
GM Jhaeman |

The half-hour's walk proceeds smoothly, and soon the destination comes into sight. Here, shallow snowdrifts blanket a rocky meadow like gentle dunes. A cluster of five squat, jagged spires of frozen rock rise to the east, each with a large, oblong machine of grey polymer clinging to the side--the generator's distributor conversion baffles. Delicate conduits weave between the spires and their associated machinery before disappearing into the ground. The damaged conduits sporadically emit showers of rainbow-hued sparks that glitter, reflected, in the thick slab of ice that surrounds the generator. The field abruptly ends in a slab of thick ice. Beyond, the mesa looms, disappearing into the lightly falling snow.
Recalibrating the conversion baffles to handle the sporadic conduits requires a Computers check; 2) Repairing the conduits requires an Engineering check. (you don't have to succeed on both, but the generator will operate better if you do).
Please place your tokens on Slide # 5 near the bottom right of the screen. The line to the north is the mesa, which contains additional machinery that could be examined (the generator's condenser), but the icy wall to reach it would have to be climbed or broken through.

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I completely forgot to mention Istilnar has a pet; an Iridian Echo that he acquired on the black market. Just assume the pet has been there with him all the time up to this point.
Itilnar and his Iridian Echo begin moving toward the generator. As if he senses danger in the immediate vicinity he draws his lens pistol. His eyes sweep the dunes surrounding the generator and he movements become more cautious.
Perception: 1d20 + 14 ⇒ (9) + 14 = 23

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Ashtif says to George-99, "Looks like you're our technical expert, so want to take lead? I'll help out as best I can." He does one more quick scan of the area, then (assuming he finds nothing) stows the rifle and pulls out his engineering kit and any other useful supplies. "How can I help?"
Computers (aid): 1d20 + 7 ⇒ (15) + 7 = 22
Engineering is +10, so I auto-aid

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@GM Jhaeman - How high is the wall of ice? I am wondering if I can fly to the top of it with my jump jets?
"Thanks Ashtif for your vote of confidence. I am certain that if we work together we can fix the generator. We will need to get past that wall of ice first before we can get to work."
George 09-23 draws forth a high tech scanning device. He adjusts the knobs on his Broad-Spectrum Scanning Kit changing the setting from broad scan to thermal to pulse scan.
Perception,Circumstance Bonus: 1d20 + 10 + 4 ⇒ (15) + 10 + 4 = 29
I love all the high tech gadgets in this game. Any time I can play around with knobs or buttons I am happy. :)

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I got the impression that the damaged conduits are where we are. Over the wall is the additional equipment (the generator's condenser) that we would check after repairing the conduits here.
I did, however, just buy both a grappler and a climbing kit, so am all in favor of climbing the wall, if/when we need to.

GM Jhaeman |

As Istilnar and George 09-23 provide protection, the others get to work on the generator's conversion baffles and conduits. But the equipment, obviously damaged by one of the planet's infamous electromagnetic storms, proves hard to fix!
On this side of the mesa (the area where you are now), are conversion baffles (requiring Computers) and conduits (requiring Engineering). On top of the mesa will be a condenser that may also require attention, but you'd have to go check.
Rattus and Scottermander fail the Engineering checks to fix the conduits. The attempt takes 30 minutes, and Scottermander actually fails by 10 or more, damaging it further. Ashtif has provided Aid Another on a Computers check if someone wants to try to fix the conversion baffles.
@George09-23: The wall of ice is 20' high.

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George 09-23 works with Ashtif to fix the conversion baffles first. He takes out his hacking hit (or engineering kit if it is more appropriate) and gets to work.
Computers, Aid to Ashtif: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
I doubt that roll will do it but I hope that we can retry it without a penalty.
@Ashtif - My character has jump jets so getting to the top of the wall should be automatic (it is only 20 feet high). I can drop down a metal rope for people to climb afterwards. :)

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Can Bodo use his Profession (electrician) to assist on these repairs? Or at least on the conduit repair engineering roll?

