank which from the apparent damage is clearly no longer functional connects to a large tube composed of transparent steel that has become partially opaque with time. This tube exits through a 15-foot diameter hole in the
floor. The tank has a hatch which is now warped and stuck open. It appears that it was used to load subjects for transport to and from the first large lab you explored. On the north side of the room are two long tables bolted onto the floor.

Anyone see anything?:

Azara: 1d20 + 12 ⇒ (12) + 12 = 24
Azzirm: 1d20 + 15 ⇒ (14) + 15 = 29
Grump: 1d20 + 21 + 4 ⇒ (17) + 21 + 4 = 42
Kōlēfō: 1d20 + 16 ⇒ (13) + 16 = 29
Tarifa: 1d20 + 13 ⇒ (12) + 13 = 25
Yith: 1d20 + 15 ⇒ (2) + 15 = 17

Wary from the previous traps, the team enters the next lab cautiously, scanning and straining to catch a glimpse of any hazards through the dark and murky water. And luckily, they do! Or at least Grump does. The dwarf notices a faint whitish glow as an alien fungus suddenly reacts to the presence of warm bodies in the room and prepares to flood the water with life-leaching spores. He’s got mere moments to act!

Life Science DC 33 to redirect the spores or Mysticism DC 33 to neutralize them.

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

"Whut the..." exclaims Grump as he looks up from his scanner at the fungus.

Mysticism to neutralize the spores: 1d20 + 18 ⇒ (18) + 18 = 36

YES!!! That should do it.

Grand Lodge

| Icons: ◆◇↺♫ Lost Legacy slides

Grump quickly applies a little dwarven mysticism to the situation and the spoors of the cold-loving fungus that had grown in the cryochamber are magically quelled. You can easily tell that this chamber was a medical laboratory used for both conducting surgery and to cryogenically freeze living creatures. With 2 hours of work, you uncover 5 bulk of surgical tools, syringes, medicine, coolant, and a variety of other medical supplies including four doses of tier 3 sedative and two mk 3 healing serums.

Additionally, you discover a computer laying on the slanted ground, covered in plants and half-buried in silt. This computer is mostly shattered and no longer functions, but a quick assessment by a certain construction-contractor-turned-hacker/engineer reveals that this computer was highly secure in its construction. It was designed to be resistant to impacts, electrical discharges, a variety of weather, and other forms of physical sabotage—though clearly it failed to survive Talgradur’s fall and subsequent immersion for several centuries. This computer weighs 2 bulk.

I’m not tracking or worrying about the bulk given that the giants gave you a null-space chamber and Grump has his own.

Time: Excavating remains and relics has taken 2 hours in the robot room, 3 hours in the workshop, and 2 hours here. Plus it took 4 hours navigating out to the atoll, along with time spent talking to the giants and protecting them from the seaquake, and doing the initial exploration of the island to find the doorways. So it’s been well over 11 hours of work-day.

To answer possible questions up front: Your expedition surfboat does have an expansion bay, so you might be able to sleep in that. The atoll does not appear to become submerged at high tide based on how the wreckage up there appeared.

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

While sorting thru the various things discovered in this chamber, Grump suggests that the crew gather their findings & head back out to the surfboat. Some could stash all the found gear while others worked on a last meal for the day.

Then folks could call it a night, save for whoever's willing to stand the first watch.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

"Yeah...I know that I am not using my organic muscles...but it is about time to change batteries on this thing, and I think we all would like to actually get out of our suits and walk like a normal person. I think it is time to get these items to the ship, and then get some sleep."

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"A good rest is the smart thing to do for sure."

Grand Lodge

| Icons: ◆◇↺♫ Lost Legacy slides

3 votes for rest.

As you make your way back down the wide dark hallway, you pass the remains of the eel. In the rush to examine them or get out of the hallway before getting blasted again, there may have been some things you overlooked.

Life Science DC 28:
The Pholskar serpent has a very long sticky tongue, likely used to capture prey, and produces an electrical aura when alive that likely interferes with technological devices.

Much to Azara’s relief, the serpent doesn’t spring back to unlife as the team retreats from the secret underwater laboratory. Narfalsr and his post-doc students are nowhere in sight, and the atoll is quiet and peaceful. You take a well deserved rest to regroup and rejuvenate in the cargo hold of the boat with only the wind across the ocean and the sand to keep you company.

