Male Human Cleric of Sarenrae
Sev - wrote:
Thank you for the kind words. I'm sorry RNGesus didn't bless your trick attacks this game. :P
Male Human Cleric of Sarenrae
Chronicle sheet is available here. I'm making it available for a few weeks before I make it disappear. Thank you all again for playing and for getting me your PFS numbers / factions to me in a timely manner. :)
Male Human Cleric of Sarenrae
Wrapping up Book 1
Gevelarsk Nor is pleased with the evidence you have found to help arbitrate the case between the Hardscrabble Collective and Astral Extractions, and your discretion with handling his package is rewarded. Things seem to be calming down, only for the trip back to Absalom Station be interrupted by space-faring assailants! Find out what happens next in Book 2: Temple of the Twelve!
Male Human Cleric of Sarenrae
Upon searching the cavern, you find several unusual art objects that the garaggakal has collected from myriad civilizations over the years while hunting in the Drift. Ranging from bizarrely unsettling to delicately exquisite, these examples of exotic fine art are worth a total of 2,000 credits. Of course, the biggest treasure here is the Sunrise Maiden itself. The party can easily recognize the Sunrise Maiden as a Sanjaval Vagabond, a common (though somewhat outdated) model of starship known for its toughness and dependability. As Moriko Nash’s
Opening the hanger doors is a simple matter, as is getting the Maiden started (even after 75 years of inactivity).
Male Human Cleric of Sarenrae
Nik-a-Nik gets into position and drops a backpack strategically near his adversary -- a backpack diligently armed with close to 50 pounds of munitions. With a single button press, the makeshift hanger bay turns into ground zero for the most terrifying display many of the party has ever witnessed. The area is sprayed with dust and viscera. Once vision (and hearing) has returned, the party finds that any sign of the garagakkal is wiped from existence.
Male Human Cleric of Sarenrae
Blink Reflex Save, Set 1: 1d20 + 7 ⇒ (11) + 7 = 181d20 + 7 ⇒ (5) + 7 = 121d20 + 7 ⇒ (5) + 7 = 121d20 + 7 ⇒ (6) + 7 = 131d20 + 7 ⇒ (18) + 7 = 25
10 + 15 + 12 + 11 + 13 + 7 + 11 + 10 + 9 + 7 = 105
Male Human Cleric of Sarenrae
Jax swings at the beast and connects, though only superficially. Jax:
You hear a voice. "Hmm... the food speaks, but not in a tongue I know. Never mind that, it won't have much to say shortly..." The garaggakal attempts to bite Jax once more...
Dakes and Psyche send mental waves of pain once more...
Sev is unable to hide from the beast, though successfully puts a round into its wing. End of Round 2! Nik-a-Nik is still looking for an opening. The garaggakal is engaged with Jax, the two exchanging blows. It appears the garaggakal is looking for an exit route. Initiative: Nik-a-Nik (Holding), Jax (22.07), Garaggakal (13.05|40 Damage), Dakes (11.01), Psyche (10.01), Sev (8.06), ROUND 4
Male Human Cleric of Sarenrae
Reporting! I need everyone to give me the following! - Your PFS/character number that you want this credit to apply to (Level 1-2, 3 XP)
I will be reporting this session upon completion and receipt of the above info. Thank you all again for playing!
Male Human Cleric of Sarenrae
Jax tosses a grenade at the fiend...
The garaggakal meets Jax in the open field, using powerful wingstrokes to close the distance. It attempts to bite Jax...
Jax:
You hear a voice in your head. "Hmm... you look so familiar, but the taste is certainly exotic. I certainly look forward to sampling more of you..." Nik-a-Nik bides his time... Dakes sends a wave of psychic energy at the beast...
Dakes:
You hear a voice in your head. "Hmm... a small morsel at best, but I'm sure there's some flavor hiding in that gray matter of yours..." Psyche also sends psychic energy at the garaggakal...
