George 09-23 |
While Ashtif rests so does George 09-23.
1 RP spent to recover SP
"Alright that rest and all the magical tonics did the trick. I am ready to proceed."
Ashtif Cloudskipper |
Ashtif does a quick inspection with his broad-spectrum scanner.
Perception: 1d20 + 14 + 4 ⇒ (20) + 14 + 4 = 38
Assuming nothing is found, he then leads the group down the passage to the left.
GM Jhaeman |
As a thorough sweep by Ashtif's broad-spectrum scanner shows nothing of interest, the Starfinders continue down the passage.
Soon, they reach an immense subterranean chamber. Oddly uniform, circular bores pockmark the walls and floor, radiating away from the frozen lake at the center of the chamber. A refuse heap of broken-down mining equipment, rusted drill bits, and splintered crates rests atop the ridge to the southwest of the pool.
Scottermander Tracy |
Scottermander is watching what the spy drone sees through it's camera, on the remote control viewer. Overlayed on the image is the results from the infra-red camera.
perception: 1d20 + 9 ⇒ (20) + 9 = 29
Ashtif Cloudskipper |
Scottermander, your stat line is still showing Fatigued, and I'm pretty sure we were able to rest and get rid of that condition.
Ashtif motions toward the cavern off to the northeastern corner of this chamber. "Scottermander, can you send your drone to investigate that passage?"
He advances up near the entry to that passage, and brings his scanner up to see what he can detect.
Perception: 1d20 + 14 + 4 ⇒ (6) + 14 + 4 = 24
George 09-23 |
George 09-23 nods at the use of the drones. He approves of relatively simple technology properly used.
Ashtif Cloudskipper |
Ashtif motions for the drones to explore the northwestern cavern passages, as he takes a position near the entrance, with his sniper rifle pulled and his broad-spectrum scanner mounted on the uniclamp, so he can operate it.
Perception: 1d20 + 14 + 4 ⇒ (6) + 14 + 4 = 24
GM Jhaeman |
Beyond the frozen lake to the northwest, a narrow tunnel leads to a large cavern with a steep downgrade. This large ice cave is unremarkable except for the ruins of equipment that must have once been used by miners, but that has now fallen into disrepair after decades of neglect. An alcove to the southwest contains a disused terminal covered in a layer of ice.
The blue box is the terminal.
Ashtif Cloudskipper |
Ashtif advances to the terminal location and secures the location, making sure there are no traps (or triggering them) and then motioning the others, specifically George, into the area to do ... whatever they are here to do.
Engineering check?
GM Jhaeman |
Ashtif moves towards the terminal, noticing that the tunnel to the west ends abruptly in a railed shaft protected by a transparent tube on three sides. A dilapidated tram large enough to carry a dozen Medium-sized passengers rests atop the rails just outside the downward-sloping tube.
Yep, Engineering check could repair the terminal.
George 09-23 |
George 09-23 lends a hand with the repairs as well.
Aid to Engineering, DC 10: 1d20 + 13 ⇒ (8) + 13 = 21
Bodo Mars |
Bodo is waiting for others to move, if they ain't moving, I ain't moving. He will stay within 10 feet of a party member. I see one person separated from the rest and he'll stay with the majority.
Ashtif Cloudskipper |
That one person is me next to the blue thing that George, Scottermander, and I just repaired. Would.you be in the room with us or out keeping watch?
GM Jhaeman |
As part of the expedition work on repairing the tram terminal, those back in the massive chamber with the frozen pool witness a frightening sight: four six-limbed animals with translucent flesh and iridescent carapaces emerge from the bores pockmarking the walls and floors! It's clear you've trespassed on their territory . . .
For Round 1, I'm going to roll Initiative for the three of you still in this chamber. Depending on what happens, those of you in the terminal room may be able to act in Round 2.
GM Jhaeman |
Initiative (Round 1)
George 09-23
Creatures
Bodo
Istilnar
Bold should go!
