I'll wait another 24 hours and then move us along (we can do a quick flashback here about whether customised explosives/nukes will be built or not). The main thing I need to know is the plan: do you want to come in through the main plaza entrance (F1 on the map), from the tunnel to the Spire via a maintenance hatch (F3 on the map), or some combination thereof? (or some completely customised plan of your own)
With a search of the lobby turning up nothing else of interest, the Starfinders advance into the mine proper. Long tracks allow carts to move easily through the mine, set just inside from the front lobby and extending several hundred feet. A branching tunnel extends even further into the depths of the facility, though hazard tape indicates the area has seen little use. Crates stacked throughout the quiet space bear neat labels with their contents, though the tags indicate that they were packed almost a year ago. A large loading dock has a platform that can be raised to a hatch in the ceiling, which is now welded shut. Double doors are fixed at multiple points in the walls of a structure, and an airlock door is also set into the structure. A pair of mining robots stand motionless on the loading dock.
A glowing, transparent, and occasionally glitching hologram of Loki appears and interfaces with the datapad. There are four applications of interest: mail, calendar, security logs, and temperature control. The mail logs don’t reveal anything unusual and are fairly mundane; the last messages were sent on year ago and were generally cancelling services and arranging for transport; the messages indicate that a starship named The Golden Meteor was contracted to pick up mining equipment. The calendar shows no appointments in the past year, though the receptionist did keep the calendars for two other people: the General Manager Datch and the mine supervisor Farimther. The security logs show that the front door was opened moments ago (when you came in) but wasn’t opened for a year prior to that. The temperature controls indicate that someone has been adjusting the water temperature in the facility quite recently. @Rattus: Yes, the room is completely underwater.
As Chorizal takes a quick breather, Loki goes to work on the door and finds the lock a snap to pick. The door opens to reveal a nicely furnished lobby with AbadarCorp logos patterned onto the walls and furniture. The room contains oversized chairs, a low table, and a receptionist’s desk that is cleared of items except for a datapad set into the surface of the desk, protected from the water that fills the room by a covering. Another set of doors stand on the far side of the room. This map is on Slide # 4 (you're at the bottom). @Chorizal: Yep, you're able to take a 10 minute rest without interruption.
A member of the resistance answers Zharis' questions. The doors to the magtrains open through simple motion-detection sensors. Unfortunately, no pattern has been detected in the movements of the trains. To ensure the true point of the raid (setting up a later infiltration point to the Spire) is not detected, the resistance will only launch the operation when a train is confirmed to be idling in the station. Meanwhile, Xylian does some rough calculations about the feasibility of using one of the Sun Diver's warheads in the assault. Xylian:
There aren't really any rules around this, but it's a fun idea. The resistance will provide you with the equivalent of three mk. 3 havoc charges and we'll use the demolitions rules (the structure is steel, so you'd need to get the maximum result of 30 on the Engineering check in order to have them work). I'll say you can adapt a starship torpedo into one big explosive by spending UPBs to create an explosive charge from this list with a 30% discount and, if you want to go with the nukes idea, you can add the radioactive special property to the charge. Given it will take time for the resistance to assemble their forces for the attack, you can all take the benefits of having rested.
Experience Points (Instalment # 36)
Xylian:
+Previous: 54149 Fiery Nyssholora: 1920 TOTAL: 56069/71000 Zharis:
+Previous: 60749 Fiery Nyssholora: 1920 TOTAL: 62669/71000 Theodore:
+Previous: 42960 Fiery Nyssholora: 1920 TOTAL: 44880/50000 Amhesha:
+Previous: 42960 Fiery Nyssholora: 1920 TOTAL: 44880/50000 Tulgram: +Previous: 50620 Fiery Nyssholora: 1920 TOTAL: 52540/71000
Loki's pinpoint laser blast drills a steaming hole through the crab! The crustacean shakes violently and then begins to float, obviously dead. With the giant crabs defeated, the way forward is clear. A circular trench surrounds a section of the basalt growths prevalent in this part of the seafloor, and extensive basalt columns and growths run rampant over the top of a visible structure. The front door to the mine is easily visible on approach, but covered in warning labels listing dangerous chemicals and heavy equipment on the premises. Loki's attack hit FF EAC and kills Blue. J'Shun, you don't need to expend your entropy points (I don't know if you're allowed to save them or not). We are off Initiative.
