Xera's magic flows from her into Orlam's wounds, stopping the blood flow and knitting together the worst of the damage, but while she knows enough about the akatas to know some of their resistances and weaknesses it is hard to tell whether Orlam or Valius have succumbed to the disease that their bite can transmit.
As the group takes a breather in the corridor heading towards the engineering bay, the only sound they hear is that of their own words and breathing, and the blood pumping in their ears. No further creatures advance on them from either direction. At a quick glance the various monitors within the engineering bay appear to be in standby mode. At the other end of the bay appears to be a technicians workspace.
Short rest taken - anyone who wants to spend their RP to regain stamina can do so. The engineering bay is also now safe for people to explore if that is your desire.
attack (red) v darshe:1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19Darshe has +2 AC due to partial cover, roll includes -2 from shaken condition. damage:1d6 + 2 ⇒ (6) + 2 = 8 akata (orange) athletics:1d20 + 13 ⇒ (9) + 13 = 22
As the hammer bounces harmlessly off of the cargo bay's doorframe, the akata lunges forward and attack's Darshe once again. The strong jaws come down on the soldier's arm, but the sturdy armour protects from the majority of the blow.
The second akata crawls across the ceiling and into the hallway, its yellow eyes fixed on Valorus as it moves with a slight limp from the impact of the magic missile. As it stalks above the group towards its prey, its slower movement allows for Darshe and Krevlor to swing their weapons at it.
Darshe misses the akata. The red akata attacks and hits Darsh for 8 points of damage. The orange akata double moves towards Valorus, and provokes attacks of opportunity from Darshe and Krevlor (and anyone else with a melee weapon drawn).
Darshe and Krevlor, go ahead and make your attacks of opportunity. Darshe, can you also make a Fortitude save at DC 10. Valorus, Artemis, and Krevlor, it's your turns :)
Krevlor swings his battlestaff at the blue-skinned creature but manages to hit only the doorway before him. Artemis lifts himself up and broadens his chest to become an intimidating menace against the akata, and it appears to notice him and shrink back slightly against the larger predator.
Taking the opportunity while the creature is momentarily distracted by the android's dominance display, Valorus summons forth three glowing orbs of intense light and flings them towards the pair of creatures. The orbs strike unerringly, two of them slamming into the back flank of the akata in the doorway, while the third flies at the akata clinging to the cornices of the room.
Krevlor attacks akata (red) and misses. Darshe demoralizes the akata (red) causing it to become shaken for 4 rounds. Valorus casts magic missile and hits akata (red) for 7 damage and akata (orange) for 3 damage.
Managing to stave off the onslaught of disease from the akatas bites, Valius launches into another attack against the creature before him. He swings low as the akata rears back for another lunge and the solar scimitar bites deep into the creatures neck and front. Weakened already from the several shots already against it, the akata totters on its forelegs before falling to the ground, dark blood pooling beneath it.
Private Eye steps over the fallen creature and up to the remaining alive akata in the doorway and with a thrust of the survival knife, he brings the blade up and through the lower jaw of the akata and into the underside of its brain cavity. The blue creature struggles against the blade but eventually succumbs to the blow and slumps to the floor, tentacles twitching but otherwise remaining still.
Valius attacks and hits the akata (orange) for 10 damage, killing it. Private Eye moves and attacks the akata (red), hitting for 4 damage and killing it.
The constructed grenade sails through the air and lands at the feet of one of the creatures before exploding in an expanding goop that sprays across the surfaces. The blue creatures both jump out of the way of the exploding device just in time to not be fully coated by the sticky substance.
GM Stuff:
Random: 1 Darshe, 2 Krevlor:1d2 ⇒ 1 Creature (red) attack Darshe:1d20 + 8 ⇒ (14) + 8 = 22Darshe has +2 AC due to cover damage:1d6 + 2 ⇒ (5) + 2 = 7 Creature (orange) Athletics check w/+8 for having a climb speed:1d20 + 13 ⇒ (16) + 13 = 29
The creature nearest to the door races along the cargo hold floor and leaps at Darshe, its teeth bared. It attempts to clamp down on the soldier's arm, but cannot find true purchase and it is only the pressure from the powerful jaws that causes pain. As Darshe pushes the blue dog-like creature away, the teeth scratch across the back of his wrist.
The second creature turns towards the wall and begins climbing up the shelving units and scrambling along the wall and around the corner. The yellow eyes and tentacle mane peer out from around the corner near the room, and the creature snarls silently once more.
Creature (red) moves and attack Darshe, hitting for 7 points. Creature (orange) climbs onto the wall and does a double move.
With the two creatures now fully in the light of the Starfinders' subdermal implants, Krevlor and Valorus recognize the creatures as Akatas, a terrifying predator that dwells in the vastness of space and generally make their home on asteroids, comets, and dying planets, hibernating for centuries and becoming active when they sense life nearby. They are resistant to damage from fire, and they have a powerful olfactory sensory organs in their tentacle mane despite having no need to breathe. They are susceptible to salt water, taking damage from it as if it were acid. Valorus also knows that their bites spread a vicious parasitic disease, which doubles as their means for propagating their species.
Sensing nothing in the corridors leading out from the junction, the group moves into position around the door nearest to the airlock, and Darshe checks over the door to find it in the closed position. The console next to the door indicates that it is unlocked, and with a press of his hand against the largest button on the controls, the door slides open silently in the vacuum of space.