I’ll move us into the big room on the map in about 24 hours. If you need to swap out spells or charge batteries, etc, feel free to do so.

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Life Science: 1d20 + 10 ⇒ (18) + 10 = 28

"When we run into one of these beasties for real, watch out for their tongues. They're long & sticky - used to grab food. The tongue also is a bit shocky & messes with tech gear."

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

Tari will spend some time running around, charging batteries, somehow still managing to look sleek and put together, even in this heat. She makes an extra copy of the data we have so far, just in case.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm helps move items to the ship, and then he sets about checking batteries, and the state of his suit.

Battery on the Power Armor is mostly gone after 12 hours...so swapping in a new one. Same with the Desperation Cannon...I have plenty.
Putting the one for the Suit into the Backup Generator, unless we can recharge them on the ship.

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

As a fully self-actualized entity, Azara doesn't need much in the way of daily preparations. He does a quick check of his gear, checks the battery on his armor and then, is set.

But he goes around to his fellow Starfinders and provides any assistance he can before settling down to chronicle the day's events in Castrovellian epic poetry form.

"Fallen giant citadel
Powered by lifeforce
New sources were being found."

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"Good to get a rest but why do i I feel like there are giant eels in our future..."

Acquisitives

Male CN Skittermander Spy Operative (Espionage Specialist) 11 | SP 99/99 HP 68/68 | RP 12/12 | EAC 35; KAC 37; DR 5/- | Fort +10; Ref +15; Will +8 (improved evasion, +2 vs. spells/SLAs) | Init: +11 | Perc: +18 (Darkvision, Low-Light Vision, See Infrared, See Ultraviolet), SM: +8 | Speed 50 ft. , fly 60 ft. (average), swim 25 ft. | Hyper 1/1 Covert Expert 1/1 Holoclone 2/2 Master of Disguise 1/1 | 1 Reroll | Active conditions: None

Kōlēfō refuses to admit that he is thankful for the rest, but makes sure all his gear is in the best shape it can be, given that it has been underwater for half a day. He tries not to notice that the rest of the Starfinders are keeping well clear of him, possibly because he smells of wet fur.

Grand Lodge

| Icons: ◆◇↺♫ Lost Legacy slides

Rested, refreshed and recharged, you return to the underwater lab in the morning. No traps blast you, no eels attack you though that dead one is still there and still dead. At the bottom of the stairs, on the left is a set of truly massive doors. Double doors spanning a 40 foot wide entry that in addition to being wedged shut like all the other doors in the research center, these are also locked (DC 26 Computers to hack or Engineering to disable device).

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

Tari frowns at the...aroma from the skittermander. <I knew I should have brought my industrial strength hair dryer. I really can't live without it.>

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm decides to use old fashioned Engineering.

Engineering: 1d20 + 21 ⇒ (5) + 21 = 26

And while he gets it open....the sea water must have made it harder than it should have to get open.

Yep...the RNG's hatred of him.....continues

Grand Lodge

| Icons: ◆◇↺♫ Lost Legacy slides
Azzirm T'sash wrote:
Yep...the RNG's hatred of him.....continues

Which is why I had to make you roll it.

Azzirm applies some engineering know-how and a little elbow grease, and gets just lucky enough to get the massive doors open.

Inside this roughly L-shaped room is a mess of boxes and broken crates, all jumbled together from Talgradur’s fall. 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, making it difficult to see through, even once you’re up at their level.

Perception DC 20 AND able to swim up to or see at Giant-eye height:
Looking through the viewports, you spot a metal bed frame in the room, signifying it’s a bedchamber. You can tell there might be other things but the angles and bad visibility make it impossible to see details.

Each of these bedrooms has a mechanical lock that looks in poor shape after a century underwater.

Excavation: Searching through the crates, boxes, and debris in this chamber takes 4 hours of work. The contents of most of the broken or wooden crates have long since disintegrated, save for a variety of indeterminate canned foodstuffs. Amid this debris, you discover numerous types of restraints, including six pairs of ceramic manacles. Additionally, you discover the skeletal corpse of a giant still wearing combat gear.

