Blinky 'Bamboozle' Bluegum |
Blinky keeps aligning to the LZ.
Piloting 1d20 + 18 ⇒ (16) + 18 = 34
Cha'mon Cha'mon |
Piloting: 1d20 + 17 ⇒ (6) + 17 = 23
Cha'mon Cha'mon comes in for a flashy landing.
Theseius |
Theseius tries to line up his spin to the hole.
mysticism: 1d20 + 9 ⇒ (19) + 9 = 28
For some reason this music is playing in his mind.
Mich Igan |
Mich tries to help get a good landing.
Perception: 1d20 + 12 ⇒ (9) + 12 = 21
AbadarCorp Entertainment |
The magical defenses look intimidating, but fortunately the whole group manages to get an accurate approach, and nobody is incinerated by accident.
At the gate is a small ledge, where the group can safely land and take a moment to switch out batteries.
The gate itself is closed, without any apparent handles, seams or cracks giving any indication that this thing would open.
Mich Igan |
Oh?! I can help! says Mich.
He cheerfully moves to the gates and touches it.
Cha'mon Cha'mon |
Cha'mon slowly backs away from Mich.
AbadarCorp Entertainment |
Theseius deciphers some of the symbols, but fails to find the meaning for now. Mich cheerfully moves to the gate, cheerfully touches it, and the gate cheerfully doesn't budge.
You can try an int check. You can als otry Culture, Medicine, Mysticism, Perception, or a relevant Profession check
Shari Misraria |
Shari, who knows both the magical traditions of many races and the Copaxi language, takes a closer look at the gate. What if there is a way to somehow "demonstrate" this spiritual balance so that the gates open?
Mysticism: 1d20 + 12 + 1d6 ⇒ (17) + 12 + (2) = 31
Cha'mon Cha'mon |
Cha'mon unslings his plasma guide sniper rifle from over his shoulder and affixes his syringe stick to the bayonet bracket on it.
"Shari my dear, it seems you know something more about these gates."
AbadarCorp Entertainment |
Shari realises that being overly cheerful doesn't help in passing the gate. What the symbols signify is that a complete balance of the mind is needed to pass the gate, something that can be achieved with a minute or so of meditation.
Good thing Shari doesn't have good reception here.
Shari Misraria |
It seems that we need to meditate and calm down. Let's try it. We breathe for four counts, four counts of pause, four counts of exhale, four counts of pause again... We close our eyes... And again...
AbadarCorp Entertainment |
And as Shari centers her emotions, the gate becomes incorporeal to her, and she can pass through with ease.
Beyond the gate is a foyer that’s meticulously well-kept, complete with large plush tubes that have been bolted to numerous surfaces. The hallways beyond this room appear empty, but are free of dust and debris, suggesting they’re occupied at least some of the time.
The interior of Gadrathar Fortress is primarily made of stone, with mortar made from fossilized copi acting like veins that reach out through the entire structure. The fortress has been broken up into several “lobes” that are in a state of constant rotation, grinding past each other in erratic directions, like a giant tumbler dryer.
The rooms and doors are circular in shape, dimly lit, and have a ceiling height of 20 feet.
It's possible to take a rest here
Moving deeper into the fortress, the group eventually comes upon a massive chamber, 300 feet in diameter and 50 feet in height.
A stone balcony surrounds a pit recessed into the ground. The pit is rust colored, and a seemingly metallic liquid pours like a waterfall from some underground spring into its center. Despite the motion of the fortress, this water remains within its pool. Four copi structures, each reaching 20 feet into the air, have limbs outstretched as if trying to escape the sludge. On the opposite balcony from the Starfinders’ arrival are a large group of robots, their faces covered by solid plate masks with ornate artistry along the edges— halfway between an homage and a mockery of the copaxi. All of them are using some form of flight. Their apparent leader floats forward, amplifying their voice to be clearly heard throughout the room. “The Gadrath have not suffered outsiders here for centuries. State your purpose so we may decide if you’re worthy to remain in this place, or whether you should be cast out.”
Theseius |
Thank you Shari. I should remember that
To that robots he says.
I am Theseius, a copaxi ambassador to the Starfinder Society. We are here to explore this structure - and maybe restore it to it's original purpose.
Mich Igan |
We're here to help! says enthusiastically Mich
Shari Misraria |
Greetings! We are a group of Stafinders, space explorers from different worlds, united by an interest in history and a thirst for truth. We are looking for a meeting with you in order to learn more about the history of this planet and perhaps change something in its reality today. Shari makes a bow in the spirit of the old days.
Diplomacy: 1d20 + 15 ⇒ (14) + 15 = 29
AbadarCorp Entertainment |
I need everyone to roll a Bluff, Culture, Diplomacy, Engineering, Mysticism, or relevant Profession check. Shari already passed hers. Copaxi must roll twice and take the lower result...