The room appears to be a cargo hold, filled with laboratory and compact mining equipment, as well as shelves with tubes, capsules, and crates, as well as a number of larger boxes on the floor. A broken table lies against the wall, its contents shattered and spilled across the metal floor.
A pair of quadruped creatures with rubbery blue skin and manes of writhing tentacles stalks around the back of the room, the tips of the tentacles fluttering across the ground and the shelves much like a dog would snuffle at the ground. As the door opens, the pair of creatures looks up and appear to snarl as they notice Darshe and Krevlor standing in the doorway, lowering themselves to the ground in an apparently hostile movement.
Round 1 is up - Darshe it is your turn first. Anyone with ranks in Life Science can make a check to identify the creatures - a Xenoseeker can use a straight Int check if they do not have ranks in Life Science.
With Orlam's hearty constitution continuing to fight whatever the creatures might be trying to infect him with, he stabs downward at the akata before him. The doshko slices deep into the creatures flank, but this seems only to aggravate the akata further. The other akata manages to withstand the total force on blows from the soldiers companions and it turns towards Valius with slavering jaws and hungry yellow eyes reflecting back at him.
Valius manages to get an arm up to fend off the akata's bite, but still feels the sharp teeth graze against the back of his hand as it pulls back. Orlam, however, does not fare so well and the akata clamps down hard on his leg, piercing through the armour plating and through to the flesh below. The creature shakes its head and pulls back, its mouth filled with the kasatha's blood, as it prepares for another attack.
The red akata attacks and hits Orlam for 8 points of damage. The orange akata attacks and hits Valius also for 8 points of damage.
The blade is light in Artemis’ hands, handling like a survival knife would. The blade is a little longer than a standard survival knife, but the extra weight is counterbalanced by a series of holes drilled into the length of it.
Functionally, the dogslicer is identical to a survival knife, tactical. Anyone who claims it, add it to your sheet :)
As the group of Starfinders near the edge of what appears to be the engineering bay. This long chamber stretches across the width of the ship, and contains a series of terminals and other machinery that are all plugged into various ports and sections of the paneling within.
There is also a pair of akatas stalking about in here, their tentacle manes flared and moving about wildly. Almost simultaneously, they look upwards and spot the group as they assemble by the open doorway, and the hostile creatures both bare their teeth in readiness for an attack.
Before anyone else can react, the two akatas leap forward and attack at Orlam in a flurry of teeth and claws. The first one (red) reaches the doorway and bites at the kasatha, the sharp teeth piercing Orlam's leg armour, while the second barrels past its companion and skitters to a stop in the hallway before clamping its jaws down on Orlam's free arm and ravaging at him.
Akata (red) moves and attacks, hitting for 3 points of damage. Akata (orange) moves and attacks, hitting with a critical hit for 11 points of damage - total damage 14 points to Orlam.
As Artemis and Darshe move to the central junction of corridors, they and the others in the group begin to examine the body to find it is that of a space goblin. No distinctive markings are present on its spacesuit that would indicate that the creature was a member of the Acreon's crew. It is covered in a number of large slashes and bite marks and appears to have died of its wounds right here in the corridor. A discarded dogslicer and broken heap of pistol casings lies near to the body.
Looking down the central corridor shows a pair of branching corridors to the forward section of the ship, as well as a pair of closed doors at the end of it. A dimly pulsing light emanates from behind a steel cage, the spherical form of the ships power core visible within the structure. Corridors appear to wrap around either side of the maintenance cage, heading towards the aft of the Acreon.
Those who are investigating the body - Artemis and Darshe, I am presuming - can move themselves alongside the body :) can those who have not make a Perception check also please make one at this time.
Yes, Darkvision will negate the miss chance that comes from being in the dim light and creatures attempting to use the darkness to hide with a Stealth check will not succeed against you.
Looks like it is to the aft we go, and it appears that there are no objections to Private Eye taking the flame pistol, so go ahead and mark it and the 8 charges of petrol on your sheet :)
As the group decide to make their way to the aft of the ship after Valius gathers up the shards of the noqual cocoons (the shards equal to about 2 bulk worth in total, you can choose to leave them in a pile in the cargo bay if you choose), they follow the corridor to the large cage holding the spherical power core, which can be seen through the maintenance grills.
Passing through the open doors, they see that the corridor splits and passes on either side of the power core to an open door at the end of each arm. Another corridor running from port to starboard appears on the other side of the open doorways where the emergency lighting is mixed with dim lighting from another source, directly behind the power core, that sends confusing shadows scattering in multiple directions.
If everyone peering/moving down into the corridors either side of the power core can please make Perception and/or Stealth checks, I'll move the game along soon.
Valorus steps into the airlock behind Darshe and takes a position near to the corner of the chamber, and moments later the outer door of the airlock seals shut. Shortly afterwards, the inner door of the airlock chamber opens silently, revealing a dimly lit corridor that runs the width of the ship between the port and starboard airlocks. In the middle of the corridor is a junction, where a body the size of a small human or a halfling lies face down in a darkened pool of liquid. The body appears to be dressed in a tattered flight suit.
Inset into the corridor wall on the left next to the airlock is a closed door with a small console next to it.
