View Full Version : Quest Calendar 2023: The Voidspark Chronicles
Until you arrived, the crew had been taking aboard some of the fleeing citizens. You've got a chance to save more lives. However, the longer you stay to help others, the more danger everyone is in.
You may choose to help up to 10 times. You may decide to stop at any time.
Each time you help, you suffer a -1 penalty to all rolls on the next day. This penalty will stack.
You will gain 1 virtue for each Yes as well. This doesn't help, we're maxed out on virtue.
I say, you only live once. Let's help as much as possible.
Roll D4 for each Yes.
Yes 1: 4. The person thanks you and gives you 3 credits.
2: 2. The person thanks you and gives you 1 credit.
3: 3. The person thanks you and gives you 2 credits.
4: 3. The person thanks you and gives you 2 credits.
5: 1. The person fails to climb onboard and falls to their death.
6: 1. The person fails to climb onboard and falls to their death.
7: 4. The person thanks you and gives you 3 credits.
8: 3. The person thanks you and gives you 2 credits.
9: 4. The person thanks you and gives you 3 credits.
10. 3. The person thanks you and gives you 2 credits.
Pickpocket attempt: 3 credits.
End of week lottery: 1. lose 2 credits.
-10 for tomorrow, here we come.
May 15:
You take off from the port at the last possible second while the station continues to bombarded by fragments of the moon. You need to navigate through the city and falling debris.
1. Avoid colliding with falling wreckage.
D20+DEX+Piloting.
2 Avoid hitting the moon fragments.
D20+DEX+Piloting.
Essentially a -3 on these rolls given the DEX and Piloting skills.
1. Avoid colliding with falling wreckage.
D20+DEX+Piloting.
You're surrounded by collapsing platforms, towers, and debris that is plummeting to the streets and lower levels. You must steer the Karnack clear.
4-3. Well that sucks. The ship takes 3 points of damage. The crew quarters takes all 3 points and is at 50%.
2 Avoid hitting the moon fragments.
D20+DEX+Piloting.
Once you leave the lower streets, chunks of the moon crash into the Karnack. Smaller pieces can't be avoided, but larger ones need to be avoided...but there's so many of them.
10-3. Not much better. The ship takes 3 points of damage. Crew quarters take 2 more damage. Had the investigator not been there, it would be destroyed. The labs take the other point.
We'll use the only ship part we currently have now on the crew quarters.
I still like the decision to help others and take damage to the ship...though in the long run that probably cost us financially.
May 16:
You sail away as the city behind you is left to its destruction. An uninhabited planet in the Thilmone system explodes from the force of the supernova. Some fleeing ships are caught in the blast.
A) Decide to divert power to the ship shields to in hopes of withstanding the blast. D20+WIS+Engineering
or
B) Divert power to the engine to try and escape the blast. D20+WIS+Engineering
or
C) Make a split decision to plot a course using the faster than light drives. D20+INT+Computers
We go with C. Bonuses to INT and Computers are the reason.
C) Make a split decision to plot a course using the faster than light drives. D20+INT+Computers
8+1+2.
The voidspark engine is one of the fastest in the galaxy, but it may not outfly the speed of an exploding planet without engaging in faster than light travel. This is dangerous without sufficient time to plot a course.
You make some quick calculations and program the course into the computers. You engage in FTL travel before the blast hits you. It's a rocky course that jars the ships and passengers. The ship takes two damage..Weapons and Crew Quarters. Crew Quarters can only take one more hit.
May 17:
After clearing the blast, you slow the ship to get a full report of the status of the ship and crew. You let Naylee and Ascel run diagnostics while you walk the ship to check on all the crew and the refugees you took on.
1) Offer care to the injured. D20+WIS+Survivalist
2) Help calm the refugees. D20+CHA+Persuasive
3) Talk with the scientists and Maddox. D20+CHA.
1) Offer care to the injured. D20+WIS+Survivalist
16.
Doctors Latimer and Serphent have enough medical experience and have been caring for the injured but could use your help. You aid in applying bandages and getting the injured more comfortable. There is some significant healing among those that were injured. They're pleased with the care you provided and give you 8 credits.
2) Help calm the refugees. D20+CHA+Persuasive
15+4+2.
You're able to talk to the refugees, but they remain stressed from being displaced, watching the destruction of their home, and having lost their loved ones in the calamity. You're able to soothe many of the refugees, though. They're calming down and focusing on the future. You're given 8 credits as a thank you.
3) Talk with the scientists and Maddox. D20+CHA.
13+4.
The scientists tell you, " We're surprised to see that Maddox isn't responding to treatment. These wounds were sustained from the battle back in Eminara on Thorix. Standard med kits are not working. His body is rejecting the medicine. I've never seen anything like this before. We'll need to do more tests."
Virtue is 10...gain+2 to this roll.
Maddox is pleased with your effort to connect with him given all the recent events. He sees your concern for others. He seems to cheer up and feel a lot better. Oddly, the wounds appear to be better now.
May 18:
Ascel and SD-113 contact you over the intercom. They're having problems connecting to the atmosphere sensors and you need to manually synchronize the primary sensor matrix.
1) What do you know about atmospheric sensors? D20+INT+Student
2) Unlock the panel. D20+STR+Locksmith
3) Fix the terminal. D20+WIS+Engineering
4) Run the diagnostics. D20+INT+Computers.
1) What do you know about atmospheric sensors? D20+INT+Student
10+1.
You've seen various diagrams and witnessed someone else work on a sensor some time ago. You gain +2 to the rest of the rolls.
2) Unlock the panel. D20+STR+Locksmith
16-2+2.
The panel is stuck and the lock is jammed. You need to force it open. You knock it in just the right place to open the panel and it swings open.
3) Fix the terminal. D20+WIS+Engineering
5+2.
It's a mess of wires and switches inside and impossible to discern. Things are fixed with tape and glue. Perhaps it would be best to just buy a new one. -2 penalty below.
4) Run the diagnostics. D20+INT+Computers.
12+1.
Running diagnostics should properly tell you if the terminal was fixed and send info back to Ascel and SD-113 on the bridge. It seems to be working properly now. You ended up saving some money on what otherwise would have been an expensive repair. Gain 8 credits.
