GRIM*! Gaming Network’s SFS 1-36: Enter the Ashen Asteroid (Inactive)

Game Master Ashbourne

GRIM*! Gaming Network’s SFS 1-36: Enter the Ashen Asteroid

Slides .


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Second Seekers (Roheas)

Female Undine Technomancer (Wizard)-4 | F:1 R:3 W:5 : SP:20/20 HP:22/22 RP:6/6 | E:15 K:16 | P:5 I:2 | DV | 124312-724

Vega dashes inside - that lava looks very dangerous.

She then casts Comprehend Languages to understand the dwarven.

Wayfinders

Female scuriday xenoseeker mystic 1 | SP 6/6 HP 10/10 RP 4/4 | Fort +0 Ref +2 Will +5 | perc +7 init +2

Floota carefully follows the others, waiting to help if needed.

Exo-Guardians

| [SP] 28/28 [HP]30/30| Resolve: 4/5 | Dwarf Mystic (Warmonger) 4th| INIT + 1, Senses Perception +11 Darkvision 60' | EAC 16 KAC 16 Fort +2, Ref +4, Will +8

Normally, Darakwinn would stay outside under the principal that jamming everyone into a single room is a good way to get them all exploded at once.

But, that lava does, indeed, look very dangerous. Not that she expects a room to be able to provide a lot of protection against it, but it's better than just standing outside for it.

"Hey! You look like you know your way around a keyboard," she says to Vega. "Can you hack this thing? Maybe there's some kind of controls to deal with the lava."

Exo-Guardians

Male Human Solarian/1 7SP 11HP 4RP 11EAC 12KAC Fort+4 Refl+0 WILL+2 INIT+0 PERCEPTION+4

Aphelion stands back, well aware of how little he can help with either computers or Dwarven writing

Advocates

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With Comprehend Languages, Vega is better able to understand the computer system, without the Dwarves in the party translating.

DC 17 Computers check to hack into the computer. (DC21 without the Comprehend Languages)

For Vega, if she starts trying to hack the computer:
The dwarven programming language seems to have very rigid syntax. Everything is organized into neat blocks of code, even when that's not efficient. You find some programmer notes, where they unofficially call the programming language toil++

Second Seekers (Roheas)

Female Undine Technomancer (Wizard)-4 | F:1 R:3 W:5 : SP:20/20 HP:22/22 RP:6/6 | E:15 K:16 | P:5 I:2 | DV | 124312-724

I understand that is what I am here for Vega replies.

computers: 1d20 + 12 ⇒ (7) + 12 = 19

I have to admit, this is a rather interesting programming language

Advocates

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While Vega starts hacking the computer, the lava flares up and a cloud of hot gas is released, reaching the area were just at, luckily, being in the room saved you from exposure.

Despite the tedious Dwarven programming, Vega is able to bypass the security to get into the system. Anyone on the team can now assess the following files.

1: Review a holographic animation of how to restart the Solarian
Stone (see below).
2: Review damaged text files documenting the Solarian Stone’s
inferred origins (see below).
3: Deactivate the negative energy hazard on the door on the far side of the platform.
4: Launch a fire-retardant canister into the molten core, negating
the flare hazard for 3 hours.
5: Disable the alarm countermeasure.

Wayfinders

Female scuriday xenoseeker mystic 1 | SP 6/6 HP 10/10 RP 4/4 | Fort +0 Ref +2 Will +5 | perc +7 init +2

After hearing the description of what the team can do, Gloora re ommends starting out with options 3-5, just to make things safer.

Exo-Guardians

| [SP] 28/28 [HP]30/30| Resolve: 4/5 | Dwarf Mystic (Warmonger) 4th| INIT + 1, Senses Perception +11 Darkvision 60' | EAC 16 KAC 16 Fort +2, Ref +4, Will +8

"It's important for everyone to know why they're here," Darakwinn says with a nod.