Artemis can currently see as if the ship is in normal light thanks to his low-light vision, as does anyone else with either armour upgrades or augmentations that bestow low-light vision. Otherwise you will need a light source to see properly - as a reminder, the subdermal starfinder society implant will increase the light around you by 1 step to normal light when activated.
Xera: With her relatively extensive bank of trivia and knowledge gleaned from her life before the Starfinders, Xera recalls that the galley on this model and class of transport ship is generally located towards the foward section, along with the crew quarters and the bridge. Engineering is generally to the aft, behind the power core cage.
Puuting things like this to a vote is always a good idea - in those cases I’ll generally wait until there appears to be a consensus before pushing the game forwards in any direction. So far it appears to be a majority in favour of going aft. I’ll move the game forward tonight when I get home from work :)
Just to remind that Mysterra used the controls at the port airlock to close the two aft air locks. The only thing that is still required is to re-pressurise the ship and get the atmosphere going again. And yes the flame pistol will still work in no atmosphere - happy to handwave that part of its process as a weapon is to infuse the petrol with its own oxygen so that it burns hot enough to do damage :)
Entering into the Acreon's starboard cargo hold, Valius and Private Eye begin to look closer at the room's contents while Orlam and Mysterra stand vigilant against further threats. The remains of an up-turned science lab lie scattered in the corner, with numerous resinous shards of a pale green crystal-like substance scattered throughout the room.
Physical Science, DC 15 (trained only):
The shards are a starmetal called noqual, and can be worked as easily as iron or steel. The crystaline structure of the noqual gives it a strength that belies the surprisingly low weight. More importantly the noqual, and items made from it, are strangely resistant to magic. Melee weapons and ammunition made from this starmetal are particularly effective against magical constructs and undead creatures created through the use of magic.
The Spacefarer can reduce this down to a DC 10, as can the Scholar background if the chosen field relates to geology/mineralogy.
Life Science, DC 16 (trained only):
Examining the resinous fragments closely, they are the remnants of a thin cocoon that the akata use to protect themselves while they travel through space and hibernate until they sense life nearby.
Both Valius and Private Eye spot a discarded flame pistol, lying forlornly near some crates. It is currently less than half-full of the petrol required to activate it. There are no maintenance hatches within the cargo hold for the akata to have crawled out from.
Loot found: 2 bulk worth of valuable pale green shards, 1 flame pistol (pg. 173) with 8 units of petrol remaining. These have been added to the loot list for you.
Scouring back, I think I missed resolving Orlam's attack in round 2.
Despite the tingling feeling, Private Eye's android constitution rejects whatever affliction tries to invade his system, and he lifts the pistol back at the creatures leathery form and squeezes the trigger. Silently, the akata's skull explodes, spraying the corridor and its occupants with dark blood, and the blue form loosens its grip on the pipes in the corridor's ceiling and falls unceremoniously to the floor.
Orlam turns his attention to the akata in the doorway before him, and he stabs at it with the doshko. Skewering the blue creature through the toothy maw, the creature spasms and expires quickly, flopping to the metal floor.
Private Eye attacks and hits the akata (orange) for 6 damage, killing it. Orlam attacks and hits the akata (red) for 7 damage, killing it.
Artemis brings the Hippocampus as close to the Acreon as he dare and begins the docking procedure. It takes a minute, but eventually there is an audible echo throughout the light freighter as the mag-clamps secure the ships together. Patches turns around to the group as everyone prepares to investigate the stricken ship. "I'll go check on the elf, and we can hold the ship in case our friend comes back and tries any funny business, 'k?" he says, finishing preparations for the rest of the Starfinders to board the Acreon.
The remaining Starfinders cross into the umbilical corridor that extends our towards the Acreon, the airlock door closing behind them. A panel next to the outer airlock door of the larger ship is found and slides open to reveal a small keypad allowing access to the airlock door interface, and the outer door opens with ease to reveal the starboard airlock chamber beyond. It is dimly lit with flickering emergency lighting, and stepping across the threshold confirms the activation of the Acreon's artificial gravity.
The inner airlock door on the other side of the chamber is solid and currently sealed shut. A dim control panel sits next to the inner door, a mixture of red and green lights indicating the status of the airlocks as well as the interface to open or close any of them from this panel.
---===---
Port (inner): Closed
Port (outer): Closed
Starboard (inner): Closed
Starboard (outer): Open
Aux. (inner): Open
Aux. (outer): Open
Tokens have been set up on the map - please feel free to move yourselves into the starboard airlock. Darshe, Krevlor, and Valorus will need to use their environmental protections in the armour from here on in until the atmosphere is restored and ship re-pressurised. Doors within the ship are open unless otherwise noted (green for open, red for closed on the map), and the lighting is considered dim lighting.
Do the rest of our attacks in Round 2 go off before Eye's ranged attack? If we're lucky, maybe we finish off the creatures before Eye gets takes the AoO?
As we are running in a block/group initiative, people's actions are resolved in posting order as this helps cut down on the confusion between who's turn it is and what actions people are taking and whether or not someone who posts later but goes earlier invalidates the actions of those who posted earlier but go later in initiative. So the AoO against Eye has already occurred.
Artemis: as you're preparing to dock and maneuvering the ship, you can see that both the port and starboard airlocks are about the same distance from the front of the ship where presumably the bridge would be.