Medicine DC 20:
This giant died in the fall of Talgradur. Aside from their obvious injuries that led to their death, this giant was strong and in good health.

The giants gear includes squad aegis series armor with a mk 3 electrostatic field, carries an elite numbing beam, a heavy sap, and an elite needler pistol. In addition to the unusual selection of weaponry, the corpse has a large key and a plastic key card hooked onto their belt. A cursory examination of the key reveals that it will open the three cells in this area and the key card opens … something else….

Amidst all the rubble and broken items, three metal crates remain sealed and undamaged.

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

Grump tries swimming up to peer thru the various viewports.
And, presuming that works, he can't fail the Perception check to sort out what lies beyond the locked doors.

Swimming: 1d20 + 8 ⇒ (1) + 8 = 9

Grump sighs, then configures his Falcon Boots to allow him to walk up the door to the various viewports.

"Looks like bedrooms, though maybe containment cells as well. Can't make out the corners - think it worth risking opening them up?"

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"What a mess. How long did they say it's been since anyone was in here?"

She swims up a little, using her gloved hand to try to clear up the window...
perception: 1d20 + 15 ⇒ (15) + 15 = 30

"Even more of a mess in these rooms...However, looks like we'll be spending a while sorting this main room out as well."

After some time and the corpse is found.
medicine: 1d20 + 10 ⇒ (6) + 10 = 16
Yith shrugs. "No clue here. Looks like time and water have doen their jobs."

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

"Let's have a look at this one."

medicine for corpse evaluation: 1d20 + 7 ⇒ (14) + 7 = 21

"No signs of any ongoing health issues - most likely died when the city fell. The gear seems pretty durable though - the e-static field generator is a step up from the one I have. And that's a solid set of heavy armor, though it's not really sized for any of us. With a bit of work, I think it could be though. Nice weapons too, but none are really in my wheelhouse. The key & card should prove handy though - I'm guessing that this one was a security type.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzirm listens to what Grump says about the corpse, and nods. He still goes to the corpse to remove the important items from them.

"If I had about a day or two, I could incorporate that aegis armor into a new power armor for me..but not worth it right now. I could install the numbing beam instead of my arm mounted gun, and install the mark 3 electrostatic into my current armor...only have mark 1 in there right now."

So....anybody mind me take the mk3 electrostatic shield and the numbing beam? I can install both into my armor....

Exo-Guardians

|Vesk Mystic 8 Soldier 1 |SP 64/64 HP 61/61 RP 8/8| Spd 40; EAC 28 KAC 30 ; Fort +6 ((+7 Currently)) Reflex +6 Will +12 | Perc +15 SM +12

"Well, I say if you can use it, and you're a better shot than me for sure... go for it., Yith says with a smile.

Acquisitives

Male Dwarf NG Mystic 10 (Star Shaman) | SP 100/100 HP 66/66 | RP 10/10 | EAC 25; KAC 27 | Fort +7; Ref +5; Will +13 | Init: +2 | Speed 40ft, Fly 70ft | Perception +21 (Darkvision), SM +15

"Fine by me" says Grump.

Second Seekers (Ehu Hadif)

CN (she/her) Human Outlaw Envoy 9/Soldier 1 || HP 65, SP 71, RP 10 || EAC 25, KAC 25 || F +8, R +11, W +9 +2 vs. spells; Res electricity 7, fire 7 || Perc +13 (darkvision)|| Stealth +18 Speed 30 || Active Conditions: none

Tari shrugs. "I'm hoping to stay at the back, so knock yourself out." She frowns at the manacles. <This is why we put out the information. What they were doing was horrible.>

She'll take a look at the three metal containers to see if there would be any issue with moving them up to sea level. "Can we open those doors to check out what's there?"

Perceptions:

Perception: 1d20 + 13 ⇒ (14) + 13 = 27
Perception: 1d20 + 13 ⇒ (5) + 13 = 18
Perception: 1d20 + 13 ⇒ (17) + 13 = 30

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

"My bet is on containment cells, given this guy was probably some sort of guard," Azara chimes in.

He waves it away when talk of distributing the discarded arms and armor comes up.

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