"So just hit this switch?" she asks, indicating the controls that she thinks will launch the fire-retardant canister.

Are there skill checks associated?

She sees the super heated gas rise and is glad that they at least have protection from that, even if she's still pretty sure they'll get cooked like crispy and juicy chicken if the lava surrounds this chamber.

Second Seekers (Roheas)

Female Undine Technomancer (Wizard)-4 | F:1 R:3 W:5 : SP:20/20 HP:22/22 RP:6/6 | E:15 K:16 | P:5 I:2 | DV | 124312-724

Vega is currently downloading as much as those text files as she can to her datapad.

Advocates

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I revealed the control room in the map and moved everyone in, feel free to reposition yourself in the room

Floota makes a wise recommendation while Vega starts downloading the data. The holographic animation is huge, taking enough time to let you read some of the shorter text files while you wait.

Text files:
The computers contain a wealth of text and image files, many of them irreparably scrambled or entirely empty due to having been created during the Gap.

More recent entries by the duergar immediately after the Gap record confused messages that speculate as to this device’s dwarven origins and what the duergars’ original objective on this asteroid was. These newer files also record hundreds of tests using the device here, what’s referred to as "the Solarian Stone." These tests largely involve experiments of light, gravity, and particle physics, later evolving into practical tests that directed these cosmic forces toward manufacturing weapons. All told, the logs cover about 40 years of activity, ending in several agitated messages reporting damage to numerous parts of the facility following an unauthorized activation of the Solarian Stone. There’s far too much to analyze in detail now, although one file's code bit off.

DC 13 computer check to see what's wrong with that last file:
You find some stray code that lets you uncover an encrypted file. On further study, you determine this was a computer virus of dwarven design created to sabotage or usurp one or more key functions in the facility. The file—the work of the investigator Avaldur Rhols centuries ago— dealt its damage long ago and represents no further threat.

The switch Darakwinn is pointing at is a large red button labeled in dwarven, saying "launch fire-retardant canister." It's very hard to resist.

Optional Just for fun:
DC 20 will save to not push the button.

If you push the button:
You hear a loud clicking sound on the roof of the control room, then the sound of a container rolling across the roof, then the sound stops right when you think whatever is rolling would have fallen off the roof into the lava below. A quick look out side reveals the canister got stuck in the launch mechanism.

If you climb on the roof, you can free it using athletics or engineering. From inside you can free it with the remote arms with a computer, piloting, or profession video gamer check to control the arm.
DC 13 acrobatics or athletics to get on the roof.
DC 17 athletics to shove it free.
DC 15 engineering to fix the cause of the jammed canister.
DC 15 computer or piloting to use the arm
DC 10 profession video gamer (it really is just like in the game)

If you fail, you can reroll after everyone else who wants to try has gone, but each new attempt takes a minute.

Second Seekers (Roheas)

Female Undine Technomancer (Wizard)-4 | F:1 R:3 W:5 : SP:20/20 HP:22/22 RP:6/6 | E:15 K:16 | P:5 I:2 | DV | 124312-724

computers: 1d20 + 12 ⇒ (8) + 12 = 20

Ooooh. There was a virus in that file but it's been rendered inert.

Exo-Guardians

Male Human Solarian/1 7SP 11HP 4RP 11EAC 12KAC Fort+4 Refl+0 WILL+2 INIT+0 PERCEPTION+4

Aphelion looks away, knowing that if he stares any longer the allure of the big red button while get to him.

Exo-Guardians

| [SP] 28/28 [HP]30/30| Resolve: 4/5 | Dwarf Mystic (Warmonger) 4th| INIT + 1, Senses Perception +11 Darkvision 60' | EAC 16 KAC 16 Fort +2, Ref +4, Will +8

Darakwinn doesn't resist at all. Once she actually reads what the button does, she slaps it.

Which may be why the mechanism jams. Muttering something about the shoddiness of Duergar engineering, she takes a deep breath, steels herself, then lurches out into the open area over the lava.