I'll give overnight (my time) for Darshe and Valorus to post, and I'll nudge the game along tomorrow :)
Unfortunately the Archives of Nethys don't seem to have the newer material up yet, but I'll have Darshe leveled up as soon as possible.
Also, in hindsight, my last post came off as being more negative than I intended. Sorry about that.
Last thing! We seem to be down to four players now. Do you think we'll be fine, GM? I know these adventures are typically written for that number of people anyway, but I just wanted to make sure.
No worries at all Darshe - I know that starship combat and combats in general can get bogged down in normal games, let alone in PbP. I apologise for my part in that, since I can get caught up in RL stuff and not post on occasion.
As for being down to 4 players, it does seem that way. Even after messaging, Nina's player never returned, and while Patches' player said they'd try to post more often, that didn't last too long either unfortunately. The AP is designed for 4 players, so that shouldn't pose any real sort of problem on that front - especially with having one of you who can heal HP as well as someone who can restore SP under certain conditions. Should Patches or Nina find time to return, both of the characters will be nearby as well (for the time being, they will remain on the Hippocampus).
Private Eye and Xera both quickly make their way up to the doorway and each fire at the akata at the back of the room. Eye's bullet flies wide as he attempts to not hit Orlam in the process, but Xera's shot contacts the blue-skinned creature. The bullet grazes the akata, and a thin trail of dark blood oozes from the fresh wound.
The wounded akata snarls noiselessly and bounds towards the doorway, tentacles flailing wildly, and leaps towards the kasatha. It bites at Orlam with its strong jaws, and the soldier does not pull his arm away in time as the sharp teeth manage to penetrate his armour barely before the environmental protections seal the perforation. Orlam's arm tingles and momentarily goes numb around the bite, and the slavering beast shakes itself as it rears up for another attack.
The second akata moves quickly as well, launching itself powerfully at the wall above a pair of barrels stacked neatly in the corner near the doorway. It crashes to the floor as its claws fail to find putchase along the smooth metal wall, and it begins to climb. Effortlessly it grips into the smooth walls of the cargo bay with razor-sharp claws at the end of powerful paws, and begins to claw along the wall and ceiling, each step leaving massive rends in the steel as it stalks along the corridor roof above the group of Starfinders. Stopping directly above Valius, it opens its mouth hungrily.
* Private Eye attacks and misses the akata (red). * Xera attacks and hits the akata (red) for 1 point of damage. * Akata (red) attacks and hits Orlam for 4 points of damage, and Orlam must succeed at a Fort save (DC 10) or become fatigued and sickened. * Akata (orange) fails at a vertical jump of 5', and succeeds at a climb check to scale the wall/ceiling).
Orlam, Mysterra (thanks to Improved Unarmed Strike) and Valius get an attack of opportunity against the orange akata as it moves past them across the ceiling.
Also - congratulations are in order. You are all now level 2!
Please feel free to level your characters, and add your new class features to your sheets. Class features/spells/feats/etc, as well as archetypes from the Pact Worlds and Alien Archive are available to be taken.
If you can also post either in here or on your profile character sheet what features you have taken, that'd be appreciated for ease of viewing :)
Sidling the ship close by, Artemis closes in on the Acreon and prepares to dock the ship.
Computers DC 15 (Trained Only):
The Acreon is a Medium-sized transport ship that can carry a full complement of 6 crew members. The sensors are unable to get a good reading on any life signs that might be present on the ship. The Acreon is armed, though none of its weapons are currently active, and the ships power core is outputting minimal energy - likely enough for life support, gravity, and basic ship functions. The Acreon's aft airlock is currently open, exposing the ship to the vacuum of space.
You are able to either dock directly with the Acreon on the port or starboard airlocks, or park nearby and spacewalk to any of the three airlocks.
I've added differing colours to each of the enemies - please let me know which ones you're attacking - I'm presuming that everyone is going for the enemy in the top corner (directly in front of the door). Orlam, your attack would have had concealment as your flashlight wouldn't reach the akatas, and no light source was close enough to have been able to reach them yet.
Orlam: Concealment miss chance (1-20):1d100 ⇒ 95Passed
Mysterra squeezes herself into the corner of the hallway next to the closed airlock door and fires her laser rifle at the creature. Despite the four-limbed kasatha standing partially in the doorway, her aim is true and the laser grazes across the akata's flank, although the rubbery skin appears to absorb most of the potential damage. Orlam levels the reaction cannon at the blue-skinned creature and pulls on the trigger, the shot impacting fully into the alien's back leg and leaving a gaping hole. Dark blue-black blood spills from the wound, but does not seem to have slowed the akata down any.
Mysterra attacks and hits, dealing 1 point of fire damage. Orlam attacks and hits, dealing 9 points of piercing damage.
Private Eye - you are indeed able to attack the red one, though Orlam is currently providing it with soft cover as some of the lines from the closest corner of your square pass through his square on the way to the akata. The orange one is behind cover, and will get bonuses to its AC. So feel free to make an attack against either of them.
Valius raps his scimitar against the closed metal door of the starboard area, but thanks to the lack of atmosphere within the ship there is no sound in response. Orlam heads over to the other side of the door and prepares himself for whatever may be on the other side. With the three androids waiting in the corridor junction, the kasatha presses on the door release.