Rattus takes careful aim but the churning water and fierce fighting makes the crab nearly impossible to hit! Botting Rattus as doing a ranged attack against Blue. Result: Miss. attack semi auto pistol (underwater penalty) vs Blue (soft cover): 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19 damage (piercing): 2d6 + 3 ⇒ (6, 3) + 3 = 12
A flurry of Starfinder attacks nearly overwhelm the giant crab! It makes a desperate bid to escape but Chorizal keeps hold of it! Loki's attack hit and does full damage. Kosigan's attacks missed (with soft cover cancelling out the flat-footed and grappled AC penalties). Both of J'Shun's attacks hit, each doing half damage. This giant crab is hurting! On its turn, the giant crab does an Acrobatics check to try to break free of the grapple. Result: Failure. GM Dice: Acrobatics (Escape): 1d20 + 16 ⇒ (17) + 16 = 33
Xylian flicks through the mission plans and schematics on the datapad until he gets to the one involving the magtrain. According to the anassanoi resistance planners, as preparation for a final assault on the Spire, it will be crucial to sabotage one of the magtrains that the occupying forces are using to move goods and personnel to the tower. Although the sabotage is meant to look like just another random raid, in fact, the out-of-service tunnel will be a key infiltration point for the Spire when the time comes! To facilitate the sabotage, the strike team will be given three demolition charges, each with its own remote detonator. One demolition charge is to be placed at either end of a train while it’s in the station, and the third goes in the tunnel leading toward the Spire to ensure the passage sees no further use before the final assault. Entrance to the plaza can be made from the outside or from a tunnel via a maintenance hatch, and a diversionary assault will be planned nearby at the same time to draw away as many defenders as possible. A map of the magtrain station is on Slide # 7. I imagine the mission planners didn't plan on the strike team bringing their own nukes, but, on the other hand, they never said you couldn't!
Initiative (Round 3) Loki
Bold should go! Grappled Condition: You are restrained by a creature, effect, or trap. You can’t move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks, except those made to grapple your opponent in turn or to escape a grapple. In addition, you can’t take actions that require two hands (or other limbs) to perform. You can’t make attacks of opportunity.
You can’t use Stealth to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn’t. If you become invisible, through a Spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit.
The crab tries to catch new targets in its lightning-quick pincers! Blue does a Full action, one attack vs J'Shun and one versus Chorizal. Results: Attack vs J'Shun misses. Attack vs Chorizal is a nat 20. Chorizal, you take 45 B and are Grappled. GM Dice: Attack (Full) vs J'Shun KAC: 1d20 + 19 - 4 ⇒ (14) + 19 - 4 = 29 damage: 3d4 + 14 ⇒ (1, 2, 3) + 14 = 20 Attack (Full) vs Chorizal KAC: 1d20 + 19 - 4 ⇒ (20) + 19 - 4 = 35 damage: 3d4 + 14 ⇒ (1, 2, 4) + 14 = 21 crit damage: 3d4 + 14 ⇒ (4, 2, 4) + 14 = 24
Taeress nods. "Yes, I'll stay here and act as a liaison of sorts. And there is so much to learn here." Although exhausted, there's a twinkle of genuine excitement in her eyes. "I'll say!" chimes in Nib. "I'm going to ask a bazillion questions and talk Zhyffor's ears off! Well, if he has them that is . . " Soon, one of the anassanois shows you all to a comfortable resting chamber.