Athletics: 1d20 + 4 ⇒ (20) + 4 = 24

After easily clambering up on top of the control room, she starts kicking the canister with both feet.

Athletics: 1d20 + 4 ⇒ (7) + 4 = 11

But it won't budge.

Exo-Guardians

Male Dwarf Soldier 1 SP 9 HP 13 RP 4 EAC 11; KAC 13 Fort +4; Ref +0; Will +3; Int +0; Perception +2 Solider 1

"Darakwinn did you need help?"

Wayfinders

Female scuriday xenoseeker mystic 1 | SP 6/6 HP 10/10 RP 4/4 | Fort +0 Ref +2 Will +5 | perc +7 init +2

Floota looks at the others, hoping someone else can help with the climbing around part.

Advocates

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Anyone not helping Darakwinn with the fire-retardant canister, feel free to work on the tasks, or continue searching the control room.

Second Seekers (Roheas)

Female Undine Technomancer (Wizard)-4 | F:1 R:3 W:5 : SP:20/20 HP:22/22 RP:6/6 | E:15 K:16 | P:5 I:2 | DV | 124312-724

Vega turns off the negative energy hazard and disables the alarm counter measures.

Advocates

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Vega disables the alarm and hazards.

While Darakwinn and others wishing to help her continue working on freeing the canister, the last thing on the list is viewing the hologram.

If you chose to watch the hologram:
The holographic animation demonstrates the forge’s ignition sequence. This begins with the crucibles being lowered into the pit, ascending filled with molten rock,
and being clamped into place to either side of the center of the platform by the mechanical arms connected to the 2 control rooms. Next, a dwarven figure enters area A2, picks up a hammer there, and performs a repetitive, ritualized prayer over the internal machinery before the
Solarian Stone activates.

If you want to get into the other control room:

Engineering DC 15 to open

Exo-Guardians

Male Dwarf Soldier 1 SP 9 HP 13 RP 4 EAC 11; KAC 13 Fort +4; Ref +0; Will +3; Int +0; Perception +2 Solider 1

Balin tries the lock on the other control area.

Engineering: 1d20 + 4 ⇒ (9) + 4 = 13

hope this works

Exo-Guardians

Male Human Solarian/1 7SP 11HP 4RP 11EAC 12KAC Fort+4 Refl+0 WILL+2 INIT+0 PERCEPTION+4

Aphelion watches the hologram, noting the prayer made towards the end of the clip.
"Looks like the Solarian Stone is started through this ritual. Does anyone know if that hammer is special or will any hammer do?"

Advocates

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Balin is unable to open the door on the first attempt, each attempt takes a minute.

DC 20 culture check, know what hammer to use. DC 15 for Dwarves.

The rumbling and hissing steam from below is a constant reminder that the lava is still active and could burst again.

Cognates

m N kishalee Evolutionist 4 [Xenoarchaeologis] | sp 32/32 | hp 29/29 | rp 7/7 | EAC 17 KAC 18 | F+3 R+7 W+2 | Resist Cold 2 | Perc +7 | DV60' |

I'll try to open it, Balin. I think it's done differently.

Engineering (DC15 to to open): 1d20 + 8 ⇒ (7) + 8 = 15

Take a good look around here. Now I'm going upstairs to help Darakwinn.

Mental note. It seems that this race - dwarfs - always needs help...

DC 13 acrobatics to get on the roof: 1d20 + 8 ⇒ (11) + 8 = 19
DC 15 engineering to fix the cause of the jammed canister: 1d20 + 8 ⇒ (11) + 8 = 19

Second Seekers (Roheas)

Female Undine Technomancer (Wizard)-4 | F:1 R:3 W:5 : SP:20/20 HP:22/22 RP:6/6 | E:15 K:16 | P:5 I:2 | DV | 124312-724

Vega watches and records the hologram.