The sliding door opens noiselessly, revealing another cargo hold. The starboard cargo hold contains laboratory equipment, compact mining equipment, as well as a number of small crates and and capsules. There is also a broken table near the far corner with its contents spilled and shattered across the floor. A pair of akatas stalk around the back of the room, several of the tips of the tentacle mane fluttering over the floor as they explore the room, almost like an animal with sniff at the floor. As the door slides open their tentacle manes begin writhing manically and they turn towards the door frame, their hackles raising immediately as they notice Orlam standing there, and the soldier's grip on his weapons alerts the rest of the group that trouble is afoot.
Thank you - I hope so to. Doing 10+ hour days because colleagues are off sick/on leave during the school holidays when a number of our field staff are also on leave is not my idea of a fun week. But everything should return to normal from Tuesday and I can go back to my regular sleep patterns and routines :)
As the smaller craft disappears into the void of space, its trajectory taking it away from both Absalom Station and the Acreon, Artemis banks the freighter away and resets their course to make their way to the Acreon and the Drift Rock. They soon find themselves at the edge of the quarantine field protecting the Acreon and the Drift Rock from the rest of the galaxy. The consoles on the ship let out a series of trills and beeps as a transponder communicates with the orbital laser cannons that comprise the spherical grid around the ship, and the Hippocampus passes through without incident.
Approaching the forlorn ship, a robotic voice echoes over the communication channel from a nearby tranponder beacon. 'THIS SHIP IS UNDER QUARANTINE BY ORDER OF ABSALOM STATION SECURITY. PLEASE TURN AWAY OR FACE PROSECUTION,' the message says, repeating after every fifteen seconds.
The Acreon slowly fades into view - a boxy and ungainly ship of dulled steel whose patched and repatched outer hull bears the scars of countless micrometeorite impacts. Large block letters reading 'ACREON' in dark paint that has been faded from exposure to radiation on its side. It floats inertly within the quarantine field, far from Absalom Station, with the misshapen asteroid tethered far behind the ship on long thick industrial cables as its only company.
Apologies - this week has sucked beyond the telling of it, but I am back now.
Private Eye approaches the fallen body and turns it over gingerly to reveal the corpse of a space goblin in the tattered flightsuit. The poor creature appears to have been bitten several times by razor sharp teeth and has died of its wounds in the middle of the corridor before being gnawed upon as food. A crude blade with holes bored into it lies discarded near the body, and a laser pistol that appears to have been made out of the parts of several different weapons is still strapped in its holster.
Mysterra makes her way to the open set of doors at the aft end of the corridors and gazes out over the spherical shape of the Acreon's power core sealed within a large transparent casing that is heavily tinted. 10-foot wide corridors flank either side of the power core casing, heading towards the aft of the ship.
The enemy ship wins initiative this round, Artemis, you get to move your ship first. You may choose to continue pursuit, or break off at this point and allow the ship to flee.
Will do - enjoy your vacation! Botting won't be necessary at this point, with the damage poured on the poor akata!
Under the combined force of Private Eye's pistol, Valius' solar weapon, and Orlam's doshko, the akata falls to the ground. Dark blue-black liquid begins to pool under the creature, and the mane of tentacles stops writhing and drops limply to the metal floor of the corridor.
You guys have actually done a lot more damage to the enemy ship than it feels like, bad dice luck not withstanding.
As for the Scan action, it only gives you the enemy's stats at the time it was scanned. So doing it later in the combat can give you a bit of an idea on how well you're doing or whether there is something specific you want to try and target.
Squeezing the triggers on their respective weapons, Krevlor and Darshe both miss the smaller ship as it flies past erratically in an attempt not to collide with the freighter. The shields remain stable as they show no hit against them, and the enemy ship flies in the directly opposite direction to the Hippocampus' current heading.
"Looks like the other ship is making a break for it - boosting power to the engines!" The ysoki mechanic pushes a series of controls on the HUD before him, and the engines gain a burst of power.
The enemy ship wins initiative this round - Artemis, go ahead and move the Hippocampus. You have +2 speed for this round.
Artemis' control over the Hippocampus forces the enemy pilot to make a desperate flyby attack. The smaller craft rolls around past the light freighter, evading the possibility of an opportune attack by the gunners of the larger ship and affording itself a parting shot as the ship appears to attempt an escape from the battle.
Enemy vessel performs a flyby and succeeds - no attack of opportunity for flying through the PCs space.
Nice flying there Artemis - I'll resolve the Gunnery phase once Valorus posts any science officer action he wishes to :)
Moving back to the relative safety of the group investigating the store-room, Xera's memory brings to mind a recollection of the creature aboard the ship. Known as akata's, they are a terrifying predator that dwell in the vast void of space, hibernating on asteroids and comets within metallic cocoons for centuries. An akata has terrifically acute olfactory sensors within its mane-like mass of tentacles, does not need to breathe oxygen in order to survive in space, and its bite carries a wasting disease that can be lethal if left untreated. She also knows that the akata is resistant to fire and susceptible to salt water, which acts like acid against its rubbery skin.
Mere seconds after making her way to the airlock door, the blue-skinned creature tears around the corner, the lack of atmosphere bathing the creature's movement in eerie silence. Its teeth glisten wetly in the emergency lighting, and it appears to roar and snap at Xera.