Initiative (creatures): 1d20 + 2 ⇒ (9) + 2 = 11
Initiative (Scottermander): 1d20 + 3 ⇒ (17) + 3 = 20
Initiative (Istilnar): 1d20 + 3 ⇒ (1) + 3 = 4
Initiative (Rattus): 1d20 + 4 ⇒ (19) + 4 = 23
Initiative (George): 1d20 + 7 ⇒ (9) + 7 = 16
Initiative (Bodo): 1d20 + 4 ⇒ (1) + 4 = 5
Initiative (Ashtif): 1d20 + 6 ⇒ (18) + 6 = 24
GM Jhaeman |
George 09-23 suddenly turns invisible as the creatures, seeing intruders in their territory, rush to attack! Fortunately, Istilnar sees them coming and manages to duck their snapping jaws!
Botting George as per instructions.
Yellow and Blue do double moves to get into combat range. Red and White each do one move and then attack Istilnar, but both miss.
Red Bite vs Istilnar KAC: 1d20 + 11 ⇒ (6) + 11 = 17
damage: 1d6 + 7 ⇒ (5) + 7 = 12
White Bite vs Istilnar KAC: 1d20 + 11 ⇒ (5) + 11 = 16
damage: 1d6 + 7 ⇒ (1) + 7 = 8
GM Jhaeman |
Bodo's baton smashes into the burrowing animal, putting a deep crack in its iridescent carapace! Meanwhile, Istilnar moves to get his back against a wall and, in one fluid motion, draws a serrated blade to slash out! The blade knocks free a fist-sized chunk of the creature's carapace, revealing it to be made out of frozen blood! The brakim then gets on the comms to the rest of the group: "Contact!"
Bodo's attack hit. There's some DR at work, but some damage went through.
Botting Istilnar as doing a guarded step back, drawing a weapon, attacking Yellow (the attack hits) and then alerting the rest of the group that there's danger.
Istilnar survival knife vs Yellow KAC: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d4 + 4 ⇒ (1) + 4 = 5
Ashtif Cloudskipper |
Ashtif hustles out, pulling his tactical pistol as he moves. When he gets in view of the creatures, he tries to identify them.
Life Science w/ Alien Archive operative's edge bonus: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
GM Jhaeman |
As Rattus and Ashtif round the corner, the still-invisible George 09-23 begins conjuring additional allies from pure magic!
Botting George 09-23 as instructed, beginning to cast the 1 round spell summon creature II. Would someone like to volunteer to run the creatures when they appear next round?
GM Jhaeman |
Seeing more intruders in their territory, the pack of six-legged beasts instinctively tries to chase them away! Both Ashtif and Rattus feel the pain of sharp teeth tearing their flesh!
Yellow attacks Istilnar with a full attack. Result: Both miss.
White does a step to get next to Bodo and attacks. Result: Miss.
Blue does a move action to get next to Ashtif and attacks. Result: Hit. Ashtif, you take 10 A&P and need to attempt a Fortitude saving throw.
Red does a charge attack on Rattus. Result: Hit. Rattus, you take 12 A&P and need to attempt a Fortitude saving throw.
Yellow Bite (full) #1 vs Istilnar KAC: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15
damage: 1d6 + 7 ⇒ (4) + 7 = 11
Yellow Bite (full) #2 vs Istilnar KAC: 1d20 + 11 - 4 ⇒ (10) + 11 - 4 = 17
damage: 1d6 + 7 ⇒ (6) + 7 = 13
White Bite vs Bodo KAC: 1d20 + 11 ⇒ (6) + 11 = 17
damage: 1d6 + 7 ⇒ (2) + 7 = 9
Blue Bite vs Ashtif KAC: 1d20 + 11 ⇒ (9) + 11 = 20
damage: 1d6 + 7 ⇒ (3) + 7 = 10
Red Bite (charge) vs Rattus KAC: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
damage: 1d6 + 7 ⇒ (5) + 7 = 12
Ashtif Cloudskipper |
I must not understand the map ... aren't I standing next to a giant pit in the ground? I chose this position specifically because I thought they'd have to go around to get to me. Is it a frozen lake or something instead, that the thing is standing on?
Fortitude save: 1d20 + 3 ⇒ (1) + 3 = 4
Blah ...