Advocates

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GM:

Darakwinn Ironhead Perception: 1d20 + 10 ⇒ (15) + 10 = 25 Dark vision
Aphelion Leto Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
[spoiler= GM]
Anyone in the control room when the canisters launch.
Darakwinn Ironhead Perception: 1d20 + 10 ⇒ (18) + 10 = 28 Dark vision
Aphelion Leto Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Vega Capella Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Floota Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Balin Starforge Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Loxx the Revenant Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Loxx opens the door, discovering why Balin was having a hard time with it, turns out the door wasn't just locked, it was also broken.

Next, Loxx helps Darakwinn, finding that the canister is jammed in such a way that even a trox would have a hard time freeing it with brute force, but by removing a few of the restraining bolts, the canister finally launches.

As the canister launches, the shifting weight on the roof causes a wall panel in the control room to shift slightly. Aphelion, Floota, and Vega all notice the loose wall panel might be hiding something.

Behind the panel:

You find one hand size canisters of chemical fire-retardant rest within the
hidden panel.

With the canister of fire-retardant launched into the lava, you can hear the lava react, and then calm down.

You have instructions from the Hologram, and one hand size canister of chemical fire-retardant. The second control room has been opened but not explored. What would the Starfinders like to do next?

Second Seekers (Roheas)

Female Undine Technomancer (Wizard)-4 | F:1 R:3 W:5 : SP:20/20 HP:22/22 RP:6/6 | E:15 K:16 | P:5 I:2 | DV | 124312-724

Huh. That could be useful. Should we check out the other control room?

Wayfinders

Female scuriday xenoseeker mystic 1 | SP 6/6 HP 10/10 RP 4/4 | Fort +0 Ref +2 Will +5 | perc +7 init +2

Floota agrees to go look at the other control room.

Exo-Guardians

| [SP] 28/28 [HP]30/30| Resolve: 4/5 | Dwarf Mystic (Warmonger) 4th| INIT + 1, Senses Perception +11 Darkvision 60' | EAC 16 KAC 16 Fort +2, Ref +4, Will +8

If Loxx is expecting thanks, he'll be disappointed. Darakwinn just glares at him.

"I had it," she growls, though that statement seems patently false.

She moves very carefully (and not too gracefully) to get off the roof.

Before they move on to the other control room, she takes a look at the instructional hologram.

Culture: 1d20 + 6 ⇒ (2) + 6 = 8

"Yeah, I think any hammer will do," she says.

Second Seekers (Roheas)

Female Undine Technomancer (Wizard)-4 | F:1 R:3 W:5 : SP:20/20 HP:22/22 RP:6/6 | E:15 K:16 | P:5 I:2 | DV | 124312-724

A hammer is a hammer is a hammer isn't it?

Exo-Guardians

Male Dwarf Soldier 1 SP 9 HP 13 RP 4 EAC 11; KAC 13 Fort +4; Ref +0; Will +3; Int +0; Perception +2 Solider 1

"Aye but sometimes, it's a dwarven hammer!"

Balin sticks his head in the other control room.

Perception: 1d20 + 2 ⇒ (6) + 2 = 8

Second Seekers (Roheas)

Female Undine Technomancer (Wizard)-4 | F:1 R:3 W:5 : SP:20/20 HP:22/22 RP:6/6 | E:15 K:16 | P:5 I:2 | DV | 124312-724

*ponders* I guess that makes sense

Advocates

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Balin Starforge wrote:

"Aye but sometimes, it's a dwarven hammer!"

Balin sticks his head in the other control room.

[dice=Perception]1d20+2

Looks just like the other room, at least with just the emergency lights on.

Advocates

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Recap of where we are currently at.

1. You have found one, hand-sized canister of chemical fire-retardant, might be useful... but currently it's jsut a hand-sized canister of chemicals.