May 19:
Ascel informs you that there are some breaches in the hull of the Karnack. These need to be repaired at once for everyone's safety. Get some tools, suit up, and prepare for a spacewalk.
1A) Request help getting into your spacesuit. D20+CHA+Persuasive.
or
1B) Demand help with your spacesuit. D20+STR+Intimidating.
2) Get your suit on. D20+WIS.
1A) Request help getting into your spacesuit. D20+CHA+Persuasive.
11+4+2
"We work as a team, right? You help me and I'll help you." Gain +3 to get your suit on.
2) Get your suit on. D20+WIS.
11+3.
More care could have been used here. You're experiencing a MALFUNCTION.
This means any character trait will be rolled twice...take the lesser value. It can be fixed with REST or a repair kit. I don't have a repair kit.
May 20/21:
You step out of the airlock with Ascel and some tools. You're greeted by the immense vastness of an empty black void. Seeing the state of the hull of the ship, you clearly have work to do.
1) Get acclimated to the spacewalk. D20+CON.
2) Be careful not to slip or hurt yourself. D20+DEX+Athlete.
1) Get acclimated to the spacewalk. D20+CON.
2-1.
Your body take a while to adjust to the weightlessness. The feeling does not subside easily. -2HP.
2) Be careful not to slip or hurt yourself. D20+DEX+Athlete.
2+5+2.
Malfunctions are not my favorite.
While trying to be careful, you slip and let go of the tools. You lunge for them and your mag boots release from the hull.
D20+DEX+Danger Sense.
1+5.
The safety cord does the job and catches you before you fly off into space. You spin out of control before the cord tightens. The jerking of the line hurts you. -2HP. You stabilize yourself and work your way back to the hull.
Sunday Lottery: 2. Lose 1 Credit
Currently at 7HP, we take a med kit and double the HP to 14. D4=4, d4=3.
May 22:
You and Ascel approach the biggest piece of functional damage on the hull of the ship. It will take the both of you to fix this.
1) Remove the heavy broken panel. D20+STR+Athlete.
2) Unclog the optronic shift manifold. D20+WIS+Engineering.
3) Re-establish connection to the terminal. D20+INT+Computers.
1) Remove the heavy broken panel. D20+STR+Athlete.
13-2+2.
A large panel prevents proper access to the manifold. It would otherwise be easy to unbolt and move...but it's heavily dented.
You strain your back while lifting the panel. -1HP.
2) Unclog the optronic shift manifold. D20+WIS+Engineering.
4.
Space dust, debris, and moon fragments have wedged their way into the intake sensor.
You injure yourself while trying to improperly fix the manifold. -1HP.
3) Re-establish connection to the terminal. D20+INT+Computers.
10+1+2.
The last step is to make sure the computers on the bridge can communicate with the manifold.
The manifold might be working properly but the systems aren't aligned and communicating with the ship. You've done all that you can here and need to move on.
Missed out on a chance to get a free repair to the crew quarters here.
May 23:
A lot of damage to the hull of the Karnack remains to be fixed.
Visit each damaged area and try to repair it.
1. Decouple the auxiliary gear assembly. D2+WIS+Engineering.
4.
The auxiliary gear assembly remains broken. You need to move on.
2. Realign the primary torsional modulator. D20+INT+Computers.
3+1+2.
It remains broken. You need to move on.
3. Repair the harmonic reaction infuser. D20+WIS+Engineering.
12.
It remains broken. You need to move on.
4. Reroute the magnetic coupling loop. D20+INT+Computers.
6+1+3.
It remains broken. You need to move on.
We missed out on an opportunity for 4 ship parts here. Dang. This malfunctioning suit really bites.
May 24:
The captain calls out a warning through the comm device. "Keep your eyes open. Systems are reporting instability in shell pressure." A loud hiss is heard from the ship and a panel rips off. Pieces of shredded metal are sent flying towards you.
Avoid the shards of metal. D20+DEX+Danger Sense. 3 times.
Avoid the shards of metal. D20+DEX+Danger Sense. 3 times.
5+5.
You get smacked by a piece of metal debris. -1HP.
19+5.
You avoid the metal this time.
5+5.
A shard of metal hits you this time. -1HP.
May 25:
One of the shards of metal slices through your tethered safety line. You get pulled off the ship. You spin uncontrollably as you begin to drift into the void.
1. Maintain a calm demeanor. D20+CON.
2. Stabilize yourself. D20+DEX+Athlete.
1. Maintain a calm demeanor. D20+CON.
15-1.
A good roll, but the malfunction bit us again.
Your heart starts to race as a sort of unconscious terror sets in. You need to calm down. Though panic begins to wane, anxiety is very high. -1HP.
2. Stabilize yourself. D20+DEX+Athlete.
3+5+2.
You are spinning out of controls. Your equilibrium is thrown off and you're getting sick. Your stomach churns in anger and your head throbs. -1HP.
Naylee finds you and carefully guides you back to the ship so you can enter the airlock.
May 26:
We should be in the right place, we just need to spend some time scanning and searching for this lab.
A) Fly with manual controls. D20+DEX+Piloting.
or
B) Rely on a charted course. D20+WIS+Piloting.
A) Fly with manual controls. D20+DEX+Piloting.
3+5+2.
It takes a long time of searching before you're able to find the lab. You must consume 2 meal rations. You run into a Stitcher.
Aim needed: 40. 20+59. Hit. The Stitcher is destroyed.
You find a traveling merchant willing to sell some wares.
Thank you.
Repair kit? Yes, thank you. Get rid of this MALFUNCTION. -10 credits.
Shoot we'll buy another. -20 credits overall.
No ship parts, though.
May 27/28:
A barren and broken lab floats before you. Shrapnel from the destroyed facility clutters and drifts nearby. There are no indications of life.
1) Scan the site for information. D20+INT+Computers.
2) Navigate carefully to a docking port. D20+DEX+Piloting.
1) Scan the site for information. D20+INT+Computers.
6+1+2.
The Karnack circles the facility and sends probing scans to gather information.
Movement scans aren't returning useful data due to the debris that circles the lab. Electrical systems appear to be running with minimal output. This is likely providing operational power to emergency systems.
