Tamon Si
|
If someone has a higher bonus (or if we can use Mincey's rolls), consider these Aid Another rolls.
Computers, Access System: 1d20 + 7 ⇒ (3) + 7 = 10
Computers, Bypass Security: 1d20 + 7 ⇒ (18) + 7 = 25
Rizzit "Mincey" Kibbel
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I assume that as our resident TechGeek (TM), Goggles has the highest bonus for Computers and Engineering stuff.
Skeek "Goggles" Paizano SFS
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Does our technomancer have identify? If not, my computers is +8, which I guess is the best in the group, though it's not as good as my engineering.
"Okay it's really interesting how they've used an organo-magical system and programmed it with standard machine code using positive and negative energy instead of an electrical charge or an optical signature which would normally be more efficient but if you are drawing directly from the negative energy plane you might have all the juice you need though storage size is an issue though if they use spiritual memory somehow that would explain the skulls... "
Skeek rambles to himself as he examines the computer.
Check 1: 1d20 + 8 ⇒ (13) + 8 = 21 +2 if Aid from Mincey applies.
Check 2: 1d20 + 8 ⇒ (10) + 8 = 18 +4 if Aids from Mincey and Tamon apply.
Flashbang
|
"Well I'm glad that our race is well represented here! Seems like you all have this well in hand. Can any of you computer-types search for the Eoxian's position on the most recent trade negotiations? That might help the station in securing better trade agreements with members that are wanting to join the civilized worlds."
delay
Tamon Si
|
Flashbang, I don't think we're in initiative order. Some assistance with the computer hacking might be the difference between success and failure. :-)
Storyn
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Keskodai tries to provide some computer assistance...
Computers: 1d20 + 2 ⇒ (12) + 2 = 14
Revvy Bitterleaf
|
After a team discussion - maybe some tea get's passed around, maybe not - you send in goggles to do the hacking with some helpful comments along the way and without too much hassle you manage to access the computer and bypass the security without setting of any sort of counter measures or causing a system crash.
You access the bridge’s computer records. Most importantly, this includes information about the Lawblight, the Besmaran pirate
ship that initially crippled the Endless Threnody. it has some info on it's coilguns firing frequency with this you could change the settings of your shields to make it more difficult for them to target you.
You also recover the coordinates you were send her to find; of the downed Starfinder vessel. It's on a planet called Ulmarid in the Vast.
You continue to look around for a bit but can't find anything of any interest or of value to you and you decide to return to the Loreseeker
When the you return to the Loreseeker with the coordinates, you find the hologram of Venture-Captain Arvin already active and awaiting your report. Arvin is grateful for the news and eager to get started on the next step of their quest. He asks you to leave the Endless Threnody and return to Absalom Station while he researches the planet Ulmarid and how best to approach it.
As an additional reward, Arvin provides a password to open a concealed compartment within the Loreseeker that contains delicacies that are suitable to most palates, such as sticks of candied meats.
“I know this mission isn’t yet complete,” he explains, “but you’ve earned the right to celebrate a bit on your return trip. I asked the quartermaster to include a few delicacies so you can enjoy being alive—after an encounter with necromancy.”
Skeek "Goggles" Paizano SFS
|
"All right fellas! Let's blow that ship into splinters and head home! Small splinters, because large ones could be a navigational hazard and ships go full speed through the drift because they are enroute to somewhere else and sensors are weak here in the drift so they might not pick up the signature in time to evade especially since there's so much calcium which doesn't reflect radar very well and..."
Skeek continues for anyone who cares to listen... :)
Ready to move on to the next part.
Tamon Si
|
Tamon is quietly pleased with a job well done, and a good team to work with.
Revvy Bitterleaf
|
After some well deserved R&R you arrive at Ulmarid in a larger Drake-class vessel called the Odyssey. Venture-Captain Arvin recommended the Odyssey rather than the Loreseeker, as its heavier shields can better withstand asteroid impacts while reaching Ulmarid’s surface.
You should select your stations aboard the Odyssey (I'm assuming same roles as before, but you can switch if you want),
A pre-recorded message from Venture-Captain Arvin—a necessity due to the lack of Drift beacons to facilitate long-range communication in the Vast starts to play;
Venture-Captain Arvin’s pre-recorded hologram stands on the bridge of the Odyssey, his hands clasped behind his back.