2. Search the second control room,

DC 15 Perception:
You find a second-hand-sized canister of chemical fire-retardant

3. Examine the structure at the center of the platform, which was in the hologram.

If you examine the center of the platform:
Shimmering hexagonal plates cover this large sphere that hangs over a deep pit. From the north and south, a gangway leads to the interior, which houses a large forge-shaped dynamo and network of conduits. A heat-singed hammer rests at the edge of the dynamo. Inscribed over the sphere’s entrances are images
of a stone arch containing a flame.

Anyone examining the structure at the center of the platform can roll one of the following checks.
1. Mysticism.
2. Engineering, Physical Science, or science-oriented Profession.
3. Culture.

Exo-Guardians

Male Human Solarian/1 7SP 11HP 4RP 11EAC 12KAC Fort+4 Refl+0 WILL+2 INIT+0 PERCEPTION+4

Aphelion searches the room!
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Aha! Another canister!

Exo-Guardians

| [SP] 28/28 [HP]30/30| Resolve: 4/5 | Dwarf Mystic (Warmonger) 4th| INIT + 1, Senses Perception +11 Darkvision 60' | EAC 16 KAC 16 Fort +2, Ref +4, Will +8

Keeping a wary eye on the lava bubbling below them, Darakwinn makes her way carefully to the center of the platform as Aphelion searches the other room.

"Found the hammer!" she shouts for the benefit of the rest of the group.

Mysticism: 1d20 + 12 ⇒ (9) + 12 = 21

Second Seekers (Roheas)

Female Undine Technomancer (Wizard)-4 | F:1 R:3 W:5 : SP:20/20 HP:22/22 RP:6/6 | E:15 K:16 | P:5 I:2 | DV | 124312-724

perception: 1d20 + 5 ⇒ (12) + 5 = 17

Vega examines the control panel here to see if it is the same as the other one. If so, she ensures all the hazards are disabled.

profession(astronomer): 1d20 + 11 ⇒ (15) + 11 = 26

Advocates

◆◆◆◇↺♥️☘️

Aphelion finds a second canister, they are small enough to throw like a grenade if they only had a way to explode on impact.

DC 12 Engineering check to turn the canisters into grenades, someone needs to roll for each canister.

If you succeed a DC 12 Engineering check:
FIRE RETARDANT GRENADE
Level 2; Range 20 ft. Capacity Drawn; Bulk L
Explode (reduce affected creatures’ fire damage dealt by 5
for 1d4 rounds, 10 ft.)

If you fail a DC 12 Engineering check:
the canister to explode, causing 1d3 points of bludgeoning damage and causing any of the PCs weapons that deal fire damage to deal half damage for 1 hour.

Darakwinn finds the hammer, it is indeed not ajust a normal hammer. Darakwinn is able to gain ansome understanding of the Solarian Stone.

What Darakwinn learns.:
The inscribed image as Droskar’s unholy symbol. The sphere’s east and west openings lead only to the crucible clamps, the western one which currently holds a filled crucible whose contents have hardened to the point of uselessness. These crucibles in turn can pour their contents slowly into the conduits connected to the
dynamo, which uses the heat and unique mineral combination to replicate the photon and graviton phenomena of solarians for scientific study.

The Solarian Stone represents a technology created by dwarves
during the Gap, and although its features are largely obsolete after
centuries of technological development, the contraption is rare and
potentially the last of its kind. Were it not for the duergar having
stolen the device, it’s possible that even this example might have
been lost. This makes the device quite valuable to technological
historians, and its strange configuration might be conducive to
running experiments that modern scientists haven’t considered.

Vega determines that the control panels are safe and learns the following

What Vega leanred:
Studying the dynamo can determine that it’s a previously unknown dwarven technology at least a few hundred years old, though it was likely cutting-edge tech when it was created. These PCs can also intuit the device’s general function: channeling molten rock through the conduits to power experiments in particle physics. In addition, these characters can determine that the duergar augmented the device with mystical features—to override certain functions, to repurpose the device to perform new functions, or possibly both. Finally, these PCs ascertain that relocating the Solarian Stone would likely cause damage without expert oversight and heavy equipment, which is not readily available to the PCs but would likely be within the Ulrikka Clanholdings’s capabilities.