2) Navigate carefully to a docking port. D20+DEX+Piloting.
9+5+2.
You survey a place to land on the ship but navigating to it and avoiding the hazards will be difficult.
However, you execute the perfect landing. 3 credits.
Sunday lottery: 5. Gain 3 credits.
May 29:
The nearest door is locked. The keypad seems to have power, though.
1) Enter the code.
2A) Pick the locking mechanism. D20+DEX+Locksmith
or
2B) Hack the panel. D20+WIS+Computers
or
2C) Break down the door. D20+STR
or
2D) Blast the door down. Damage roll.
1) Enter the code.
The following appears above the keypad. 5_3_1_4=6.
You will need to type in the 3 correct keys to make it correct. + - / and x.
I make quick work of this one. 5-3x1+4=6.
The system disables the emergency lock, but you still need to get past the locking mechanism (!!). Gain +2 on the roll, though.
Pick the locking mechanism. D20+DEX+Locksmith
1+5+2. You're unable to open the door. Another lock is now engaged. You may not try to pick it again.
Hack the panel. D20+WIS+Computers
20+2+2.
You manage to open the door this time.
May 30:
Once you open the door, you're surprised by an attack from a horrendous creature unlike any you've seen before.
4 rounds.
D20+ATK, Damage, D20+STR
Attack needed: 15. 20+7. Hit.
Damage needed: 7. 8+2. The queen (a queen you say) is stunned.
Attack needed: 15. 5+7. Use Double Shot ability. +3. Hit.
Damage needed: 8. 7+2. The queen is stunned.
Attack needed: 15. 15+7. Hit.
Damage needed: 9. 5+2. Use Snipe ability. +4. The queen is stunned.
Attack needed: 15. 18+7. Hit.
Damage needed: 7. 3+2. Not enough damage.
It lunges at you to bite and claw you.
Strength needed: 8. 11-2. No weakness here.
-1HP.
More than 20 damage was dealt. You defeated the enemy. Collect 3 credits for stunning it 3 times. Collect 3 credits for defeating it.
May 31:
A low strained hum of the decades old life support systems kicking on sends stale air into your nostrils. As you enter into the derelict space station, lights flicker and struggle to stay on. Even though the facility has been abandoned for dozens of years, you feel as if you're being watched.
Explore the station/lab. There are 5 spaces overall.
We start in the upper left corner of this map. Room 1 is immediately in front of us and looks like a lobby. 2 is just beyond that working to the right. It looks like office space or something. 3 is in the bottom right corner. It appears to be storage. 4 looks like a lounge type area as you move back along the bottom of the map back to the left. You're left with 5...but you could hit 5 immediately if you want as it appears to branch off of the lobby. Looks like more office space.
We'll go in order, 1-5.
1
This lobby has seating around the walls and a large U shaped desk at the center of the room. As you make your way in, the lights begin flashing red. An automated defense turret activates and tries to track you. Make it to the desk terminal to disable the turret.
D20+INT+Investigator.
10+1+2. You make it to the turret and hit the off switch.
2
This space holds cubicles with computer terminals and filing systems. Everything seems to have been left in a hurry, with papers and office supplies strewn about. As the lights flicker, you swear you see a shadow move from one cubicle to another.
D20+INT+Investigator
5+1+2. You find 2 credits left behind in the cubicles. (We missed out on finding a "Red Key Card."
3
The small closet here holds a weapon display with most of the equipment missing. You may continue exploring and return here when finished.
4
This room is a mix of a rec center and locker room. One of the locker doors rattles when you step inside, then everything goes silent.
D20+DEX+Stealthy
7+5. You open the locker to find an emaciated space rodent chewing on some rotten food rations. It snarls at you. D20+CHA+Animal Tamer.
1+4+4. The rodent bites you and runs off. -1HP.
5
This office room is pristine and untouched. A music player was left on and continues to play distorted music.
HP is down to 9 here...but I'm going to hold off on a med kit for now.
June 1:
Back to room 3, naturally.
You find a large locked container inside the closet. You need to get it open.
A) If you have the Red Key Card, which we don't, it unlocks this container.
or
B) Pick the lock. D20+DEX+Locksmith
or
C) Smash the lock. Damage.
B) Pick the lock. D20+DEX+Locksmith
1 (getting this a lot lately)+5. Trying to force the lock, you cut your hand. -1HP.
Now try to smash the lock.
Cumulative damage has to reach 15. -2HP per round until 15 is reached.
First round:
2+3+2. 7. -2HP.
3+3+2. 8. The lock breaks apart and the container hisses open.
You know what, it's med kit time.
D4x2. 4+2. 6HP.
1 last med kit in hand. HP is now at 12.
June 2:
Pick one item to equip.
Sonic Comms link. Comms device. +1CHA, +2HP.
Sonic Helmet. Helmet. +1CHA, +1DEF.
Sonic Armor Plate. Armor. +1CHA, +1DEF.
Reviewing the equipment he has now, any of these 3 will do. Defense is currently 16. I feel that's fine. We'll take the comm link and added HP.
June 3/4:
You enter a wrecked lab. The scientists back on the ship report to you that this was their main room where they worked with Andi many years ago.
Search for clues. D20+INT+Investigator.
10+1+2.
Broken equipment is scatted across the room. You discover salvageable lab equipment that you can sell for 8 credits. A focal point of the room is a large glass container hooked up to various instruments and monitoring equipment. It's big enough to have held a large animal or small child. A large mural is painted on the wall of the room. It seems out of place compared to the rest of the station. It helps break up the unnatural and sterile ambience of the lab. It's a beautiful rendition of the city of Vyxx on the planet Abramia. That city is well known for being nestled within a dense jungle. Perhaps Andi traveled there when she escaped the lab.
Sunday lottery:
5. Gain 3 credits.
June 5:
Level up.
Congratulations. You gained enough experience to increase your hero level. 2 points can be allocated to attributes. We'll drop them in DEX and CHA, because we're just going to dominate in agility and charm. Both now are 6.
Other gains:
HP +5
Def +1
New ability: Misfire: Whenever you roll a 1 on a D20, you can reroll and take the new result. You keep the second result.
Snipe can now be used twice on a page.