GM Jhaeman |

It takes another solid half hour, but then Scottermander manages to diagnose what's wrong with the power conduits and repair the damage. Although the generators still aren't operating at full capacity, Glimmershield should be getting some power now.
Scottermander's Engineering check to repair the conduits was successful, and some power is now flowing back to Glimmershield. It's up to you folks whether to continue with repairs (Computers for the conversion baffles), check on the condenser on the mesa, or head back.
You've now been outside for 1.5 hours (for the purposes of buffs and environmental protections).
@Ashtif: I would have allowed Profession (electrician) to assist on the conduits [because it was explicitly an electrical fault] but that problem is now fixed. I don't think I'd allow it on the Computers check on the conversion baffles because that's a programming fault.

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George 09-23 turns to the others as he has the most protection against the cold with his Thermal Capacitor (rated to -50 F) running at full capacity.
"If anyone starts feeling cold let me know and we can deal with it."
The android continues to work on the conversion baffles.
Computers, Aids are welcome but are not included: 1d20 + 14 ⇒ (19) + 14 = 33
The life support function in people's armor is measured in days so I think everyone should be good to go. The scarcity of buffs (relative to PF1) does really speed up and simplify play. :)

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George 09-23 puts up Telepathic Message on the party so they can communicate without making too much noise.
"I think I should scout ahead while being invisible. Climbing that wall is too good an opportunity to ambush the party if there is trouble on the other side of the wall."
"I can get to the top of the wall with no issues with my jump jets and then give a quick look around. One way or another I will give you a message on your armor's HUD (Heads up Display)."
"I have more than enough cable to lower down to make everyone else climb easier."
Technomancers can message comm units as well as people and every suit of armor comes equipped with a personal comm unit.

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Ashtif says, "If something jumps up there and attacks him, I can shoot it from down here. But if something shoots at him from the other side, I obviously won't be able to shoot at it. But he is invisible, so ..." He pulls out his sniper rifle, just in case.

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Istilnar pulls his hood tighter over his face to protect it from the cold. He looks on as George approaches the wall, but says nothing. His iridian echo seems to be unaffected by the cold.

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George 09-23 puts a hand in an accessible pocket. He grabs on to a battery to power his spell. Drawing forth some of the energy from the power cell he powers his Invisibility spell. He then carefully (and hopefully quietly) advances to the ice wall and then uses his jump jets to fly to the top of it and look around.
Stealth, Invisible while moving: 1d20 + 8 + 20 ⇒ (17) + 8 + 20 = 45

GM Jhaeman |

George 09-23 makes it safely to the top. The mesa’s sides curve inward, forming a sheltered pocket around an esoteric device: a smooth-sided stone obelisk capped by a milky, erratically rotating orb. Thin ribbons of shimmering, aurora-like energy flicker in and out of sight around the orb. The conduits running down the obelisk’s length and into the frozen ground glow with similar effect. Every few seconds, the orb halts, crackles, and discharges a bolt of electricity into the rock around it.
The ground here is slippery and counts as difficult terrain.
Perception (George): 1d20 + 10 - 5 ⇒ (4) + 10 - 5 = 9

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George 09-23 takes out his trusty scanner and starts looking around for anyone or anything nearby. He also takes a moment to examine the strangely pulsating orb. With the assumption that there is no immediate danger George 09-23 will lower down a titanium cable for people to climb up on. He attaches his end of the cable to something sturdy to support it.
Perception, Circumstance bonus: 1d20 + 10 + 4 ⇒ (20) + 10 + 4 = 34
The party's personal devices flash courtesy of a telepathic message.
***Hold on, I am examining the area. I will advise. ***
George 09-23 is invisible

GM Jhaeman |

George 09-23 examines the area with his scanner.