“Hopefully your journey was uneventful. Based on your previous mission, we’ve obtained information about the planet of Ulmarid. The desert world has breathable atmosphere but is devoid of intelligent civilization. A cloud of asteroids—leftovers from a collision of the planet’s moons long ago—surrounds the planet, so you must carefully navigate the Odyssey to the surface to find the crashed Unbounded Wayfarer.
“Be sure to bring the Starfinder insignias with you; they will be critical in recovering the information the Starfinders left behind. If you can recover any of the lost Starfinders—alive or dead—please do so as well. Good luck.”
You learn that Ulmarid’s atmosphere experiences sudden and ferocious storms of poisonous crystals.
Revvy Bitterleaf
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The Odyssey’s pilot must succeed at a DC 15 Piloting check to traverse the asteroid field around Ulmarid. The pilot is not alone in this endeavor, however; the captain can attempt a DC 10 Piloting check or a DC 17 Diplomacy or Intimidate check to add a +2 bonus to the pilot’s check. Additionally, science officers can each attempt a DC 15 Computers check to add an additional +2 bonus to the pilot’s check (each science officer, if more than one, can attempt this check once)
If you fail this check you hit an asteroid on your way down to the planet.
Tamon Si
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Science Scan DC15: 1d20 + 7 ⇒ (20) + 7 = 27
Captain, I'm reading signs here that the atmosphere down there experiences sudden and ferocious storms of poisonous crystals. We must be cautions.
On the way in, Tamon diligently scans for small asteroids on a collision course with the ship.
Science Scan to aid pilot DC15: 1d20 + 7 ⇒ (7) + 7 = 14
He is mostly successful, but one small but not insignificant asteroid slips by.
Storyn
|
[Dice=Attempt to Traverse the Astroid Field]1d20+8
"Great job! The odds were stacked against you 3720 to 1!"
Skeek "Goggles" Paizano SFS
|
Captain, I'm reading signs here that the atmosphere down there experiences sudden and ferocious storms of poisonous crystals. We must be cautions.
"Hey, didn't the Ysoki at the garden give us stuff for dealing with poison? That could be real useful."
Skeek gets his gear ready for landing on the planet.
Ready to move on.
Revvy Bitterleaf
|
Having no problems weaving your ship through the asteroid belt you reach lower orbit.
You can track the distress beacon emanating from the Unbounded Wayfarer, but the ship is not easy to reach. It crashed amid dunes too soft to safely bear the Odyssey’s weight, and the safest place to set down is about a half-hour’s walk away.
After you land and disembark you get your first up close view of the planets surface.
The surface of Ulmarid is a wind-scoured desert with jagged protrusions of rock thrusting up through the sand. The air has a harsh tang, like burning metal.
character for every 2 by which her result exceeded the DC. And just before anyone asks..waiting out the storm will just make you face another storm later
Flashbang
|
"Well I guess we are going on foot. Hopefully we can get in and get out without any fuss. Although so far this team is generally able to deal with any fuss in less than 18 seconds. I like it!"
Survival: 1d20 + 2 ⇒ (11) + 2 = 13
"Anyone know which way to go? It was so much easier when we were flying around to navigate."
Rizzit "Mincey" Kibbel
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Survival: 1d20 + 6 ⇒ (19) + 6 = 25
'Jus' do as Ize do. Dat iz iffya wantz ta live." instructs Mincey as she holds her nose to avoid inhalation of poison crystals in the atmosphere.
Thanks dice! Just what we needed! I believe that result was sufficient to give all of us the +4 bonus to saving throws.
Tamon Si
|
Survival: 1d20 + 0 ⇒ (5) + 0 = 5
My calculations indicate that poison crystals are insignificant to me, but thank you anyway.
I love the smell of poison crystals in the morning. Smells like...Victory!
Skeek "Goggles" Paizano SFS
|
Survival, because all the cool kids are doing it: 1d20 + 2 ⇒ (18) + 2 = 20
Before setting out, Skeek eats one of the plant bulbs that were given to the group by the Ysoki at the Vat garden.
"Hmm... kinda chewy and bitter..." he says through a mouthful of plant bulb.
GM: does the bonus from the survival checks stack with the bonus from the plant bulbs?
"Okay, let's go."