Damage from 2D6 to 2D8.
Target lock: Once per page, D20 to a single aim roll.
To update the character, here's where we are:
10 Virtue
-2 STR
6 DEX
-1 CON
1 INT
0 WIS
6 CHA
HP 19 out of max 28.
ATK 7
DEF 17
DMG 2D8
Abilities:
Piloting +2 to navigate and fly a ship
Athlete +2 Overcome physical and athletic obstacles
Animal trainer +4 to train and handle animals
Persuasive +2 to persuade and convince
Investigator+2 to investigating and searching.
Computers +2 to computer use and coding
Barrel roll...once per page D20 to a single evasion roll.
Target lock...once per page d20 to a single aim roll.
Snipe...twice per page d4 to a damage roll.
Double shot...once per page d3 to a single attack roll.
Misfire...reroll a 1 on a D20 roll. Take the new result.
June 6:
A terrifying creature breaks through the door into the lab. Its many tentacles swarm the room and try to strangle you.
Roll for each round:
D20+DEX, D20+ATK, Damage
3 rounds.
Round 1
Dex needed: 10. 14+6.Not restrained.
Attack needed: 15. 8+7. Hit.
Damage needed: 8. 4+4+2. the enemy is stunned.
Round 2
Dex needed: 10. 13+6. Not restrained.
Atk needed: 15. 14+7. Hit.
Dmg needed: 10. 9+2, the enemy is stunned.
Round 3:
Dex needed: 10. 15+6. Not restrained.
Atk needed: 15. 13+7. Hit.
Dmg needed: 9. 2+2. Sniping twice. 1+3. Not enough. The creature begins to strangle you. -1HP.
You dealt over 20 damage and defeated the enemy. 2 credits for each stun. 3 additional credits for defeating it.
June 7:
As you escape down a hallway, a set of sentry drones begin beeping. One appears to be damaged but mostly operational. You hear a buzz of mechanical noise as the guns spin around to fire at you.
Roll for each sentry:
D20+Attack
Damage.
Sentry 1
Attack needed: 17. 19+7. Hit.
Damage needed: 8. 4+1+2. Snipe used. 3. Sentry destroyed.
Sentry 2:
Atk needed: 16. 20+7. Hit.
Dmg needed: 10. 3+5+2. Sentry destroyed.
You collect two credits.
June 8:
You hear a terrifying screeching sound coming from behind you. It's a sound of a creature in pain. The noise grows louder and closer.
We will search the lab. There are 5 rooms to search. Once again, the numbering is problematic, since we start in the lower right of the map.
A hallway starts left. There's a door to the right that takes us to room 5. Room 4 sits to the right and just above our starting point.
A door to the north leads us to 2...the biggest room on the map. From there, 3 is the top left corner of the map and door in there leads south and into what appears to be one bloody room 1.
5
This lab has massive specimen containment units lining the walls. Many of the holding cells are filled with deceased creatures, mutated and altered with genetic and cybernetic enhancements. At least three of the tubes have broken apart, their previous inhabitants are nowhere to be found. You hear a growl behind you.
Creature
Attack needed: 13. 10+7. Hit.
Damage needed: 5. 4+2. The creature dies.
4
You enter a massive storage room with rows of shelves containing boxes, bags, and test tubes of various sizes and material. The room is relatively untouched compared to the destruction you've seen throughout the rest of the facility, save a jar of glowing purple ooze.
D20+WIS+Arcane Adept.
16. Getting near the ooze causes you to be uncomfortable, but you fight through the feeling and press on.
2
A large and enclosed testing chamber is at the center of the room with desks and chairs set around it to make observations. Claw marks mar the glass, but there's only a leash inside.
3
You find a long hallway with an exit sign pointing to a doorway. Continue exploring and return here when finished.
1
This room is a lab with rows of tall work tables with terminals, beakers, and various other equipment. The place is trashed with broken glass, blood, and other unknown liquids on the walls and floor.
D20+CON
10-1. The vapor of chemicals overwhelms you. You get sick before you can escape the room. -1HP.
June 9:
You continue to move down a long hallway that features a dimly lit exit sign. From a doorway entrance off to the side, a shadowy figure steps in your way. The creature is emitting a strange noise that makes it difficult to concentrate.
4 rounds.
Roll for each:
D20+ATK
D20+INT
Damage
Attack needed: 16. 11+7. Hit.
Intellect needed: 10. 12+1. Not confused.
Damage needed: 8. 3+2. Snipe twice for 6. the enemy is stunned.
Attack needed: 16. 17+7. Hit.
Intellect needed: 10. 5+1. Confused. Roll damage twice. Take the lower of the two values.
Damage needed: 9. 10+2. Enemy is stunned.
Attack needed: 16. 5+7 Double shot adds 1, but not enough. Miss.
The creature latches on to your body and drains 2HP.
Attack needed: 16. 12+7. Hit.
Intellect needed: 10. 2+1. Confused.
Damage needed: 10. 4+2. Not enough.
It begins sucking more of your life force. -2 HP.
You did not meet the min 30 damage total to defeat the enemy. You turn and flee.
2 credits for the two stuns of the creature.
June 10/11:
More of the shrieking creatures pour in from the hallway. With you exit blocked, you need to double back and find another way. The creatures continue to pursue you.
1) Optional. Throw obstacles down behind you. D20+DEX+Danger Sense.
2) Sprint down long hallway. D20+CON+Athlete.
3) Push open heavy doors. D20+STR+Athlete.
4A) Hide in the room. D20+DEX+Stealthy
or
4B) Shave your weight against the door. D20+STR+Locksmith.
1) Optional. Throw obstacles down behind you. D20+DEX+Danger Sense.
4+6, this doesn't work as well as you hoped. It just slows you down. Take a -2 penalty to the rest of the rolls.
2) Sprint down long hallway. D20+CON+Athlete.
3-1+2-2. Several of the creatures catch up to you, causing you to have to fight them off. -2HP.
3) Push open heavy doors. D20+STR+Athlete.
12-2+2-2. Just as you get through a heavy door, one of the creatures get a claw in on you. -1HP.
4A) Hide in the room. D20+DEX+Stealthy
16+5-2. You stay quiet enough that none of the creatures can find you. You sneak away to the exit.