This is a brief overview of the missions on the datapad. I can provide more information, and potentially maps, of the ones that seem most interesting. • Chariot Recovery: Take out an occupation base and recover Protector Mehrren’s chariot, allowing the anassanois to eventually use it in resistance operations. • Comm Infiltration: Retake a data center to allow the anassanois to tap into occupation communications and surveillance, while taking out some occupier hackers. • Object Retrieval: Obtain relics for Nyralaen from a shrine to a fallen Protector. She plans to use the relics to induct a new Protector. • Supply-Line Sabotage: Disrupt part of the magtrain system leading to the Spire. Doing so hinders occupation supply lines and makes passage to the Spire easier.
Judging from the silence and looks of extreme concentration on their faces, the anassanoi at the table must be holding a private telepathic conference. Nib elbows Tulgram in the ribs and whispers "Not exactly subtle, are you!" At last, Protector Nyraelaen broadcasts agreement tinged with slight hesitation. We . . . accept the terms you propose, Dr Tulgram Coldforge. Our gratitude towards all of you. She stands up and inclines her head. I have much to attend to, but will leave you with capable guidance. After she departs, Zhyffor first answers Xylian. I have seen no ships like yours, exactly. The bulk of the occupiers do indeed seem to be from the Plane of Fire, though we have encountered some--like the overseer of the detention center--that were from your worlds that spin in the darkness. Zhyffor slides a datapad on the table and brings up a representation of Kahlannal. He scrolls through and zooms in on particular locations. Having conferred with our other leaders, we believe
Protector Nyraelaen telepathic broadcasts are full of praise and gratitude as introductions are made. Then, a wistful tone accompanies her words: The Kahlannal you see today is not the Kahlannal we would have you see. We would rejoice in showing you the seven districts of the city. Oh, to witness a game of gravitoss, visit the Darkdweller Museum, or see the wondrous Spire up close . . . Nyraelaen sighs. But alas, talk of beauty and joy must be held in abeyance until the invaders are repulsed. We are diminished, friends, and our numbers are few. Despite this, we remain strong and shall retake our city from the invaders. This home, this great burning home, she motions outward, referring to the entire sun, you share this home with us. We shall not let them have it. We have much to do, but you are not so weakened by the invaders’ tricks. They do not know you. Please--join us! An upsurge of hope, almost an overwhelming yearning for salvation, comes from all of the anassanois seated at the table.
Before it can flee, J'Shun delivers a final, killing blow to one of the giant crabs! Chorizal turns his attention to the other one, but its armored shell is too thick for his cryopike to penetrate! Rattus fires at it, but the water slows the slug down too much and it lacks the power to do any harm. J'Shun's AoO hits and takes out Red. Chorizal's attack versus Blue misses. Rattus' attack missed due to the underwater combat penalty and soft cover. @Everyone: Please factor the underwater combat penalty into your attack rolls, note whether your attacks are versus KAC or EAC, and list damage types. It saves me having to look stuff up :)
Amhesha, welcome to Kahlannal. Zhyffor tells me you are a great and renowned hero in the gem-worlds caught in the dark firmament beyond the omnipresent fire. We have taken increased security precautions, Nyraelaen mentally broadcasts, because the occupiers have proven adroit at deception and subterfuge. If our location is breached, it would foretell doom for the resistance.
Initiative (Round 2) Loki
Bold should go! Don't forget to adjust your attack rolls with the underwater combat penalty (unless it has the Underwater special property). (and if you have piercing weapons, use them--otherwise you're only doing half damage!) A handout on Underwater Combat is on Slide # 4 and a reminding about the need for Athletics checks to move through the water is on Slide # 5. The crabs are currently swimming deep above a trench. Use textboxes to indicate how high above the ocean floor you are swimming, and remember to think in 3-D! In addition, remember that this deep, the ocean is in Darkness, so please factor in your ability to see (or not see).