Barely able to get her warning out to the rest of her team, Xera turns her head around the corner to see the blue creature crouching low on its hackles, appearing to snarl noiselessly as it prepares to leap towards its newly found prey.
Xera: you get a Standard or a Move action, plus a swift action. You can try to identify the creature with Life Science as a free action :) unfortunately Xera didn’t get her broadcast about danger out in time for others to act in the surprise turn. But it should be a quick surprise round.
Xera, I have moved your token as per your instructions with a single move action to get to the junction to scan all directions. Please adjust your token accordingly if you wanted to get to a better/different vantage :)
Orlam, Private Eye, and Valius all make their way into the cargo hold and begin a sweep while Xera concentrates on the room momentarily. She detects no thought patterns other than those of her allies in the room, and begins her slow and methodical probe of the corridors of the ship. The beacon lights the hold up brightly, revealing shelves, crates, and barrels of food stuffs and water stores, replacement air filters, spare parts and maintenance supplies.
Approaching the large shipping container in the centre of the room, it appears to be sealed from the outside and is addressed to the Eoxian Embassy on Absalom Station. Neither Orlam, Valius, or Private Eye can see a manifest which would detail its contents.
While the investigation of the hold is being conducted, Xera slowly makes her way down the corridor toward the junction, her eyes glowing and vision hazy as the magic shifts her vision slightly into a more cerebral frame of reference. The thick metal walls stop the spell from penetrating to see if there may be other consciousnesses in other further-flung sections of the ship. With her magically enhanced vision, Xera sees no other signs of consciousness that might be otherwise hidden down the hallway in front of the starboard airlock, and she makes it to the junction between the corridors.
As she approaches the intersection created from the corridors, she sees that the signs of combat are evident in the bow-to-stern corridor - bullet holes, scorch marks, and drops of blood are visible on the walls and floor. The small body - about the size of a young human - lies sprawled face down on the floor in a pool of dark blood, wearing a shredded spacesuit with a cracked glass helmet. Without further investigation, it is hard to tell who the body may have once belonged to.
Putting the grisly image of the body out of her mind momentarily, Xera scans the hallway from bow to stern. Towards the stern of the ship, she sees a dimly pulsing blue light from a spherical machine embedded into the floor of the room beyond another locked-open door - likely the power core of the ship.
GM Stuff:
Stealth:1d20 + 10 ⇒ (16) + 10 = 26For characters to notice the creature by shadows cast from emergency lighting. Perception:1d20 + 5 ⇒ (13) + 5 = 18
Turning towards the front of the ship, she sees a dark blue shape crouched on all fours, prowling around a smaller junction of corridors. Its eyes glow a sickly yellow against the blue leathery skin, and its tentacle-like mane whips back and forth. Xera's detect thoughts spell picks up that the creature has an animal-like intelligence, barely strong enough to be picked up by the magic.
Suddenly the creature whips its head up and the tentacle-mass begins to writhe in all directions, before it turns its head to reveal a fang-filled maw.
Xera, can you please make a Stealth/Dexterity check (DC 18) to avoid being seen by the creature.
Artemis struggles with the controls momentarily, unable to get the ship to perform evasive maneuvers easily. Valorus targets the enemy craft's weapons systems again, and Darshe and Krevlor both make squeeze the triggers on the weapons systems. Both gunners' HUDS light up as their combined volleys shred the smaller ship's forward shields, while their own shields hold steady under the enemy's failed attack.
Enemy gunner misses. Both Darshe and Krevlor hit, dealing 11 and 6 damage respectively. Neither were a critical, and do not trigger Valorus' target system.
Patches continues to funnel excess power to the Hippocampus' weapons, and Artemis regains control over the ship a little too late to be able to get a read on the enemy's movements.
Artemis loses initiative this round, so go ahead and move the Hippocampus first :) if you're choosing not to move, then let me know in the post.
Orlam moves up close to the door to find it locked open, and he peers into the room and shines the pair of flashlights into the room beyond. The beams from the lights both sweep over the contents of what looks to be a cargo hold. Several crates and barrels appear to be stacked in throughout the room, several of which are leaned up against a shipping container about eight feet long on each side. The cursory glance that Orlam gives as the lights sweep over the objects within are not enough to give any indication of the rooms actual contents.
GM Stuff:
stealth:1d20 + 10 ⇒ (16) + 10 = 26
As Xera, Valius, and Private Eye all keep a look out down the corridor, there is no sign of the missing crew or what may have happened to them along the port-to-starboard corridor. Examining the doorway for anything interesting, Mysterra finds nothing unusual about the door or the mechanism locking it open.
With the evasive flying being handled by Artemis, he wheels the Hippocampus around to face the interceptor's aft and denying it a chance to fire back. Valorus continues to assist the gunners by targeting the enemy ships engines, and Krevlor and Darshe let loose with another volley of weapon fire. While Darshe's HUD remains neutral, Krevlor's display lights up with green to indicate another direct hit.
Darshe has missed, but Krevlor has hit for 6 damage (using the first attack made earlier in the round rather than the second).
GM Stuff:
critical damage threshold:1d100 ⇒ 30Sensor array now glitching.