Sunday lottery: 5. Gain 3 credits.
June 12:
The Karnack hovers above the dock on the station. Brokvar is firing at the shrieking creatures behind you as you race to the ship. The docking platform is extended but you will have to jump to get onboard.
1) Jump to the ship. D20+DEX+Athlete.
2) Pull yourself up. D20+STR+Athlete.
1) Jump to the ship. D20+DEX+Athlete.
19+6+2. You leap gracefully and land on the platform as the ship pulls away.
2) Pull yourself up. D20+STR+Athlete.
or in this case, as per the developer, since we made it on to the platform: 2) Hold on tight as the ship pulls away.
13-2+2. You struggle to maintain your balance but manage while straining your body to it's limit. -1hp.
June 13:
The Karnack pulls away and you head to your bunk for rest. You're awakened by the sound of an alarm and find Brokvar in the hallway. Captain Cayliss gets on the intercom: "We're getting reports of a foreign entity onboard. One of those things may have made it onboard."
1) Take a rest.
2A) Lock down the ship
or
2B) Gather the passengers.
Rest? Yes.
Let's lock this sucker down as well.
Captain Cayliss: "We've locked down the bridge but we've also lost vitals for one of the passengers. You need to check on them. What do you want us to do?
Locking down the ship will seal all the doors. It will slow down your movement, since you will need someone from the bridge to open each door for you. However, it could minimize casualties if the intruder is confined.
You have the captain shut and secure all doors. Note "LOCK DOWN".
I lost my "galaxy dice" while on vacation last month...rather I lost them after I got back. I was for sure they were misplaced. They finally popped up in my sock drawer. Probably after repopulating the drawer from our vacation laundry day.
The galaxy dice are just plastic, glittery dice, but they're super easy to read. I also received metal dice for the game...and while they're fun, they're both hard to read in their own way without great lighting.
June 14:
You move to the crew quarters to secure the area and check on the passengers. You find a horrifying sight. A young shrieker has burst out of one of the passengers.
1) What do you know about parasites? D20+INT+Student
2A) Try to subdue the creature D20+CHA+Animal Tamer
or
2B) Attack the creature. D20+ATK, Damage
3) Investigate the remains. D20+INT+Investigator
There's also a pickpocket try here.
1) What do you know about parasites? D20+INT+Student
10+1. This creature made a host out of the passenger and eventually killed him when it emerged. There's much to learn if you can capture it.
2A) Try to subdue the creature D20+CHA+Animal Tamer
This only makes sense given my CHA and Animal Tamer skill of +4.
20+6+4. The shrieker remains calm as you capture it in a container. Perhaps the doctors could learn something useful. Otherwise, you'll be able to sell it to a lab to study. Gain 5 credits.
3) Investigate the remains. D20+INT+Investigator
7+1+2. The passenger must not have been aware that the creature was inside him or he would have sought medical help. You find 4 credits among his belongings he will no longer need.
Pickpocket was a 4. We'll take the credits and virtue hit. Virtue is now 9.
June 15:
The shrieker is somewhere onboard. Search through the compartments and rooms until they're all cleared.
The Locked Down status of the ship provides a -2 on all rolls.
There are 6 rooms overall.
Room 1:
You spot a baby parasite chasing a passenger down the hallway of the crew quarters. Run to save them. D20+CON+Athlete.
16-1+2. You catch up to the parasite quickly and kill it. Note that you've saved 1 passenger.
Room 2:
You find a baby parasite paying no attention to you as it's much on food preserves in the cargo hold. D20+DEX+Stealthy.
13+6. You sneak up on it and capture it. Gain 3 credits.
Room 3:
You open the security vault to find a passenger hiding inside. Note you saved 1 passenger.
Room 4:
You open the door to the secondary bridge and engineering room to see a passenger cowering in the corner. When you enter, a parasite lands on you and squirts liquid in your face. D20+CON+Danger Sense.
12-1. You shove the creature off and feel sick. You're infected. While distracted, it kills the passenger.
Room 5:
The dining hall is empty and you move on.
Room 6:
You find a parasite about to pounce on a passenger. It pauses when it sees you. You may be able to save the passenger. D20+CHA+Animal Tamer.
13+6+4. You distract it and capture the creature. Note you saved 1 passenger.
June 16:
You discover another parasite in the hall about to attack a passenger who didn't make it to safety. This one is larger than the others, but not the parent you're looking for.
4 rounds of combat. Constitution rolls will be involved.
Round 1:
Attack needed: 17. 15+7. Hit.
Damage needed: 10. 9+2. The enemy is stunned. No constitution roll needed.
Round 2:
Attack needed: 17. 1 (misfire, reroll). 16+7. Hit.
Damage needed: 12. 7+2.
Defense is less than 17. -2HP.
Constitution needed: 10. 14-1. You are not infected.
Round 3:
Attack needed: 17. 16+7 Hit.
Damage needed: 11. 9+2. The enemy is stunned. No constitution roll needed.
Round 4:
Attack needed: 17. 18+7 Hit.
Damage needed: 10. 5+2. Snipe, +3. The enemy is stunned. No constitution roll needed.
You dealt over 25 damage and defeated the enemy. Note you saved a passenger.
Gain 3 credits for stunning it 3 times.
Gain 3 credits for defeating it.
June 17/18:
Before you leave the area, you notice unusual movement from the corner of your eye. You turn to see a creature climbing through the vent. That vent leads to the bridge.
1A) Sneak up on it. D20+DEX+Stealthy
or
1B) Lure it out. D20+CHA+Animal Tamer.
2A) Capture the creature. D20+STR+Animal Tamer.
or
2B) Kill it. D20+ATK, Damage.
1B) Lure it out. D20+CHA+Animal Tamer.
10+6+4. You lure the parasite out with a false sense of security. +3 bonus to capture or Attack and Damage.
2B) Kill it. D20+ATK, Damage.
Attack needed: 16. 16+7+3. Hit.
Damage needed: 8. 5+2+3. The parasite dies.
Sunday lottery:
5, Gain 3 credits.
June 19:
You still haven't found the adult shrieker that started this mess. You head to the Fang section of the ship to clear out the rooms there.