Sev attempts to shoot the creature, but the speed of its approach makes the shot extremely difficult. End of Round 1 / Beginning of Round 2 Nik-a-Nik awaits his opening! Initiative: Nik-a-Nik (Holding), Jax (22.07), Garaggakal (13.05|21 Damage), Dakes (11.01), Psyche (10.01), Sev (8.06), ROUND 3
Male Human Cleric of Sarenrae
Dakes: 1d20 + 1 ⇒ (10) + 1 = 11
Round 1 Psyche studies the creature and immediately identifies it as a garaggakal, sometimes called a "drift wraith". Many xenobiologists believe garaggakals can absorb and subsist on the planar energies of the Drift and don’t actually need to feed on living creatures, even though they hunt. A garaggakal will make a temporary lair on a floating chunk of terrain, using it as a base from which to mount hunting forays into the plane nearby. Inevitably, however, the garaggakal abandons its lair in search of better hunting grounds. Highly intelligent, garaggakals display intense curiosity about other creatures, but their extremely alien mindset makes peaceful interaction difficult, if not impossible. Garaggakals seem to divide all life into two categories: predators (such as itself) and prey (everything else). To a garaggakal, the best way to learn more about a new alien species is to kill, dissect, and eat it—and not necessarily always in that order. Psyche knows that garaggakal are vulnerable to electricity, have been documented to phase in and out of reality (substantiated by Moriko Nash's last logs), and can seemingly leech the life out of victims from a distance. The party is currently 60 feet from this beast. I will be resolving actions as soon as possible. Post early and often. :P Initiative: Jax (22.07), Garaggakal (13.05), Nik-a-Nik (12.07), Dakes (11.01), Psyche (10.01), Sev (8.06)
Male Human Cleric of Sarenrae
The party enters through the airlock doors. With its vaulted ceiling and smoothed stone floor, this sprawling cavern has the appearance of a primitive shuttle hangar or landing bay—an impression reinforced by the presence of a starship taking up the majority of the space. Only the western wall is finished with the ceramic-metallic plating found elsewhere in the complex; the remainder of the cavern is hemmed by natural rock walls. Huge doors stand in the eastern wall of the chamber—doors easily big enough to accommodate the starship parked in front of them. Of more immediate interest, however, are the two human bodies splayed on the floor just inside the western doors, their internal organs spread artfully on the floor around the corpses. Before you stands an imposing creature. Roll Initiative, and wrest victory from the hands of despair!
Male Human Cleric of Sarenrae
Jax Kraven wrote: Fun playing with you. Are you going to be taking a few weeks break then start up book 2? It's not something I've considered, truth be told. My work life has been getting more chaotic by the minute (we're down a very important staff member), and with holidays, etc. etc... Won't say "no", can't say "yes". :P
Male Human Cleric of Sarenrae
Sev - wrote: Sev attempts to access the computer console. Sev is able to access the data contained on the computer console. Regretfully, the information contained within is in an alien language unfamiliar with everybody. A very good Culture check or perhaps some form of magic may be able to garner more info.
Male Human Cleric of Sarenrae
The Driftrock III You leave Moriko's body and make your way into what appears to be an ancient control room. The various lights and controls on the machinery in this room provide dim light. This chamber seems torn between two worlds—its southeastern half is an unfinished rock wall, while the northeastern portion of the room is finished with the same ceramic-metallic plating found in earlier areas. It may be possible to gather some additional information by accessing the computers. Players, we have now left autopilot A computer console is before you. Other than the way you came, the room only has one exit, which appears to be a large airlock. Gear has been updated. Outfit and prepare for the conclusion of the AP!