Current Ship Status
HP 39/40
Shields Basic 20 (1/5 forward, 5/5 aft, 5/5 port, 4/5 starboard)
Systems All fine
Patches: Divert (weapons):1d20 + 9 ⇒ (4) + 9 = 13Successful - 1's rolled on a weapon damage are now counted as 2's. Artemis: Initiative:1d20 + 7 ⇒ (14) + 7 = 21
"Powering weapons again!" Patches calls out across the bridge, the nimble hands flying over the engineering console and diverting excess power to the weapons.
GM Stuff:
enemy pilot remains as gunner, initiative is 12
Artemis succeeds with initiative this round. Enemy ship has been moved :)
And yes, Starfinder reminds me so much of Mass Effect (solarian. Soldiers, and mechanics/operatives particularly) - haven’t gone back to play that in so long due to time constraints.
So many of my hobbies take a not- insignificant amount of time to partake in, that it’s hard to schedule all of them around work, lol. Even on the forums here, there are times I get the itch to run another AP, until I remind myself that I sometimes barely keep up with posting to the two Starfinder games I already run, let along trying to add a 3rd to that line up :)
I believe that the solar manifestation only sheds dim light, rather than improving light by one step, so it would still be dim light. I can’t find anything in the corebook under Vision and Light that says that light levels stack, so I default to only the highest light level applies for any given area, which seams to be the default given that items like flashlights specifically state they increase the light by 1 step within their area. But the solar manifestation will be useful should the emergency lighting fail for any reason... ;)
That said, I ruled in my home game that the subdermal implant still works even if wearing armour, as the environmental protections are a mixture of faint energy forcefields that keep a thin shell of atmosphere around the character for the armours rebreather to work, magic, and pressurised/airtight seals built into the armour.
So Orlam and Valius can use the subdermal implant to increase the light in a 5-foot circle around themselves, while the rest of the area remains dim.
Its going to be a bit of a long day at work and I probably won’t get a chance to update on break - I’ll give Valorus until I get home this eve and then update game then :)
To keep things easy and flowing as you explore the Acreon, can you please discuss and agree on a basic marching order and any sort of door-opening process you want to follow should you come across a closed/locked door within the ship?
This will help me follow your basic process unless something else is required by you as required :)
With all of the Starfinders inside the large airlock chamber, Mysterra sets to work sealing the two aft airlock doors and opening the inner door before them, the observation drone hovering noiselessly above them. The flickering emergency lights do little to dispel the darkness within the ship, and the sense of abandonment is heightened by the lack of any movement within the corridor before the group.
The corridor appears to span the width of the Acreon's interior, ending with the closed inner door of the starboard airlock, with an door locked open to the groups right. A small body in a spacesuit lies sprawled on the floor in the middle of a junction in the hallway.
I have taken the liberty of putting you all in the airlock of the ship. As advised, the lighting is dim so right now Orlam and Valius will have difficulties seeing anything without using light sources - Mysterra, Private Eye, and Xera are unaffected by this. Just to remind, your Starfinder subdermal implant will act as a light source, brightening everything around you by 1 step (to normal lighting) in a 5' space around your token.
No worries at all! I thought I'd seen it move as well, and when I looked again a day or so later it was back at original point, so I thought I'd seen wrong.
Start of Round 6
Patches: Divert (weapons):1d20 + 9 ⇒ (9) + 9 = 18Successful - 1's rolled on a weapon damage are now counted as 2's. Artemis: Initiative:1d20 + 7 ⇒ (13) + 7 = 20
GM Stuff:
Enemy remains in gunner roll, enemy ship initiative is 12
Working furiously on the Engineering HUD in front of him, Patches once again funnels more power into the weapons array of the Hippocampus, while the enemy interceptor continues in a lazy snaking arc which allows Artemis to get the jump on its trajectory.
Artemis wins initiative for the Hippocampus, and the enemy ship has been moved first :) Go ahead and move the ship and make any stunt rolls you wish.
@Mysterra: that is correct, with both aft airlock doors open, the ship is currently exposed to the vacuum of space. And no oxygen means you'll all need to communicate over comms until atmosphere and pressurization is restored. As for attempting to close the aft airlock doors, you can do that from here, but there are no controls available to re-pressurize the ship - you would need to make your way to the bridge for that.
Full Name
Camrad the Blight Ender
Race
Human
Classes/Levels
Paladin 3 (Divine Hunter) | Speed 30 ft | Smite Evil 1/1 Lay on Hands 3/3
Gender
HP 25/25 | AC 18 T 14 FF 14 | F +6 R +7 W +5 | CMB +4 CMD +18 | Initiative +4 Per +1
Camrad Is no stranger to the horrors of technology. Growing up in Iandeveigh, he was taught to hate the metal monstrosities that skulked about the outskirts of the forest and fear the nefarious toxins of the blighted lands. Yet, despite this Camrad believed his quiet, peaceful life with his mother and sister was secure under the grace of Erastil.
He was naive.
One year, Iandeveigh was rocked by a series of earthquakes. The Dead-Eye council quickly surmised that the strange tremors were likely coming from some sort of failing technology within the ruins under the city. Eolas (Camrad’s mother) , concerned for the safety of her family, volunteered for the expedition underground. While the mission was successful, it came at a terrible price. Nearly every scout was either killed or horribly maimed. As for Eolas, she was exposed to dangerous lethal levels of radiation and soon grew terribly ill.