Your motives seem honourable the leader speaks but can the same be said of your companions? Acopaxi is among you, how can we be our creators do not seek to enslave us again?
Blinky 'Bamboozle' Bluegum |
Prof - Archaeologist 1d20 + 16 ⇒ (4) + 16 = 20
"Archaeologist, came to study, but really looking for your assistance as this is quite different to what I have studied before..."
Dirk Starcliffe |
Dirk holds his hands up palms out.
"Yes we're here to help restore the facility. We don't mean any intrusion on your home. We're with the Starfinder Society."
Diplomacy: 1d20 + 7 ⇒ (5) + 7 = 12
Mich Igan |
We Skittermanders are the best helper of the Universe! Ask the Vesk! says cheerfully Mich before adding with a wide smile.
And we are from the Starfinder Society too! A great organization who seek knowledge and help people throughout the Galaxy. We are the good guys!
Oh, and yes, in the Pact Worlds, which this planet is a part of, slavery is illegal and the Steward, is enforcing this law isn't it wonderful?!
Diplomacy: 1d20 + 11 + 1d6 ⇒ (16) + 11 + (6) = 33
Shari Misraria |
Shari glances at Mich, knowing full well the conditions in which half-orcs are kept on her home planet Apostae. He's lying very convincingly - that's the conclusion the drow comes to.
Cha'mon Cha'mon |
Bluff: 1d20 + 16 ⇒ (16) + 16 = 32
Cha'mon Cha'mon, holds up a hand in a solemn gesture. "We come in peace. As a gesture in good faith we offer you our skittermander. Do with him what you will."
AbadarCorp Entertainment |
Your gesture is most noble the Gadrath elder responds but you must know that we do not take servants, as part of our code.
Is that machine code or honor code?
You can refer to me as Kyrsine, I am an elder of the Gadrath, and I speak for them. You have convinced me of your honest intentions, even though you have a Copaxi among you. Yet, to convince the people I speak for, I shall invite you to the 'Threefold trial'.
The Threefold Trial is an ancient tradition the Gadrath inherited from the original inhabitants of Gadrathar Fortress. In the Threefold Trial, the Gadrath will judge yourworthiness to enter the fortress’s core by observing you in a Trial of Combat, a Trial of Knowledge, and a Trial of
Balance
The copi of Gadrathar fortress have drawn an infestation of parasitic oozes, which grow among the them in this Fortress. The ancient copaxis who called this place home knew how to stunt their growth and continually refresh the copi’s energy to keep the structure stable and whole, but that secret has been lost to time.
Our only other way of dealing with them is to flush them out into the open and destroy them when they reach a certain size, allowing us to “thresh” the copi and keep the fortress from falling out of the sky.
This contributes heavily to the unstable gravitational fields and unpredictable rotation of the fortress, but it is our only way.
For the trial of combat, your challenge is to destroy a group of these oozes.
AbadarCorp Entertainment |
Kyrsine guides the group and some witnesses to secluded space in the fortress. There, in the distance, a group of oozes can be spotted.
Good luck Kyrsine says
Cha’mon: 1d20 + 11 ⇒ (19) + 11 = 30 (Fast Talk feat)
Theseius: 1d20 + 1 ⇒ (15) + 1 = 16
Mich Igan: 1d20 + 1 ⇒ (16) + 1 = 17
Shari: 1d20 + 6 ⇒ (17) + 6 = 23
Dirk: 1d20 + 0 ⇒ (17) + 0 = 17
Blonk: 1d20 + 11 ⇒ (5) + 11 = 16
Enemy: 1d20 + 3 ⇒ (4) + 3 = 7
Can each of you roll a DC 16 Fort or Will save (your choice)? Also, can you add your token in the designated area is it isn't already there?
---
Cha'mon
Shari
Mich Igan
Dirk
Blinky
Theseius
---
Ooze
Ooze
---
Cha'mon Cha'mon |
The distance between the oozes and Cha'mon means nothing when he aims at the one directly in front of him through the scope of his sniper rifle.
Bluff (Stunt and Strike): 1d20 + 16 + 4 ⇒ (4) + 16 + 4 = 24 Feinting Stunt, if the skill check succeeds (DC = 20 + target's CR) the target is flat footed to Cha'mon's attack. If the check and his attack succeeds the target is flat footed to everyone's attacks until the start of Cha'mon's next turn.
Plasma Guide - Range Increment vs. Red EAC: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
Plasma Guide - Range Increment vs. Red EAC: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15 Cha'mon will use his communalism graft to roll the attack twice and take the better result.
Electricity/Fire Damage: 1d10 + 7 ⇒ (4) + 7 = 11
"1,000 credits if I hit it right between its eyes, any takers?"