Male Human Cleric of Sarenrae
The Driftrock II The tunnels continue to a crossroads. Four tunnels exit the cavern to the north, south, east, and west. Strangely, however, while the south and west passages are hewn rock, the north and east passages are finished and lined with some sort of polished, metallic plating on the walls, floors, and ceiling. One of the unfortunate crew of the Acreon, now a void zombie containing the gestating larva of an akata, wanders this cavern. The prospector is wearing a space suit, but the lower half of its helmet is shattered, and a repulsive, bloated blue-gray “tongue” hangs from the remnants of the zombie’s lower jaw—the feeding tendril of the larval akata
While most passages are blocked or lead into open space, one progresses into another room. An incorporeal creature aimlessly haunts the chambers of the Drift Rock and attacks the party on sight. While a difficult assailant, the party is able to put the spirit to rest. Further,an incongruous door, more akin to what one would expect to find on a space station, stands in the south wall of the caverns. Two void zombies stand at the ready, though are quickly dispatched. One of the void zombies is still carrying a credstick with 470 credits. In addition, an azimuth laser rifle and needler pistol float in this chamber, discarded by the void zombies after their transformation. Both weapons are depleted of charges and ammunition. Beyond the southern door, the rooms and corridors are all finished with ceramic-metallic plating, and artificial standard gravity is in effect. In stark contrast to the caverns elsewhere inside the Drift Rock, this chamber looks more like a room on a space station or starship. Rather than the unfinished rock of the asteroid, the walls, floor, and ceiling are clad with finished sheets of some polished, metallic substance, along with components of unrecognizable equipment. Panels on some of the walls flash with lights and mysterious symbols, and an almost infrasonic hum of unseen machinery pulses through the walls. The wall panels are some sort of ceramic-metallic plating that is as strong and durable as adamantine alloy, but is itself a substance
The closed hatch is difficult to open, though with enough teamwork, the barricade finally opens. This small chamber was once a storage area for spare parts and small maintenance and repair robots, but it is now empty save for the dead body of Moriko Nash, captain of the Sunrise Maiden, who first discovered the Drift Rock 75 years ago. The body looks suspiciously like the incorporeal creature dispatched earlier on the asteroid. While numerous wounds are visible, the cause of death appears obvious: a self-inflicted wound to the head. Moriko's computer is easily accessible. In a recording, Moriko identifies herself as the captain of the independent starship Sunrise Maiden, and briefly relates her discovery of a strange asteroid in the Drift. She landed her ship in a cavern on the asteroid and began exploring other chambers inside it, but she was attacked by a terrifying monster that seemed to consume life energy
“I think I’ve come to terms with it. I won’t survive, but at least I’ve explored strange worlds and seen wonders I would never have dreamed of as a child. I guess everything comes to an end eventually. I’ve always been the master of my own fate, and I’m not going to change now.” Captain Nash holds up a pistol. “When my force field goes down, I’ll fight. But I’m saving my last charge for myself. My life, my death. “This is my last will and testament. To whoever finds this recording, I leave the Sunrise Maiden to you. It’s a good ship, and no matter where I’ve gone, it’s always brought me home... until now. If you treat it right, it’ll do the same for you. Leave my body where you found it—we came from the stars, and to the stars I’ll return—but the Maiden deserves to keep flying.” Nash takes a deep breath and ends the recording.
Male Human Cleric of Sarenrae
The Driftrock Having completed the exploration of the Acreon, the party takes a long rest before departing aboard the Hippocampus toward the Drift Rock. A sufficient landing space exists near the thick, titanium tethered being used to anchor the rock of the Acreon. The Drift Rock is a rocky asteroid only a few thousand feet in diameter with an unremarkable, irregular surface. The asteroid has no atmosphere and is primarily composed of rock and metal. Strangely, the ship's sensors can pick up no additional information, as if the Drift Rock itself is interfering with the sensor readings. Upon closer inspection, the party notices one unusual feature about the asteroid: one side of the Drift Rock seems to have been sheared cleanly off, as if it was once part of a larger planetoid or celestial body. Also, unlike on most asteroids, no impact craters mar the Drift Rock’s surface, as if it had been somehow protected
The party finds a cavernous opening near the landing zone and makes preparations for their EVA. Shortly after departing the Hippocampus, the ship's autopilot commands the ship to depart, leaving the party alone on the Drift Rock without transportation. Ambassador Gevelarsk Nor contacts the party, assuring them that this was the actions of Absalom Station in order to quarantine the station from anything questionable until the party proves it is safe. The first cavern encountered contains a dead humanoid body, floating in the zero gravity. The corpse is that of a human male. It’s still wearing an estex suit with a patch that reads “ACREON,” identifying it as a member of the mining ship’s crew. The man was not infected with the akatas’ void death. The dead crew member's estex suit
Male Human Cleric of Sarenrae
The scouring of the Acreon The party returns to the goblins holed up in the crew quarters. Negotiations are simple, and the party is able to coax them out of hiding and into some other safe place to they can examine the room. The goblins didn’t have much time to explore the ship before the akatas set upon them, but they did manage to scrounge a few items of value, including an incendiary grenade I, two shock grenades I, a stickybomb grenade I, two detonators, a tool kit (engineering kit), a fire extinguisher, and 500 UPBs. In addition, the party finds a dropped
With the aid of the keycard, the bridge's computers are easily accessible. You learn some of what befell the Acreon’s crew. The logs detail the discovery of the Drift Rock, the crew’s initial exploration of the asteroid’s surface and the strange “geodes” they found there. The captain then states that the crew was under attack from monsters that “hatched” from the geodes they brought back to the ship (the description of the monsters matches the akatas that the party has already faced). The next entry is more hurried, and the sounds of combat are audible in the background. “There’s something else—it came from the rock!” the captain reports with more than a trace of panic in his voice. “We’re getting overwhelmed! I’m going to open the ship to vacuum—maybe that’ll slow them down!” The log’s final entry was recorded in engineering and shows the captain in his space suit. “Purging the air didn’t work. I’ve set the autopilot to continue on to Absalom Station, but we’re abandoning ship. We’ll fall back to the rock and try to regroup there. Acreon
There are no further entries.