Navasi | SP 6/6 HP 10/10 | RP 3/3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4 | Init: +2 | Perc: +4, SM: +4

Botting for Floota

Culture Aid other: 1d20 + 4 ⇒ (18) + 4 = 22
Mysticism Aid other: 1d20 + 7 ⇒ (18) + 7 = 25

+2 bonus to whoever does the next Culture and Mysticism checks

Advocates

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Any PC with the priest theme associated with a member of the dwarven pantheon as their patron (e.g. Droskar or Angradd) can reduce these checks’ DC by 5 NOTE: These are new Mysticism checks in addition to the one Darakwinn made recently.

DC 12 Mysticism:
You identify that this technological device has several mystical augmentations that allow a magical practitioner to restart the contraption. This requires a Droskari ritual that you think you can piece together by studying the area. The hour-long ritual involves several invocations repeated while using the hammer to strike at the small ceremonial anvil affixed at the southern end of the device.

DC 16 Mysticism:
determines that the large device appears to manipulate cosmic forces, much as a solarian does. Knowing such, a solarian in physical contact with the device could direct their supernatural power to help restart the Solarian Stone. In addition, you identify that the device’s mystical augments are Droskari in nature and specifically override and control the fading enchantments tied to the vanished dwarven patron deity Torag; this helps indicate the technology’s likely stolen origins and approximate age (i.e. from before or during the Gap). Finally, the Droskari ritual would be difficult to stop once started, and performing it would be exhausting.

DC 12 Culture check:
You identify that the iconography and construction of this facility includes elements of duergar and very old dwarven engineering. Through context clues, it’s reasonable to assume that the dwarven features date back to the Gap, indicating that this area—and perhaps the whole asteroid—might contain previously unknown clues about life during this mysterious period.

Second Seekers (Roheas)

Female Undine Technomancer (Wizard)-4 | F:1 R:3 W:5 : SP:20/20 HP:22/22 RP:6/6 | E:15 K:16 | P:5 I:2 | DV | 124312-724

Particle physics? My professor friend would be very interested in that She starts downloading as much as she can to pass on to Professor Messier.

engineering: 1d20 + 8 ⇒ (8) + 8 = 16
mysticism: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
culture: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Looks like this technological device has several mystical augmentations that allow a magical practitioner to restart this contraption. There's a Droskari ritual involved. I believe I can piece it together.It's most likely an hour-long ritual involving several invocations repeated while using the hammer to strike at a small ceremonial anvil.

Exo-Guardians

Male Human Solarian/1 7SP 11HP 4RP 11EAC 12KAC Fort+4 Refl+0 WILL+2 INIT+0 PERCEPTION+4

Aphelion holds the canister out towards the group.
"I'm not quite sure how to use this, if anyone else would like to see what they can do with it"
Mysticism: 1d20 + 0 ⇒ (9) + 0 = 9

Exo-Guardians

Male Dwarf Soldier 1 SP 9 HP 13 RP 4 EAC 11; KAC 13 Fort +4; Ref +0; Will +3; Int +0; Perception +2 Solider 1

"Aye I'm not one for magic stuff. I doubt I would!"

Advocates

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Vega manages to rig a trigger device to the first canister, turning it into a fire-retardant grenade.

You have one canister left, DC 12 Engineering to turn it into a grenade.

Floota's +2 aid to both culture and mysticism are still available.

Exo-Guardians

| [SP] 28/28 [HP]30/30| Resolve: 4/5 | Dwarf Mystic (Warmonger) 4th| INIT + 1, Senses Perception +11 Darkvision 60' | EAC 16 KAC 16 Fort +2, Ref +4, Will +8

"Those bald bast-" Darakwinn mutters to herself as she realizes the duergar stole this device.