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George 09-23 places his scanner away. He lowers down a titanium cable for the others to climb up. He attaches his end to a sturdy anchor point.
He messages the party telepathically. The details flash on their comm devices.
**** "We have company up here buried in the ice. Come up and we will deal with the situation." ****
This is texting Technomancer style. :)
George 09-23 is invisible

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Ashtif mounts his grappler on the sniper rifle and fires, then slips the gun strap over his shoulders as he pulls out his climbing kit and begins making his way up, banging self-implanting pitons into the ice wall as he goes to help provide footholds for others.
Athletics (Climb): 1d20 + 12 + 4 ⇒ (11) + 12 + 4 = 27
Climbing a wall should be 5, but not sure how the ice increases the difficulty. Still, I figure that will make it, and everyone else following me can benefit from the grappler and climbing kit as well ... although the footholds are a little close together, since are spaced for a halfling ... not that the ysoki will mind, of course.
Once on top, he pulls out his binoculars and tries to get a look at the situation for himself. He will pull out his broad-spectrum scanner to assist.
Perception: 1d20 + 14 + 4 ⇒ (20) + 14 + 4 = 38
Peeking at George's spoiler ...
Ashtif looks at the monitor, trying to identify the stocky quadripeds.
Life Science (Identify Creature) w/ Alien Archive bonus: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
If I was able to identify the creature, then I'll get +2 to any future trick attacks against that creature. If it's an animal that seems even remotely able to be handled, though, I'll begin pulling out my animal-training kit and try to Crocodile Dundee this situation ...

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Mysticism (Identify Creatures) w/ Alien Archive: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28

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Istilnar and his pet wait at the base of the ice wall. He says over the team's comm channel.
"Report what you see up there."

GM Jhaeman |

Ashtif uses his own scanner to survey the top of the mesa.

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Ashtif says over his comms, "We've got some ice elementals over here. Anybody speak the Air or Water elemental languages? Wonder if there's some way to lure them away or drive them out. Be a shame to have to fight them. If we do, though, be ready to go with heat over cold attacks."

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George 09-23 communicates telepathically with the group and their devices.
***"Yes, I speak both Aquan and Auran so I can speak to them. Interesting."***
"***"I wonder if they created the ice wall to mark their territory"***
George 09-23 scans his own memory banks to recall more about these ice-bound creatures. He focuses his attention on what can possibly motivate these creatures. He wonders if the ice elementals are simply drawn to the moisture generated by the condenser unit.
Mysticism: 1d20 + 11 ⇒ (11) + 11 = 22
George 09-23 is invisible

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While the others climb up the wall or discuss options, Ashtif pulls out his sniper rifle and his hands move across his efficient bandolier rapidly as he quickly swaps the four standard bullets out for explosive bullets. He then does the same for his tactical semi-auto pistol.

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Istilnar and his pet ascend the wall. He is of no use speaking to the elementals though.

GM Jhaeman |

George 09-23 scans his memory regarding ice elementals.

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George 09-23 examines the area to see if the condenser can be repaired without rousing the Ice Elementals.
George 09-23 is invisible
@GM Jhaeman - Would it be possible to fix the condenser (perhaps at a higher DC) without disturbing the elementals?

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"Alright people. We are going to try to fix the condenser without disturbing the elementals so we will have to take it easy."
"Anyone who would like to assist me can while the rest of you stay on guard in case they decide to attack."
George 09-23 takes out his engineering tool kit and gets to work.
Aids are welcome but I am going to start with the main roll. :)
Engineering: 1d20 + 13 ⇒ (6) + 13 = 19
George 09-23 has a luck stone so if the check fails by 1 after aids the stone will trigger and retroactively make it a success.

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We have to go over to the condensers first, though, right? I can see the condenser on the map, but not really sure exactly where the ice elementals are. Also, am I correct that the condensers are discharging energy periodically. Is there a way to figure out the pattern to avoid being zapped?
Ashtif calls down to Bodo from the top of the wall, "Are joining us? I want to lower this cable down so we can climb down the other side."
He says to George, "I can assist. Anyone who can't help out with engineering, you can stay here and cover us, if needed. Remember, try to stick with heat weapons if we do come into conflict, and definitely avoid anything cryogenic." He glances around. "Anybody need some exploding rounds, I do have some that will work in pistols and rifles."
Once everyone is in position on the wall, he lowers his cable down the other side and climbs down, making his way over toward the condenser. He carries his tactical semi-automatic in case conflict erupts, but tries to avoid notice of the creatures to make it to the condensers.
Stealth: 1d20 + 16 ⇒ (3) + 16 = 19
GM: Feel free to move me on the map to wherever makes the most sense for the purposes of repairs, and to avoid the ice elementals and any energy discharge.