Revvy Bitterleaf
|
@Skeek; It helps but it's for a different save. The survival is to the reflex save, the plant bulbs are vs the poison effect once you get hit. So it doesn't exactly stack
After you disembark and about 15 minutes into your trek to the crash site a rainstorm of poisonous crystals coalesces out of the clear air and pounds down on the region.
There is no cover to be found in sight and running back to the Odessy isn't an option either since it will take you 10-15 minutes to run back and the poisonous rain is happening now. Luckily you do have time to chew some plant bulbs and you know what to look out for e.a. a +4 bonus on your fort saves if you get hit by the crystals
Mechanical crunch; During each of the 3 rounds, the PCs must succeed at a DC 12 Reflex save or take 1d6 slashing damage from the densest clusters of crystals. In addition, the poisonous crystals sap muscle strength; any creature damaged by the sandstorm must succeed at an additional DC 12 Fortitude save or gain the encumbered condition (regardless of the weight she is carrying) for 1 hour. This debilitation is a poison effect, so PCs chewing the plant bulbs provided in the “Station” quest gain a +4 bonus to these Fortitude saves.
So please each of you roll 3 reflex saves (with a +4 bonus) DC 12, if you fail one please roll a additional fort save (with a +4 bonus) DC 12 per failed dex save and take the damage from that round
Damage round 1: 1d6 ⇒ 3
Damage round 2: 1d6 ⇒ 4
Damage round 3: 1d6 ⇒ 2
After 18-20 seconds, the storm of poisonous crystals ends as quickly
as it began. The harsh metallic smell in the air abates, as there is no similar storm pending in the near future.
Rizzit "Mincey" Kibbel
|
Reflex: 1d20 + 6 ⇒ (8) + 6 = 14
Reflex: 1d20 + 6 ⇒ (17) + 6 = 23
Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
As the crystal rain begins, Mincey hunches down on all fours. She manages to bound out of the way of the larger clusters with relative ease.
Storyn
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Reflex: 1d20 + 1 + 4 ⇒ (17) + 1 + 4 = 22 Success
Reflex: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10 Fail
Fort: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10 Fail
Reflex: 1d20 + 1 + 4 ⇒ (10) + 1 + 4 = 15 Success
I am encumbered.
Tamon Si
|
Reflex, Antitoxin, DC12: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19
Reflex, Antitoxin, DC12: 1d20 + 3 + 4 ⇒ (20) + 3 + 4 = 27
Reflex, Antitoxin, DC12: 1d20 + 3 + 4 ⇒ (14) + 3 + 4 = 21
My calculations were correct. Poison crystals were insignificant as predicted. Note to self: consider secondary career as a wilderness guide.
Tamon is not immediately aware of Keskodai's distress.
| Neb the Half-Orc |
Reflex Save: 1d20 + 5 + 4 ⇒ (9) + 5 + 4 = 18
Reflex Save: 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11
Reflex Save: 1d20 + 5 + 4 ⇒ (10) + 5 + 4 = 19
Fort Save: 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15
Looks like 4 damage but no fatigue for me.
Flashbang
|
Reflex Save: 1d20 + 1 + 4 ⇒ (3) + 1 + 4 = 8 fail
Reflex Save: 1d20 + 1 + 4 ⇒ (10) + 1 + 4 = 15 pass
Reflex Save: 1d20 + 1 + 4 ⇒ (4) + 1 + 4 = 9 fail
Fortitude Save: 1d20 + 2 + 4 ⇒ (13) + 2 + 4 = 19
Fortitude Save: 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24
looks like 5 damage and no fatigue for me
Tamon Si
|
Tamon is considering which kind of explorer hat he should wear (pith helmet? wide-brimmed? fez? beret?) when he starts his new Wilderness Guide career, and is unaware of anyone's discomfort with the poison storm.
Rizzit "Mincey" Kibbel
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"I tink yude look better inna helmitt." Mincey suggests to Tamon, equally unaware of the others' discomfort at present.
Storyn
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”We fear that we have become somewhat incapacitated. The poison has made us extremely weak and tired.”
Revvy Bitterleaf
|
Looks like every one but Skeek made it to the end of the cystal storm, feel free to take a 10 minute break to catch your breath (and spend 1 resolve to get your stamina back to full) if you want while we wait for Skeek to catch up
Encumbered (not fatigue btw); Speeds are reduced by 10 feet, maximum Dex bonus to AC is reduced to +2, and you take a –5 penalty to Str- and Dex-based checks (resting for 10 minutes won't fix this)
Skeek "Goggles" Paizano SFS
|
"Yikes! Take cover everyone!"