From the bridge, you can climb down to the kitchen or the captain's office.
This map is kind of all over the place. I think we're visiting rooms 1 (kitchen), 2 (Captain's office), 3, and then up to the 4, 5 (the bridge), and 6.
Room 1:
You find one of the parasites rummaging around the kitchen looking for food. It's currently sitting on top of the stove. You could kill it by lighting the stove. D20+DEX+Stealthy.
11+6. You sneak up and light the stove. It incinerates the creature. Gain 2 credits.
Room 2
One of the passengers is fighting off a parasite inside the captain's office. She's pinned against a wall and holding the creature off with a chair. You can't attack it without hurting her. You try to get it's attention. D20+CHA+Animal Tamer.
8+6+4. The creature turns to attack you instead. Reduce your HP by 1. Note you saved one passenger.
Room 3
The door to the captain's quarters is locked and will not open. D20+DEX+Locksmith.
15+6. The lock opens and you get inside. You find a pile of 12 credits on the table but nothing else. Do you take them?
Yes, yes I do. Credits are king and I can take a virtue hit. -1 Virtue, +12 credits.
Room 4
One of the passengers has locked themselves into this medical bay. She appears sick and is gripping her abdomen tightly. D20+WIS+Survivalist.
9. You're unable to save her. A parasite bursts out of her and she dies.
Room 6 (Room 5 appears to be the end of this page)
You find 3 credits in the storage area. Maybe someone dropped them in haste?
Room 5
You get to the door of the bridge and see the queen shrieker trying to get inside.
June 20:
You've found the shrieker that somehow made it onto the ship. It looks unlike any of the others you encountered on the ship. It's clearly the queen responsible for the rampage and death of your passengers.
See special combat instructions.
Well, this should be entertaining.
Engage in combat.
Combat for today will operate in the following ways:
Each round, you will roll D20+Attack, D20+INT, then Damage.
You will continue to repeat the combat round until you have dealt enough damage to defeat the enemy.
You will roll D20 to determine your opponent's attack against you each round.
You will roll D4 to determine any damage against you each round.
Queen:
Attack needed: 17.
Intellect needed: 10. Otherwise you are confused.
If confused, you will roll damage twice and take the lesser of the two values.
When TOTAL Damage is 30 or more, the queen is defeated.
If the queen is not defeated, it will attack. If the D20+2 roll is higher than your defense (16), you take damage.
If you take damage, roll the D4 for the result.
Round 1:
Attack roll 16+7. Hit.
Intelligence: 2+1. Confused.
Damage dealt: 9+2. 11.
Queen attack roll: 13+2. Miss.
Round 2:
Attack: 13+7. Hit.
INT: 1+1. Confused.
DMG: 4+2. 6. Total: 17.
Queen: 4+2. Miss.
Round 3:
ATK: 20+7. Hit.
INT: 11+1.
DMG: 11+2. 13. Total 30.
Not as bad as I thought. I was prepared to smash our Snipe ability twice at the end but we didn't need it.
The parasite queen is tired and backs down but it somehow still standing. You watch as the creature is regenerating and healing from its wounds. You will need to find another way to destroy this creature.
Collect 7 credits.
June 21:
If you can't kill this creature, you need to get it off the ship. Perhaps you can still get it to the airlock and jettison it.
1A) Shove the creature into the airlock. D20+STR+Athlete
or
1B) Lure the creature into the airlock. D20+CHA+Animal Tamer.
2) Vent the airlock. D20+INT+Engineering.
1B) Lure the creature into the airlock. D20+CHA+Animal Tamer.
Well, this isn't as easy as I hoped. I'll need 5 Success rolls to get the shrieker to the right location.
In this process, a roll of 5 or less I lose 1 HP and 1 Success. This is impossible considering I have a whopping +10 modifier thanks to CHA and Animal Tamer.
6-10 is -2HP, also impossible to get thankfully.
11-15 will reduce HP by 1, but be counted a success.
16-20 is 1 success.
21 or more is 2 success.
Roll 1: 4+10. -1HP, 1 Success.
2: 15+10. 2 Success.
3: 11+10. 2 Success.
2) Vent the airlock. D20+INT+Engineering.
Due to safety issues, this isn't as easy as pressing a button on the wall. There's a series of controls and knobs to get in the right order. Meanwhile, the creature continues to emit a painful sound that causes your eardrums to bleed.
2+1. You take 2 damage as you struggle to follow the steps to open the airlock. You engage the inner door lock, release the outer seal, check the safety, pull the lever, and vent the airlock. You hear the immediate rush of pressure as everything in the chamber, queen included, gets pushed out into space.
June 22:
Many have reported being ill. They're being treated in the medical labs. Thankfully, Doctors Latimer and Serphent have enough medical experience to help.
1) What do you know about medical science? D20+INT+Student.
2) Help the scientists cure the other passengers. D20+WIS+Survivalist.
3) Collect your reward.
Pickpocket try here as well.
1) What do you know about medical science? D20+INT+Student.
14+1. You have extensive experience and will be quite useful. +4 to helping the scientists.
2) Help the scientists cure the other passengers. D20+WIS+Survivalist.
7+4. You were able to aid in saving another passenger. Note that you saved 1 passenger. That's 6 now.
3) Collect your reward.
You check on everyone to see how they're doing. It's sad what these people have gone through. First, they lost their home on Nyx Station when the star went supernova and now this. The passengers you saved are thankful and shower you with credits.
6 passengers saved. 16 credits.
Pickpocket attempt: 2. 2 credits.
June 23:
Latimer and Serphent are running tests on everyone to make sure no one else is infected with the parasite. It's time to run your test.
1) Test your sample. D20+CON.
2) Discuss the next destination with them. D20+WIS.
3) Discuss Maddox with them. D20+WIS+Arcane Adept+Engineering.
1) Test your sample. D20+CON.
14-1. Tests reveal a parasite in you which is no longer alive and will need to be extracted. -2HP.
2) Discuss the next destination with them. D20+WIS.
We believe you discovered a key clue as to where we should go next. You reminded us about the mural on the wall in the back of the lab. It was of the city Vyxx on the planet Abramia. We primarily worked with Andi there and believe that might be where Andi went after she escaped the lab."