Unwounded, one of the giant crabs brings its massive pincers to bear on the grabbed Kosigan! An instant later, instinctively releasing Kosigan, the bleeding and disoriented giant crab tries to swim away! Blue does a full attack on Kosigan. Result: Kosigan, you get hit once for 20 B. At the beginning of its turn, Red takes 4 damage from bleed, chooses not to maintain the grapple, does a move action to "stand up" and then tries to swim away. This movement will provoke AoOs from Kosigan, J'Shun, and Chorizal. @Everyone: First periodic reminder to update your taglines if you've taken damage or expended resources. GM Dice: Bleed: 1d6 ⇒ 4 Blue Claw # 1 (Special full, flanking, collaborative) vs Kosigan KAC (grappled): 1d20 + 19 - 3 + 2 + 1 ⇒ (14) + 19 - 3 + 2 + 1 = 33 damage: 3d4 + 14 ⇒ (1, 3, 2) + 14 = 20 Blue Claw # 2 (Special full, flanking, collaborative) vs Kosigan KAC (grappled): 1d20 + 19 - 3 + 2 + 1 ⇒ (2) + 19 - 3 + 2 + 1 = 21 damage: 3d4 + 14 ⇒ (4, 1, 4) + 14 = 23
Loki's modified laser pistol has no trouble operating underwater, and scores a direct right in the giant crab's leg joint! It reels in visible agony and is obviously badly wounded! But although its writhing movement throws off J'shun's strike, Kosigan's perfectly timed hammer blow puts a massive crack in the crab's exoskeleton! Loki's attack hits Red (even though soft cover) and does full damage. J'Shun's nat 1 misses, of course. Kosigan's crit does hefty damage (even halved) and knocks Red prone. Another hit like that will surely take it out. The creature fails the Fort save and also has the Bleed 1d6 condition. GM Dice: Fort save vs Bleed: 1d20 + 12 ⇒ (3) + 12 = 15
After walking for several minutes, you arrive in a cistern with a secure door on the far side. Zhyffor moves around the cistern to the door, which has a biometric lock. The lock scans Zhyffor, then the door opens. Beyond the door is a large chamber, like a municipal control center, filled with dozens of anassanois. Most of these people are planning, looking over holographic maps, or working at computers. Others tend wounded, repair equipment, or usher civilians into adjacent chambers. Few avert their gaze from the now-open door, but fewer still stop work. At the room’s far end, a regally dressed anassanoi of impressive stature stands from a high-backed chair and strides over: I greet you! the anassanoi projects telepathically, the true warmth of the greeting flowing along with the words. I have the designation, Nyralaen, Protector. Once again, the sense of gender--this time female--accompanies her naming; nearby anassanois bow their heads at this mental announcement, a feeling of reverence filling the air Protector Faeffel was true! continues Nyralaen. She sent the message in time. Her sleep is a high price, but Protectors pay so the people do not. At the mention of Faeffel, the reverence in the air becomes tinged with melancholy; this sense points attention to an anassanoi unconscious in a bed among the wounded. Nyraelaen continues: Come and sit here with Zhyffor and me. We shall discuss. Several anassanois set out seats in a semicircle around Nyralaen, offering food and drink, and six of them, including Zhyffor, join the group. Trained in Engineering:
You notice the biometric reader on the door is brand new. DC 20 Sense Motive:
You notice the lock on the door had a minor psychic element, which Zhyffor responded to with some pain. DC 23 Perception:
You noticed a dark, domelike module above the door--a sentry camera and gun turret. A picture of Protector Nyralaen has been added to Slide # 6.
Initiative (Round 2) Loki
Bold should go! Don't forget to adjust your attack rolls with the underwater combat penalty (unless it has the Underwater special property). (and if you have piercing weapons, use them--otherwise you're only doing half damage!) A handout on Underwater Combat is on Slide # 4 and a reminding about the need for Athletics checks to move through the water is on Slide # 5. The crabs are currently swimming deep above a trench. Use textboxes to indicate how high above the ocean floor you are swimming, and remember to think in 3-D! In addition, remember that this deep, the ocean is in Darkness, so please factor in your ability to see (or not see). *Grappled Condition: You are restrained by a creature, effect, or trap. You can’t move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks, except those made to grapple your opponent in turn or to escape a grapple. In addition, you can’t take actions that require two hands (or other limbs) to perform. You can’t make attacks of opportunity.
You can’t use Stealth to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn’t. If you become invisible, through a Spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit.