"This thing has cultural, religious and technological significance," she tells the rest of the group. "It's actually a good thing it didn't get nuked from orbit."

Boy Did I Ever Bring the Right Character to This Adventure Mysticism Check: 1d20 + 12 ⇒ (2) + 12 = 14

And Culture: 1d20 + 6 ⇒ (12) + 6 = 18

"We really can't let this thing be destroyed," she says with a sigh, but also with a bit of wonder in her voice.

"It reproduces solarian energy and a solarian could help jump start it, but more importantly, the energy is linked to Lost Torag. That means it's probably older than the Gap.

"And in true Droskar fashion, once the ritual with the hammer starts, you can't really stop.

"Given the dwarven construction the duergar have tried to overwrite and erase, I'd say it's been here since some time during the Gap which means that there's probably more information and technology of historical significance here."

Second Seekers (Roheas)

Female Undine Technomancer (Wizard)-4 | F:1 R:3 W:5 : SP:20/20 HP:22/22 RP:6/6 | E:15 K:16 | P:5 I:2 | DV | 124312-724

more engineering: 1d20 + 8 ⇒ (16) + 8 = 24

Here you go. Another grenade

Advocates

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As a group, you need to decide what to do, should the Solarian Stone be destroyed, saved, and/or restarted. If you want to restart it, how?

Restarting the Solarian Stone: With all you have discovered, you have determined that there are three ways to restart the Solarian Stone:
1: Using the technological process.
2: Performing the Droskari ritual.
3: Having a solarian coax the device back online.

Any of these three requires first filling and raising the two crucibles. More on that later.

Technological:
The technological process takes about one hour, using the mechanical arms and the control room.

Ritual:
The ritual requires one practitioner to perform the chants and
hammer blows over the course of an hour while in this area.

Solarian:
This process requires the solarian to be in contact
with the dynamo for 10 minutes while the crucibles slowly pour
their contents into the conduits. While this happens, the solarian must
attempt to direct the dynamo’s growing energy through sheer will
with a Charisma check, Mysticism check, or Will save.

Exo-Guardians

Male Human Solarian/1 7SP 11HP 4RP 11EAC 12KAC Fort+4 Refl+0 WILL+2 INIT+0 PERCEPTION+4

"I'm a Solarian! Do I just hit it with the hammer or like give it radiant energy? Either way sounds like something I could do."
Aphelion smiles, happy to finally be of some use, after all of the computer science-y nonsense he didn't understand

Advocates

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I'm open to the party coming up with creative solutions...

Exo-Guardians

Male Human Solarian/1 7SP 11HP 4RP 11EAC 12KAC Fort+4 Refl+0 WILL+2 INIT+0 PERCEPTION+4

"Gimme a minute or two, I'll gather all the Sun energy we need!"
Aphelion raises his arms straight up in a rather goofy, rigid motion, and tilts his head to the ceiling.
"Again, it'll only take a minute!"
I don't think there's any mechanics for this I just thought it was silly

Advocates

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Aphelion Leto wrote:

"Gimme a minute or two, I'll gather all the Sun energy we need!"

Aphelion raises his arms straight up in a rather goofy, rigid motion, and tilts his head to the ceiling.
"Again, it'll only take a minute!"
I don't think there's any mechanics for this I just thought it was silly

Correct, there are no mechanics for this, but that won't stop us..

To gather all the Sun's energy, it would help if pointing at the ceiling were also pointing at the Sun. Considering you are inside an asteroid, the chance of that is pretty random. We don't care which way the asteroid is rotating, so we don't need to use Quaternions; a simple <x,y,z> vector will do. We know the asteroid is orbiting the Sun, so that eliminates x I'll just make x=1 and will roll hidden d20s for both y and z, then you can roll 1 d20 for y and 1 d20 for z to see how close you are to pointing at the Sun.

GM only:

y = : 1d20 ⇒ 19
z = : 1d20 ⇒ 11

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