15. The situation doesn't feel right. The scientist know more and aren't telling you everything. Why would Andi go to Vyxx on Abramia? Why wouldn't she just return to her home? What was their real relationship with Andi?
3) Discuss Maddox with them. D20+WIS+Arcane Adept+Engineering.
1 (MISFIRE, THANK YOU). 18.
You press on to find out more about the health of the crew and talk further with Latimer and Serphent about Maddox. They seem hesitant to reveal what they've found, but you insist.
"We have been checking everyone on the ship to make sure they do not have a parasite. We found some odd results as we looked closer at Maddox's samples. It might explain why he wasn't responding to our med kits earlier. He might be infected with a mechanical virus. His body or this virus was attacking the medications as a foreign entity." They invite you to look in the microscope.
The cells look normal in structure. However, they're composed not only of biological tissue but include mechanical microorganisms unlike anything ever seen in robotics or living tissue. There's no sign of destructive damage caused by a virus. In addition, the structures seem to afford the cell with an enhanced connection to metaphysical properties.
June 24/25:
Abramia is too far away to make in one trip. We need to stop on Ethilia. Let's hope the Stitchers forgot about us, eh?
Fly the Karnack. Navigate to Ethilia.
A) Take the safe route.
or
B) Take the risky route.
D20+WIS+Piloting.
B) Take the risky route. D20+WIS+Piloting.
You begin plotting the course to Ethilia. The charts show two routes, one goes around two converging planetary nebulae (the long but safe route), and the other goes through it (Faster, but more dangerous). Engaging the Voidspark engine, you hear it whir up and feel the vibration through the metal floor plating.
18+2. Going through the navigation data, you find a shortcut that should take you through the path of a neutron star. You should be able to use it's gravity to decrease your travel time. Piece of cake. You arrive early. Consume 1 ration.
Sunday lottery: 4. Gain 2 credits.
June 26:
City: Rygon
Planet: Ethilia
Arriving at Rygon's largest spaceport, you are surprised to find people and market stalls so close to the open landing zones. Immediately after exiting the ship, you find yourself inundated with strange and alien smells and sounds.
Explore the city of Rygon.
Gray Rock Tavern and Inn:
With beautiful views, this tavern and inn is nestled high up on a rocky pillar. You have the option to spend 3 credits to take a rest.
Yep, definitely. We're at 146 credits currently. 24/28 HP, but I'll take it.
Handouts:
A purple scaled Husqel alien with glowing green eyes motions you to come closer. He holds up an empty syringe and a credit chip. He seems to want a sample of your blood.
Hey, why not?
+3 credits, -1HP.
Oni's One Stop Medical Shop:
A one eyed Erzan with an eyepatch is shouting for attention at his medical supply kiosk. A brown Gobrant alien starts to haggle with the merchant. Something seems strange about the interaction. D20+WIS+Arcane Adept.
1. Misfire. 5. You know little about this alien and it's bartering tactics and decide to move on.
There are things for sale here. Things we need for sure.
We will take 1 Med Kit for 6.
1 repair kit for 6.
June 27:
A rotating job board hangs down in the civic center. There are many help wanted ads you can take for credits.
Help Train My Tefoopa. D20+WIS+Animal Tamer.
Bounty on Crew. D20+CHA+Persuasion+Intimidating
Electrical Malfunction D20+INT+Engineering+Arcane Adept
Help Train My Tefoopa. D20+WIS+Animal Tamer.
A merchant is trying to train some tefoopas as pack animals as they are excellent for traversing the terrain of this planet. One of them breaks loose and starts wreaking havoc on the market.
20+4. You manage to calm the beast down and get it back to the merchant. The shopkeeper activates the containment collar and thanks you for your help. +5 credits.
Bounty on Crew. D20+CHA+Persuasion+Intimidating
You're shocked to see Ascel's face on the posting of a bounty. You talk to the agent to find out what trouble he got into. "A fleet captain for a transport company put this out. A moon cycle ago, Ascel was a mechanic on one of these ships. Turned out he was working with the competition and sabotaged a ship. It caused millions in damages and killed 3 of the crew."
19+6+2. You convince the agent with proof and testimony that it couldn't have been Ascel since he was present at the destruction of Nyx Station when the sun collapsed. The agent lets you collect the bounty of 10 credits.
Electrical Malfunction D20+INT+Engineering+Arcane Adept
(I kind of don't want to do this, but at the same time, we're up 15 so far)
Construction workers are building a large infosphere transmission antenna for a local media broadcast company. However, none of the signals are working. The designers are bickering that the workers didn't build it to specifications, but the builders claim the specifications were wrong. They need a consultant and mediator.
7+1. You show the designers that the builders constructed the antenna exactly as designed. You see nothing wrong with the specifications, either. You suggest it's the equipment that is faulty. They pay you 6 credits.
June 28:
You enter a tavern to ease your mind and have a moment of entertainment. The tavern is relatively quiet and sullen. You don't see a single smile in the building.
1. Look over the menu. D20+INT+Arcane Adept.
2. Optional. Enjoy your drink. D20+CON.
3. Converse with others. D20+CHA.
4. Optional. Play some darts.
As you might imagine, there's a pickpocket opportunity here.
1. Look over the menu. D20+INT+Arcane Adept.
The bartender places a drink in front of you and a white vapor bubbles out and floats out of the cup. You didn't order this. Before you can ask, the bartender is across the way talking to another patron. What is it?
16+1. You've heard of a magical chemical made from pure extracted apathy. It invokes a sense of calm if you have the right frame of mind when you consume it. Gain +5 to drink it.
2. Optional. Enjoy your drink. D20+CON.
The drink stops smoking before you take a sip.
2-1+5. Your head fogs and you feel sluggish. -2 to other rolls.
3. Converse with others. D20+CHA.
The humans next to you tries to strike up a conversation.
11+6-2. They have a fun conversation and enjoy themselves. One makes contact with someone and shakes his head. That's odd.
4. Optional. Play some darts.
Someone's throwing darts at a target. They ask if you want to wager on it. You can bet 2, 3, or 4 credits. D20+ATK.
Bet 4.