Zhyffor drives the hover truck into the sublevels of a partially wrecked structure on a heavily foliated boulevard. Despite being underground, the area is brightly lit, seemingly from outside light channeled inside. After parking, Zhyffor leads you into a narrow, clean access tunnel that runs perpendicular to the street. Zhyffor telepathically broadcasts: We are almost at resistance headquarters. This is a maintenance passage for works to move personnel and materials throughout the city without disrupting daily life. Nib, who so far has had her mouth agape staring in awe at the alien city, pats Zhyffor on the back. "Heya, I'm really sorry for all the destruction these jerks have caused. But like my friends say, we'll help you out and get things back the way they should be. And the city'll still be beautiful!"
Initiative (Round 1) Loki
Bold should go! This encounter takes place on Slide # 3. Please place your tokens in the yellow box to start. A handout on Underwater Combat is on Slide # 4 and a reminding about the need for Athletics checks to move through the water is on Slide # 5. The crabs are currently swimming deep above a trench. Use textboxes to indicate how high above the ocean floor you are swimming, and remember to think in 3-D! In addition, remember that this deep, the ocean is in Darkness, so please factor in your ability to see (or not see).
Used to fighting together, the giant crabs focus on a target right between them--Kosigan! The khizar manages to dodge one of their pincers, but not a second, and finds themself being held in place and crushed! Red makes a claw attack on Kosigan with flanking. Result: Miss. Blue does the same thing. Result: Hit. Kosigan, you take 20 B damage and are Grappled. GM Dice: Red Claw (flanking, collaborative attack) vs Kosigan KAC: 1d20 + 19 + 2 + 1 ⇒ (3) + 19 + 2 + 1 = 25 damage: 3d4 + 14 ⇒ (2, 1, 4) + 14 = 21 Blue Claw (flanking, collaborative attack) vs Kosigan KAC: 1d20 + 19 + 2 + 1 ⇒ (11) + 19 + 2 + 1 = 33 damage: 3d4 + 14 ⇒ (2, 3, 1) + 14 = 20
Protector Faeffel sleeps a dreamless sleep. The strain of crying for help into the bright void rendered her spirit dormant. She stayed awake long enough to tell us of you, and she yet lives, but we do not know if she will awaken. Grief supplements this message; Zhyffor clearly cares for Faeffel the way a student might care for a dear mentor. Assaulting the Spire to defeat Nysteryx now would be reckless and futile. The occupiers are too strong. But if their weaknesses are exploited and they become distracted, then perhaps the Spire could become vulnerable to assault . . .
Initiative (Round 1) Loki
Bold should go! This encounter takes place on Slide # 3. Please place your tokens in the yellow box to start. A handout on Underwater Combat is on Slide # 4 and a reminding about the need for Athletics checks to move through the water is on Slide # 5. The crabs are currently swimming deep above a trench. Use textboxes to indicate how high above the ocean floor you are swimming, and remember to think in 3-D! In addition, remember that this deep, the ocean is in Darkness, so please factor in your ability to see (or not see). GM Dice: Initiative (Rattus): 1d20 + 4 ⇒ (5) + 4 = 9 Initiative (Loki): 1d20 + 13 ⇒ (10) + 13 = 23 Initiative (Chorizal): 1d20 + 6 ⇒ (2) + 6 = 8 Initiative (J’Shun): 1d20 + 4 ⇒ (17) + 4 = 21 Initiative (Kosigan): 1d20 + 1 ⇒ (15) + 1 = 16 Initiative (crabs): 1d20 + 3 ⇒ (7) + 3 = 10
As you leave the submersible behind and swim under your own pillar into the trench, you can see that pillars of black stone rise from the depths, creating a forest of spires that rise up to roughly fifteen feet off the trench floor. A deeper tear extends into darkness along the northern end of the area. A carved cavern past the deep gash has a multitude of hazard symbols, indicating the presence of dangerous chemicals and heavy equipment beyond. But before you can get close enough to investigate, two large rocky-looking crustaceans emerge from the fissure to the north and move to attack! We will proceed to Initiative.
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