In searching the bedrooms off to the side, you find a locked chest under one of the beds. (Engineering check to open)
The bridge, on the other hand:
There is not much left here except for the artifact which you doubt you would have found if not for the datapad’s instructions (DC 24 perception check). It is a metallic off-white sphere covered in a layer of grime. The only clue to what it is being the symbol of Triune etched on it.
The datapad found in the science lab mentions being close to solving ‘the polypeptide dilemma for this project.’ It seems like the ship’s Brathu was trying to find a way to to allow non-barathu to merge, just like brathu can. It seems this was their hobby/passion project a sort of gift to allow other creatures to experience the joys of merging.
Vaimo, searching the science lab (where the bearman came from) finds another datapad. This one has notes on some sort of strange device that the science driver was designing that was apparently designed to allow brathu to merge with non-brathu (temporarily, with the option to un-merge). There is also a log, the final entry reads:
Hudson moves into the area Gearhead came out of, apparently a medbay. As he’s rummaging around, a bunch of precariously perched chemicals come tumbling down on him (didn’t spot the trap, DC 24). The chemicals quickly harden into rock-hard globules that then get shot through the air with great force.
Other than the trap there is not much in this room. Most of the medical equipment was used up or has deteriorated to uselessness.
Figure people will want to stop to react to that. I’ll post again in a bit with more of the rooms
In the the large, open section, Hudson finds a datapad that says ‘property of Red.’ The last entry reads: “This is the final log of the crew of the amber Reconoiter I fear. The other three succumbed to disease. Judging from the progression of the disease in the others, I am reaching the final stages myself.”
Computers DC 18 to hack the datapad:
You find an some information that there is ‘something of value’ stashed in a hidden compartment under the captain’s chair. It seems to have something to do with Triune.
The captain is dead. She has on her:
She also has a strange symbol
Mysticism(religion) check DC20:
You recognize this as the unholy symbol of demon lord Shivaska, a demon lord whose cultists have been known to try and disrupt the works of Triune so that their demon lord can steal Triune’s the portfolio and ascend to of god of machines.
While Vaimo rummages through some crates in the back, she finds: imperial conquest strategy game (the game they were playing in the vision), a keytar fit for a small sized creature (written on it in common is ‘Property of the capitan-DO NOT TOUCH)(+4 to perform-musician checks, counts as a profession toolkit for musicians) and a minor muon crystal
Higher perceptions might reveal more. In addition there is the room where the bear started that you didn’t explore, the room Gearhead came out of, and the bridge
Wow, Sorry about that, didn’t realize that all of you had gone
The area that the fight spilled into appears to be an area that was once cargo space, engineering, and a bathroom, but the damage to the ship has made the place one big jumbled mess.
You have ousted the combats, but to get the most out of the scenario you need to do some poking around the ship.
With the two shots, Gearhead Goes down. The captain directs her attention to Freen: "And you! You timid little thing! Why do you persist in fighting against your betters! Triune is a false god, let me show you a true one!"
Gearhead looks around, I sure who to attack, but Hudson seems to be the biggest threat.
Hudson took his turn out of order, so his action happens after gearhead
”Triune isn’t even a god! It is an abomination of three separate entities cobbled together. And the true god of machines will scour him from reality and all who idle by his side!”Shouts the captain, pointing at Hudson
Attack Zoombo vs EAC: 1d20 + 10 ⇒ (19) + 10 = 29
Gearhead appears to be a normal daimiya lashunta. She’s obviously rattled by Navar’s words.
”I-I-I would gladly g-give my life for the true god!”
Hudson misses twice, perhaps from the comments about his immortal soul being in peril. The captain continues throwing out taunts as she shoots Zoombo (who is now the most opportune target[/ooc]
Zoombo's attack knocks the bear-man unconcious.
Shoot Zoombo vs. EAC: 1d20 + 8 ⇒ (18) + 8 = 26
The woman by the door starts shouting at Hudson
???Inititive: 1d20 + 3 ⇒ (4) + 3 = 7
From further inside the ship you year a door open and some grunting, as if a large sized bear-man was trying to squeeze through a door sized for a medium-sized creature.
You also hear another door open and someone yelling.
”Gearhead! Gorram you get out here! They bypassed your flarging trap!”
The bear looks savaged, but is still up.
Zoombo Culture check:
You realize that this is an 'Uplifted Bear.' For reasons unknown, someone thought it would be a great idea to take a bear from Golarian, futz with their genetics, and make them smarter, bipedal, and have opposeable thumbs.
He reaches out with his Elbow and taps the control pannel on the door.
The Bear man shouts "You won't get it! The TRUE god of machines will rise again! Triune will fall!"
He then begins crashing through the lab towards the rear door.
Swift action put his hand on his longarm, move action, move, standard action, take a pot shot at Zoombo
Attack Zoombo vs. KAC: 1d20 + 9 ⇒ (8) + 9 = 17
As Hudson opens the door-
Reflex save DC 14 for half damage from Zoombo, Vaimo, and Hudson: 2d6 ⇒ (1, 5) = 6 bludgeoning damage
If you fail the save:
You are sickened for 1d4 ⇒ 2 rounds.
Inside the room: Hudson sees: The workstations in this area are somewhat intact but mostly empty. Empty boxes litter the floor, the tattered labels of which identify them as having once contained various chemical reagents and other supplies for experimentation. A circular lab table sits toward the aft. He also sees a large bear walking on two hind legs. His arms are in a position to suggest that he was the one that just threw the grenade. He roars at you.