Fortitude Save: 1d20 + 5 ⇒ (8) + 5 = 13
Fortitude Save: 1d20 + 5 ⇒ (8) + 5 = 13 Cha'mon will use a resolve point to use communalism again. (Enhanced Communalism Feat)
Blinky 'Bamboozle' Bluegum |
Fort 1d20 + 7 ⇒ (19) + 7 = 26
Life Science 1d20 + 11 ⇒ (9) + 11 = 20
"Before I walk over and punch one - what do we know about these?"
Cha'mon Cha'mon |
"Pseudopod, tentacle, eye stalk, they are all the same. You owe me 1,000 credits Theseius."
AbadarCorp Entertainment |
Cha'mon shoot first, while Blinky asks the questions later. Blinky confirms these creatures indeed do not have eyes (or sight), and rely on blindsight. They're mindless creatures that have a draining attack that sucks the marrow out of creatures (Causing con damage and the ooze to regain hp). These creatures can fly faster than they can crawl.
Cha'mon hits it right between the non-eyes, but the same cannot be said of Theseius.
---
Cha'mon
Shari
Mich Igan
Dirk
Blinky
Theseius
---
Ooze - Blue (15)
Ooze - Red
---
Mich Igan |
Fortitude DC16: 1d20 + 7 ⇒ (15) + 7 = 22
Mich starts to glow as the trial starts. In one of their hands a weapon of pure light appears, looking like a mythical doshko as they flies toward the creatures.
YaTa!
Blinky 'Bamboozle' Bluegum |
Blinky casually draws his pistol and takes a potshot at the red creature at a slightly long range.
Had to move action draw, standard shot
Trailblazer tactical semi-auto pistol
Attack 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22 vs KAC
Damage 1d6 + 4 ⇒ (5) + 4 = 9
AbadarCorp Entertainment |
Gravity, Cha'mon: 1d4 ⇒ 1
Cha'mon feels a confusing, illusory gravity, that makes everything move much lighter. Cha'mon (only) acts as if in Low Gravity
Mich Igan flies closer, while Blinky takes a shot at the other ooze. Theseius moves closer
---
Cha'mon
Shari (+save)
Mich Igan
Dirk (+save)
Blinky
Theseius
---
Ooze - Blue (15)
Ooze - Red (9)
---
Dirk Starcliffe |
Dirk uses his jets and tries to move up the ledge to follow the skittermander.
athletics: 1d20 + 7 ⇒ (19) + 7 = 26
Fort: 1d20 + 6 ⇒ (14) + 6 = 20
"I'm coming!"
Shari Misraria |
Will: 1d20 + 9 ⇒ (1) + 9 = 10
Take your time, Dirk. Shari smiles ironically.
Drow looks around with the air of a real boss and is clearly looking for an employee who will need her guidance.
Ready action: Inspiring Boost (+11 SP) on the first ally to take damage.
AbadarCorp Entertainment |
Gravity, Shari: 1d4 ⇒ 2
Shari feels the gravity shift, but despite it, feels a normal level of ground attraction without any consequences.
The parasitic oozes fly forward, towards the group, and the southermost one launches a dart from its lattice at Mich
Dart, Mich: 1d20 + 9 ⇒ (11) + 9 = 201d6 + 4 ⇒ (4) + 4 = 8
---Round 2---
Cha'mon
Shari
Mich Igan
Dirk
Blinky
Theseius
---
Ooze - Blue (15)
Ooze - Red (9)
---
Blinky 'Bamboozle' Bluegum |
Blinky goes steaming in and takes a swing at the ooze,
Trick attack (Take 10) DC11 or Lower tricked.
Attack 1d20 + 13 ⇒ (16) + 13 = 29 vs FF KAC
Damage 2d6 + 14 + 4d8 ⇒ (3, 2) + 14 + (5, 8, 2, 5) = 39
+Off Target, -2 to attacks.
Mich Igan |
As Mich glows brighter, they steps towards the gigantic ooze and strikes!
Solarian Weapon vs KAC: 1d20 + 12 ⇒ (11) + 12 = 23
Damages, S: 1d6 + 16 + 1 ⇒ (6) + 16 + 1 = 23
Helping!
AbadarCorp Entertainment |
Blinky goes into full demolition mode, rips the ooze a new one, and the Skittermander is so helpful as to kill off the ooze.
---Round 2---
Cha'mon
Shari
Mich Igan
Dirk
Blinky
Theseius
---
Ooze - Blue (15)
Ooze - Red (DEAD)
---
Cha'mon Cha'mon |
Cha'mon shifts his rifle to the other ooze and fires!
Bluff (Feinting Stunt): 1d20 + 16 + 4 ⇒ (14) + 16 + 4 = 34
Plasma Guide vs. Blue EAC: 1d20 + 9 ⇒ (20) + 9 = 29
Electricity/Fire Damage: 1d10 + 7 ⇒ (10) + 7 = 17
Critical Electricity/Fire Damage: 1d10 + 7 ⇒ (10) + 7 = 17 Blue has to roll on the wound table also.
Blue is flat footed to Cha'mon's attack and all other attacks until the beginning of his next turn.