9+7. We tie. No credits exchange hands.
Pickpocket time. 2 credits.
June 29:
An emergency broadcast is sent out and interrupts all comms and media channels on registered ships. Captain Cayliss pulls it up on the bridge's holographic display.
1. Hear the message.
2A. Negotiate the reward. D20+CHA+Persuasive.
or
2B. D20+STR+Intimidating.
1. Hear the message.
"This is Security Secretary Amalya Boons with an urgent message and mission for any available vessels in the area. We've identified an unknown threat just outside of the Pheobis System. An object larger than any known vessel is fast-approaching our planet. Many lives could be in danger. No remote scanners can identify it. We need a scout team to intercept and identify the threat. If you're capable and willing, send your tracking information and we will reward the first ship to delivers an ID. In the meantime, we ask all other ships to avoid this area. Good luck."
2A. Negotiate the reward. D20+CHA+Persuasive.
"This is Mission Command on behalf of the Security Secretary. We are sending you the current coordinates of the object as we are tracking it. We request you to remain in the object's vicinity should we need to administer further orders. We understand this puts you and your crew in potential danger."
Virtue is +8. +3 to roll.
15+6+2+3. "We can advance you a payment of 10 credits. Upon successful completion and identification of this threat, we will provide you with 10 more credits.
June 30:
Several individuals with varying skill sets ask to accompany you on this important mission.
We've got a boatload of credits now. 167.
Analyst. 20 credits. +1 Integrity, +1 Student.
Mechanic. 20 credits. +1 Integrity, +1 Engineering.
Done and done. We'll take both.
I assign the mechanic to Engines and the analyst to weapons. I'm reminded that the crew quarters is in dire shape. I hope we get some parts soon or a chance to repair.
July 1 and 2:
You travel to the outer rim of the system. Before you get there, you spot a massive object pulsating and moving in the black as it passes over a barren planet. Teeth and tentacles emerge, revealing a living creature large enough to eat planetary objects.
1. What do you know about this creature? D20+INT+Student+Arcane Adept
2. Fire a shot to test it's defenses. D100+Aim
or
Flee. D100+Evasion.
Not excited about this remembering that the crew quarters is on it's last leg.
1. What do you know about this creature? D20+INT+Student+Arcane Adept
16+1+2. Fictional stories are told throughout the universe about a planet eating creature called a Gluttanic. That must be what you see before you. Maybe previous generations had encountered one. It must have come from another dimension through transference energy, a metaphysical force. You relay this information back to the Security Secretary. Gain 20 credits.
2. Fire a shot to test it's defenses. D100+Aim
79+20. The shots you fire don't affect the creature, but one missile appears to have went inside it's mouth and gathered a reaction. Did it flinch? +20 to Aim for tomorrow.
Weekend lottery: 3. Gain 1 credit.
July 3:
The planet eater's behavior changes. It begins to pursue you. The tentacles reach out while it's teeth grind in a circular motion.
4 rounds. D100+Aim, D100+Evasion.
Round 1:
Aim needed: 70. 8+20+20. Miss.
Evasion needed: 70. 34+10. Take 2 damage. Weapons takes a second hit. Cargo with their first.
Round 2:
Aim needed: 65. 96+20+20. Hit.
Round 3:
Aim needed: 55. 63+20+20. Hit.
Round 4.
Aim needed: 75. 82+20+20. Hit.
Whew.
With 3 hits, we have defeated the Gluttanic for now. It stops its pursuit. It turns to Ethilia. Gain 5 credits.
July 4:
You meet with the security council as everyone discusses what to do about the approaching creature. Fear and anxiety are abundant among the crowd.
1. Hear the council's concerns and discussion.
2. Vote for a battle plan:
A. Shield the planet.
B. Evacuate the planet.
C. Boost the fleet.
Pickpocket attempt here.
1. Hear the council's concerns and discussion.
Fear and anxiety grip everyone as the council room erupts in chaos. Everyone is shouting.
"We need to mount an attack against it and stop it before it gets here. It won't stand a chance against our full fleet if we work together."
"We've been working on technology to shield the planet with a forcefield. If we can finish it, the abomination may never get through."
"We can't risk sitting here and letting this thing destroy us all. We need to evacuate while we still have a chance. Save as many as possible!"
A voice in the crowd manages to silence the others with reason:
"All the plans have merit. However, we won't overcome this threat if we're narrowminded and approach this with only one objective. We may not stop this creature even if we had every ship in the galaxy. We stand the best chance of saving lives if we evacuate. But our shield could slow it down to help us evacuate even more. If it stops the creature entirely, then it will likely move on to consume another planet. Our fleet would still be needed."
Due to the versatility of the Karnack's crew and ship, you have a chance to help with one of the legs of the plan. But what will you focus on?
B. Evacuate the planet.
Note that for future use.
Pick pocket attempt: 4. We'll pass on this since Virtue isn't maxed.
July 5:
Every passenger ship is ordered to fill to max capacity and beyond to escort as many citizens off the world as possible and to the closest planet outside of the system. With the Karnack's voidspark engine, you can make this trip a couple of times before moving on to other parts of the plan.
1. Organize passengers as they board the ship. D20+STR+Intimidating.
2. Keep passengers calm and collected while onboard. D20+CHA+Animal Tamer.
3. Navigate through the chaos in the airspace. D20+DEX+Piloting.
4. Collect a reward. D20.
1. Organize passengers as they board the ship. D20+STR+Intimidating.
With a more organized boarding process, you can fit in more passengers and leave faster.
4-2. This process was a mess.
2. Keep passengers calm and collected while onboard. D20+CHA+Animal Tamer.
The citizens are scared and anxious. Keeping them calm, comfortable, and light hearted will help make this a smoother trip.
7+6+4. The passengers are as calm and collected as they possibly could be. +2 to the reward roll.
3. Navigate through the chaos in the airspace. D20+DEX+Piloting.
With so many ships leaving at once, traffic is dangerous and must be navigated carefully.
1. Misfire. 12+6+2. You help organize the ships so others can follow behind your path. Gain +2 to the reward roll.
4. Collect a reward. D20.
You saved several citizens. They thank you with a monetary reward.
16+4. Gain 6 credits.
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