Initiative-Freen: 1d20 + 6 ⇒ (3) + 6 = 9
The door opens easily now that the control panel is powered, and it opens into a small 10x10 room. There is a single chair in it. Attached to the chair is a dizzying array of wires and cables, but no screens or controls are visible.
Engineering/Computers DC 15:
The area looks like a modified gunner's station. It certainly has all the processors and wiring for one. But there are no gunner controls or readouts.
Culture/Mysticism DC 21 if you made the engineering check (or a person tells you):
Jopsie said in the vision that the Vlaka was blind. And some followers of Triune have the mystical ability to directly interface with computers just by touching them.
Underneath a rubber floormat is a cleverly concealed safe with a digital lock. It is still locked.
Vaimo and Freen oddly find that the power core seems to have been recently repaired . . . poorly. With a bit of tinkering and a few spare parts from Freen's Starship repair kit, they manage to get more effective repairs up and running. Instantly a forcefield around the damaged section of the ship snaps into place, and you can tell that this section of the ship is re-pressurizing with atmosphere. Also, the lights come on, and the access panels to the rear room and the smaller of the force-fields light up. Sadly, the access panel by the larger force field is still non-operational.
You don't recognize this style of Force-field, and Jopsie confirms that it's not anything she's seen before. She theorizes it was some new prototype of tech that never got into mass circulation. It seems to bristle with uncontrolled energy and sparks occasionally, but stays in place. There is a control panel off to the side on a wall, but it looks completely shot, and Jopsie assures you that it is not getting repaired anytime soon.
The door is damaged and well shut. You might be able to open it with significant elbow greaseathletics check, though if power were restored to this section of the ship, opening it might become easier.
You and your comrades begin to play asteroid hopscotch to get to the wreck of the Amber Reconnoiter. The ship is pockmarked with thousands of micrometeroid strikes, and is almost recognizable from the files you have pulled up. You begin to feel an odd sensation within yourself. It takes a moment, but you realize that the starship is pulling you in, calling you with an almost imperceptible pull. Your body seems drawn to a section of the starship hull that is completely wrecked and open to space. And then you realize that the ship's gravity plating is still minimally operational and you are 'falling' towards the ship in micorgravity. You land taking no damage and find that this is a very low gravity environment.
Service lights intermittently flicker with barely perceptible light, giving faint glimpses of the ruined interior in this area. A seemingly nonfunctioning power core is located toward the front of the area, just forward of a line of cots and near a strange crackling barrier. A similar barrier blocks off a smaller hallway leading to the starboard side of the ship, next to another door. Toward the port side, a door sits partially cracked.
Second slide is up. Your movement in the ship is important so please move your mini when you move and check out parts of the ship.
Pvt. Hudson wrote:
Sure, there'll be a minor impact on the scenario but It'll actually make it easier for me.
Inside you find what appears to be a cashe of clothes for . . . odd creatures. From what you can tell, they are, or were, creatures that walked upright on 3 legs and had three arms. You also find a single mk 2 serum of healing in the chest.
Freen pops open the lockbox and finds several pieces of jewelry, vials of precious oils, and an assortment of unfamiliar seashells. You estimate the Starfinders will pay 900 credits for the xenoarchaelogical find of the books and the cultural items.
There is still one more rock to explore if you feel so inclined, or you could go to the ship.
The chest seems to have an enchanted lock (Engineering or mysticism to open)
The books aren’t in any of those languages, though Jopsie pipes up over the coms to say she recognizes rudimentary universal magical texts. Also, there are drawings of what look like alien and bizarre shrubs and plants in another book. Jopsie doesn’t recognize the plants.
Hudson, getting a good look at this house:
This chunk of debris supports much of a simple house made of wood and cob, though the transition into the Drift cleanly sliced off part of the building’s back corner. Inside are a bed, a small bookshelf, a rug, and a hearth. The books are all written in an unknown language and detail primal rituals, herbalism, and hedge magic. There is some sort of small chest built into one of the shelves, but it is locked.
Fortunately, Hudson doesn’t need to fire as the ‘wild(???)’ shot from Freen Downs the monster.
Now with some time, you look around and find that three of these chunks of rock have what appears to be ruins on them. A mostly intact house that’s been sheered off, a crumbling building, and the ruins you are standing on. The other asteroids seem to pulse with fire every 6-18 seconds or so.
House is top left, crumbling building to right
The asteroid Zoombo is standing on suddenly radiates heat dealing him 1d6 ⇒ 3 fire damage.
Attack 2 vs Hudson: 1d20 + 8 ⇒ (16) + 8 = 24
Everyne May go, Zoombo and Hudson have already received inspiring boosts
The red creature moves forward and fires off a beam of fire that pierces straight through Hudson and into Vaimo
Everyone else can go
Okay, lot of stuff happening. Red gets an AoO because he has reach, and the farther square doesn't have cover to Zoombo (as far as my knowledge of AoOs work.)
BTW all this melee damage is 1/2 bludgeoning, 1/2 fire if anyone has fire resist
Bold may go!
Navar’s Attack connects but seems to do nothing
Green Attack Hudson 2: 1d20 + 8 ⇒ (5) + 8 = 13
The red creature moves forward and attacks the skittermander
Red Attack Zoombo 1: 1d20 + 12 ⇒ (18) + 12 = 30
Everyone else can go.