Camrad tended to his mother tirelessly for days desperately believing that her condition would improve. He was still young and didn't fully understand the nature of her condition at the time. In her final days Eolas had frantically begged her son to take care of his sister Sera. “You watch over her.” she had said “Never let her leave your sight. You hear me?”.
Eolas passed a few days later and since that day he vowed that he would always be there to protect Sera.
Over the next few years Camrad searched for ways to ensure his sister’s protection. First he sought the forest and it was there that Erastil spoke to him for the first time. Camrad was shown how to hunt and get what he needed out of the forest while also being taught respect for the animals and flora that sustained him.
Then, when he came of age, Camrad enlisted into the scout regiment. Here he quickly soared through the ranks, finding that he could wield a longbow with such natural ease to appear as if he was born to use it. This to was Erastil’s work, Camrad knew, and he accepted the gift, using it to become the guardian Sera needed.
Years passed and Sera had grown to become an intelligent and strong young woman...
…..and restless.
Despite her brother's best efforts, Sera’s eyes gradually turned outward, away from stifling Iandeveigh. Camrad wanted so badly to forbade her from leaving, but he knew his sister and knew to that it was impossible to dissuade her once she set her mind to something. So it was, then that with a heavy heart, Camrad watched his life's purpose disappear into the woods. “Maybe now…” he thought “...it's time to let my burden go.”
Sera kept in contact naturally, sending letters every few months. It warmed Camrad’s heart to read about the fantastic adventures she was having and all the friends she had made.
Then suddenly, the letters stopped coming. As the weeks dragged on, Camrad started to wonder if Sera was in danger. He fought an inner struggle, torn between his concern for his sister's well being and his desire to let her enjoy her own life. His answer came to him during one of his frequent excursions into the wilds. He came upon a wounded elk and, knowing the elk to be the holy animal of Erastil, promptly dressed it's wounds. However, instead of fleeing into the woods, the elk simply walked a few paces and turned to watch him as if it were waiting for something. Camrad, unwilling to ignore such an obvious sign from his god, followed the beast. They walked for many hours until they reached their destination, the outskirts of the forest. Camrad had made up his mind then. He shouldered his long bow and turned his back on the only life he had ever known.
Camrad has traveled to Torch searching for information about his missing sister. His only lead is a strange amulet bearing the image of a black claw teaching towards the heavens which he found in Sera’s deserted flat.
Appearance:
Camrad appears to be a man in his mid-twenties, of a muscular yet lean build. His chestnut colored hair and beard have been closely cropped though they appear somewhat uneven.
Camrad wears green brown leather armor under his pine green traveling cloak and wields a long bow that has been carved into the likeness of an elks antlers.
He looks about warily, his sharp eyes drinking in every detail of his surroundings.
Personality:
After years of safe guarding his family Camrad has time for little else. Practically anything that doesn't move him forward on his quest is put on the back burner. As a result Camrad cares little about social interactions and personal apearances, though that doesn't keep him from speaking his mind and those who gain his trust will find that he can be a stalwart companion; one that will always lend an ear or a well placed arrow to friend in need.
Over the past few days Camrad has taken notice of the world around and though he still has a deep distrust of technology, he can't help but marvel at what it has accomplished in places like Torch, where the community has thrived despite the stark contrast in scenery to Iandeveigh. Recent events in Torch trouble Camrad and he's found that he can't stand by and let these honest people lose their livelihood and subsequently fall under the metal boot of the technic league. As such, he has chosen to throw in his lott with this band of intrepid adventurers.
Crunch:
Camrad
Male Human (Hallit)
Paladin 3 (Divine Hunter)
LG Medium Humanoid (Human)
Init +4; Senses Perception +1, Detect Evil 60ft.
Aura Aura of Good (1d6 minutes)
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 25 (3d10+3)
Fort +6, Ref +7, Will +5
Defensive Abilities Divine Grace
--------------------
Offense
--------------------
Speed 30 ft. (30 ft. in armor)
Melee Longsword +4 (1d8+2/19-20/x2) or
. Warhammer +4 (1d8+2/x3)
Ranged Mwk Composite Longbow +7 (1d8+2/x3)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 8, Wis 10, Cha 14
Base Atk +3; CMB +4; CMD 18
Feats Deadly Aim, Point Blank Shot, Precise ShotB
Traits Against the Technic League (weapons), Devotee of the Green
Skills
*Handle animal +7 (2 background ranks, +2 Cha, +3 class skill)
Heal +5 (2 ranks, +3 class skill)
*Knowledge Geography +5 (2 background ranks, -1 Int, +1 trait bonus, +3 class skill)
Knowledge Nature +4 (-1 Int, 1 ranks, +3 class skill, +1 trait bonus)
Knowledge Religion +3 (-1 Int, 1 ranks, +3 class skill)
Perception +1 (1 ranks)
Survival +1 (1 ranks)
Languages Common, Hallit
SQ Smite Evil 1/day, Lay on Hands 3\day, Aura of Good, Divine Grace, Divine Health, Shared Precision, Mercy: Sickened
Other Gear mwk composite longbow, arrows (25), longsword, warhammer, healer’s kit, chain shirt, paladin’s kit
Wealth 410gp
Encumbrance Medium Load (74)