Reflex +4: 1d20 + 5 + 4 ⇒ (9) + 5 + 4 = 18
Reflex +4: 1d20 + 5 + 4 ⇒ (9) + 5 + 4 = 18
Reflex +4: 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29
Looks like I am okay.
| "Spider-Pig" Stealth Drone |
Spider-Pig would be immune to the poison but he could still take damage.
Reflex +4: 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27
Reflex +4: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14
Reflex +4: 1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Looks like he's okay too.
Revvy Bitterleaf
|
If you want to heal you can do so, but moving on for now
Once the storm passes, you can continue your journey to the crashed vessel.
As you can see it getting close and are almost upon it a giant burrowing insect burst forth from under the sand. It is a 14-foot-long burrowing beast with six powerful legs. Its carapace is made of thick reflective crystal and it bears enormous mandibles that thrum with energy.
Near by some wreckage, a piece of the wreck half-buried in the sand contains what looks to be the Unbounded Wayfarer’s antipersonnel weapon - a tactical X-gen gun half sticking out of the sand.
Rizzit: 1d20 + 5 ⇒ (19) + 5 = 24
Tamon: 1d20 + 3 ⇒ (7) + 3 = 10
Skeek: 1d20 + 3 ⇒ (11) + 3 = 14
Flashbang: 1d20 + 1 ⇒ (10) + 1 = 11
Neb: 1d20 + 3 ⇒ (14) + 3 = 17
Storyin/Keshkodai: 1d20 + 1 ⇒ (20) + 1 = 21
Insect: 1d20 + 0 ⇒ (8) + 0 = 8
init
You guys
Bug
Storyn
|
Mysticism: 1d20 + 9 ⇒ (16) + 9 = 25
”It is a Skreebara! Try not to line up, it has a screech attack! Oh, and attack it with...”
What are it’s defenses and resistances? I’ll tell the party that...
Tamon Si
|
Not seeing a link to a map. Is there one for this part?
Tamon Si
|
Tamon takes advantage of the higher ground to fire down upon the skreebara.
ALR: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d8 ⇒ 7
Flashbang
|
photon = 1pt
"Maybe this time we will triumph before he eats my face off." Flashbang gives a wink and a smile before the darkness grows around him, and he uses his speed and agility to maneuver out of the creature's range to far side. His tactical pike lowered to strike.
Tactical Pike: 1d20 + 2 ⇒ (15) + 2 = 171d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3 (BAB=1,Str=1) Pierce, Analog, Reach
well every little bit helps
Rizzit "Mincey" Kibbel
|
Thinking that a ship's canon should make short work of the creature, Mincey gets down on all fours and races towards the exposed X-gen gun. "Almost dair!" She pants as she approaches the gun.
double move @ 40' per move actioin
Storyn
|
Keskodai draws his pistol and fires at the creature, which he is pleased to see is fairly far from him...
pulsecaster pisto: 1d20 + 1 ⇒ (17) + 1 = 181d4 ⇒ 4 Energy nonlethal
Revvy Bitterleaf
|
Tamon tries to take advantage of the higher ground to fire down upon the skreebara but he miscalculates the distance and ends up firing over thetop of the creatures head.
Flashbang gives a wink and a smile before the darkness grows around him, and he uses his speed and agility to maneuver out of what he thinks is the creature's range Large creatures often have greater reach. His tactical pike lowered he strikes at one of the creatures legs causing minor fractions to appear in it's carapace.
Thinking that a ship's canon should make short work of the creature, Mincey gets down on all fours and races towards the exposed X-gen gun
Keskodai draws his pistol and fires at the creature which sends a jolt through the creatures body.
init
Skeek (+spiderpig), Neb
Skeebara
Damage:
Skreebara: 7
| Neb the Half-Orc |
Neb moves two squares to the left and trick attacks the beast Trick Attack: 1d20 + 16 ⇒ (8) + 16 = 24
Arc Pistol Attack: 1d20 + 3 ⇒ (1) + 3 = 4 Versus Flat-Footed(Probably) Misses
Skeek "Goggles" Paizano SFS
|
"Yikes! First poison crystal rain and now this!"
Skeek raises his rifle and shoots at the creature.
Needler: 1d20 + 3 ⇒ (4) + 3 = 7