Male Human Cleric of Sarenrae
In the interest of time (as in, I have about a week of reliable computer availability left), we're about to fast-forward a whole, whole lot. For that, I am truly sorry, because I have enjoyed running this session for each and every one of you, but there are two major factors that are going to "force my hand", as it were. First, the PbP deadline is anon. I thought I could knock this game out in 90 days, and I was wrong. I hope you have still enjoyed it regardless, and I have certainly learned from the experience (this being the first time I'm GM'ed anything AP-length for PbP). Second, I will be going on an extended vacation with my wife and daughter almost immediately after Thanksgiving. Even if there was a willingness to proceed in spite of the PbP deadline, I cannot offer regular posting for almost three weeks, which will assuredly decimate any momentum we may have had (post-forum issues, that is). So, my intent is to finish this AP out strong and give you what I feel are the two most important bits of story remaining in the AP in their entirety (a revelation on the drift rock, and the final encounter), and writing a digest of all the activity that takes place between those points of time. For all practical purposes, I need to put a bow on this session by Wednesday, November 21st, and this is the only way I can think to do it in a satisfying (albeit not completely satisfying) manner. Thank you all for your patience, for your cooperation, and for playing -- you've been an awesome group. :)
Male Human Cleric of Sarenrae
Jax Kraven wrote:
Jax does not find anything hidden or unusual in the other rooms. Jax stages at the port cargo hold.
Male Human Cleric of Sarenrae
Nik-a-Nik wrote:
The party moves on to the starboard cargo hold. This large room contains a small science lab, compact mining equipment, and collected rock samples from the Acreon’s prospecting mission. Numerous resinous shards litter the floor of the cargo hold -- more akata cocoons. In total, the noqual pieces have 2 bulk and are worth 1,000 credits. In addition, a flame pistol lies on the floor of the cargo hold. The pistol’s petrol tank currently has 8 petrol remaining. The only remaining unexplored space on the ship is the port cargo hold.
Male Human Cleric of Sarenrae
It's a Trap!: 1d20 + 11 ⇒ (16) + 11 = 273d6 + 1 ⇒ (1, 6, 6) + 1 = 14 As Sev opens the door, a laser blast fires from the crack in the door, hitting him directly at center mass. Inside the storeroom are resinous shards of noqual, presumably from an akata cocoon. In addition, there is a disruptive fusion seal (5th), two mk 1 serums of healing and three medpatches in the storeroom. Items added to Inventory Sheet.
Male Human Cleric of Sarenrae
Sev - wrote: "Analysis: the ryphorian is initiating a ruse. Conclusion: refrain from presently terminating goblinoid life forms." Sev computes aloud. "What's a ryphorian?" "What's a ruse" "What's a terminating" "Oh... that one sounds bad. I told you we need to stay in here!"
Male Human Cleric of Sarenrae
Jax Kraven wrote:
Sense Motive: 1d20 ⇒ 9 Sense Motive: 1d20 ⇒ 19"Okay, that sounds like a..." "Shut up, you moron! We came in through the back part of the ship! You remember how dangerous that was!?"
Male Human Cleric of Sarenrae
The first voice pipes up once more. "...d... do you have food?" "Be quiet! They might kill us." "But I'm hungry!" A pair of eyes peak their way through the barricade. "We've been stuck here for..." The eyes are violently jerked away from the doorway. "Don't talk to them! They'll rip your guts out like the other ones did!" "But you didn't see them! They're not those nasty critters, they're longshanks!" "Um, hello!? They kill goblins too, ya know?" "Well then I'd rather be dead, okay!?" A short scuffle insues. The eyes return to the barricade. "Do you have food? I promise we'll behave if you just give us something to eat." The eyes are certainly that of a goblins.
Male Human Cleric of Sarenrae
The party investigates the Acreon's crew quarters. The crew quarters are divided into 4 double-bunk rooms that stretches the wingspan of the ship. Three of the rooms are open to investigation and have nothing of interest. The fourth is closed and appears to be barricaded from the inside. The repressurization of the Acreon has brought with it the return of auditory perception -- a fact that seems to be lost on the two creatures inside the room. "I don't know! Maybe the ship fixed itself..." "That's stupid!. Ships don't fix themselves!" "Some do!" "Wait! Do you hear that?" "Hear what?" "Us!" "Well, yeah dingbat, we have our comms on." "No! Like, hear me hear me!" The conversation continues...
Male Human Cleric of Sarenrae
Those who have been bitten are currently "weakened", per the physical disease track. The victim is sickened and fatigued. The disease is called "void death", and is hallmarked by not having a latent phase. Everyone will get a new save "tomorrow", and must achieve two consecutive saves in order to cure the disease. Technically, there are no time constraints for this adventure, other than what supplies you brought with you. If you want to camp out, you can camp out. The Acreon is going to be more suitable for such a thing than the Hippocampus.
Male Human Cleric of Sarenrae
Sev - wrote: In light of the initial halt in access, Sev waits for assistance before continuin to attempt to obtain information from the computer system. Sev studies the computer prior to receiving assistance from one of his fellow Starfinders. Sev notices the computer has a keycard reader, which likely acts as a multi-factor authentication system for accessing any data. A search of the bridge does not yield a keycard. This is a good opportunity for people to take a 10-minute rest, spend a resolve point, and restore stamina if they so desire.
Male Human Cleric of Sarenrae
Sev - wrote: "Undoubtedly, the ship logs should provide us some relevant information." suggests Sev, as he attempts to gain access. Sev takes a crack at the computers. His first attempt is met with a frustrating halt, though he has a better yield once he takes his time. Sev finds the functions to remoted open or close any or all of the doors on the ship, including the airlock hatches, and repressurize the ship. The party can also control the ship’s lighting, increasing the light level throughout the ship to normal light if they wish.Sev finds that the more sensitive files are locked behind a firewall and will require more time and work. This will take 2 Computers checks.
Male Human Cleric of Sarenrae
Jax swings, but is unable to connect. Nik-a-Nik unleashes a volley of two darts, though neither hit their mark. Psyche swings again...
Sev worms his way in, scoring a vicious hit with his pistol. The akata screeches in pain before ultimately expiring. Combat over!
Male Human Cleric of Sarenrae
Psyche hits the remaining akata with a crushing blow. Sev attempts to make a shot, but the remaining akata is swarmed with friendlies. Dakes casts his spell at the remaining akata, though in the scrum, realizes the target is already fatigued. Sorry about that... End of Round 4, Begin Round 5! The remaining akata looks for a victim, deciding upon Psyche...
One akata remaining, and it's on the ropes. Destroy the cretin! Initiative: Jax (24.07), Nik-a-Nik (19.07), Psyche (17.01), Sev (16.04), Dakes (7.01), ROUND 5, **Akata (25.06) x|10,F|X
Male Human Cleric of Sarenrae
Jax switches to melee, swinging at the most injured akata, but not finding his rhythm yet. Nik-a-Nik double-taps into the most injured akata, the corrosive payload making the beast suffer a slow death. Psyche is next, with one fatigued akata left to destroy. Do work! Initiative: Psyche (17.01), Sev (16.04), Dakes (7.01), ROUND 5, **Akata (25.06) x|6,F|X, Jax (24.07), Nik-a-Nik (19.07) |