Mordin Gimhargruest
|
Cournae & Speck: You have a +2 save from Mordin's Survival preparations.
Fortitude, Survival: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
Mordin seals his environmental protections as they near the storm and then bundles up to endure the winds and dust.
Speck Zezener
|
Thanks, Mordin!
"Amazing is when you get surprise free tiramisu after you lasagna. This is NOT amazing!" Speck grumbles as he huddles deeper into his cloak to ward off the toxic dust, his equipment finetuned by Mordin.
fort: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
fort: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21
Asterion Neleus
|
Nice Mordin - what is that from?
Bundled against the storm, Asterion shares Zez'ka amazement and distress. "We never get anything like this on the station. Thank gods."
Fort: 1d20 + 4 ⇒ (4) + 4 = 8
Fort: 1d20 + 4 ⇒ (20) + 4 = 24
| GM Mjolbeard |
Mordin, I needed two Fortitude rolls unless you had something that allowed you to forgo the second hour of the storm's effects. I'll assume you needed to make the roll and roll it for you here to move us along.
Mordin Fort, hour 2: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
Nearly everyone makes it through the storm unharmed. Asterion is the only one who feels its effects, just as they group is entering the storm, but he soon learns how to use his armor's built in environmental protections to help filter the air enough for him to make it through easily.
You push through the storm and eventually arrive at a group of structures. Dilapidated circular buildings dot the landscape. The tumultuous storm rages all around you, strong and fierce, without any sign of slowing down. A crumbling stone bridge crosses a broad gorge, offering a pathway directly into the heart of the turmoil.
The bridge ahead leads toward the outpost, according to the directions you've received, but it is badly damaged by the storm and is in danger of collapsing. Peering over the edge of the gorge, you see the bottom some 20 feet below, and also notice that the walls are badly pitted by the weather, providing a possible way to climb back out if you happen to fall in. Probably the safest way to cross, and the way that would expose you least to the storm, would be to keep your balance as you cross the dilapidated bridge.
From one of the buildings to the southwest, you hear a faint voice crying out in the language of the local villagers.
Status
Asterion (-3 SP)
Speck (unharmed)
Cournae (unharmed)
Mordin (unharmed)
Zez'ka (unharmed)
| GM Mjolbeard |
At this point we'll move by rounds as you work to get across the bridge to reach your destination. Crossing the bridge on foot requires a DC10 acrobatics check to maintain balance. If you fail the check, you fall 20 feet into the gorge below and may climb back out with a DC12 athletics check. If you have any abilities or equipment to help you cross the bridge or to make it easier for your companions, you can also use those with an appropriate skill check.
The reason this section moves in rounds is because the storm is particularly intense here near the eye of the storm, and you run the risk of taking further damage from the storm each round. Each round, you must attempt a DC10 Fortitude save or take 1 point of damage (A) from the storm. Moving at half speed provides a +2 bonus to this save. Creatures in the circular building structures gain a +5 bonus to the save, but you still must make a save attempt, as the buildings are badly damaged and the storm still batters the inside areas of the buildings. The red plants around the structures count as difficult terrain.
The map for this scene is on slide 1 in the Table 1 link in my header.
Round 1
Everyone attempt a Fortitude save and your first set of actions to try to cross the gorge
Asterion (-3 SP)
Speck (unharmed)
Cournae (unharmed)
Mordin (unharmed)
Zez'ka (unharmed)
Cournae
|
Fortitude save (+ Mordin's Survival bonus): 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
Eager to get to shelter, Cournae walks briskly across the bridge, using her diminutive arms for balance.
Acrobatics check (- ACP): 1d20 + 2 - 1 ⇒ (16) + 2 - 1 = 17
Despite the wind and the trecherous surface, Cournae reaches the other side. Turning around, she squeaks into the storm, "It's best if you go fast! Just get it over with!"
Cournae crosses the bridge and ends up in the shelter of the crumbling building (60 ft. total).
Mordin Gimhargruest
|
"Go fast?" Mordin grumbles over the comms. He removes a coil of titanium cable from his pack and hands the leading end to Speck. "You folk are nimble, take this o'er and tie it off when ya go."
Fortitude, Survival, Structure: 1d20 + 3 + 2 + 5 ⇒ (7) + 3 + 2 + 5 = 17
Retrieve Item
Manipulate Item
Asterion: Use of the Survival Skill. I made the check when we first landed (before we were interrupted by friendly natives). It's better than Pathfinder's endure weather because you get 1 more person per 1 point above DC 15. Sadly, I only rolled a 17, so I gave it to the ones likely to have the lower Fortitude saves.
| GM Mjolbeard |
Mordin or Speck, please attempt a DC10 engineering check once one of you has crossed the bridge to secure the cable and grant everyone after you a +2 bonus to their acrobatics check to balance across the bridge.
Asterion Neleus
|
Mordin - thanks. I need to remember that in the future
Knowing his balance is thrown off by all his gear, Asterion waits to cross until the cable is in place.
Fort: 1d20 + 4 ⇒ (6) + 4 = 10
Zez'ka
|
Fortitude: 1d20 ⇒ 15
Zez'ka takes the cable and hurries across the bridge.
Acrobatics: 1d20 + 12 ⇒ (14) + 12 = 26
Double move. She's now in the building across the way.
I don't have engineering and can't effectively tie off the cable, but I brought it across with me.
"Windy! Be careful you do not fall to your deaths! Worried!"
Speck Zezener
|
acrobatics: 1d20 + 3 ⇒ (12) + 3 = 15
fort, shelter: 1d20 + 1 + 5 ⇒ (2) + 1 + 5 = 8 I'm assuming no more +2 bonus.
"What in Weydan's accursed place is this?" Speck hunkers down and dashes across the ramshackle bridge, getting across without stepping on a unstable patch. Despite finally squeezing himself into the other shelter, a gust of toxic fumes still blows up his snout. Trying to cough out as much as he can, he still manages to help set up the rope across the bridge.
engineering: 1d20 + 10 ⇒ (5) + 10 = 15
Mordin Gimhargruest
|
It does not give a duration, but I assumed it continued for the duration of the event that he prepared you for.
| GM Mjolbeard |
Looks like the Survival bonus lasts for an entire day, so you're good, Speck!
More and more of the Starfinders manage to cross the bridge, and Speck eventually ties off Mordin's cable in such a way that it stabilizes the bridge and helps the rest of his team across. Now only Mordin remains. Will he be able to cross safely as well?
Just need Mordin's acrobatics check to get across the bridge. Don't forget the +2 bonus from the cable!
Mordin Gimhargruest
|
Fortitude, Survival: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Acrobatics, Cable: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19
Fortitude, Survival: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Acrobatics, Cable: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12
Mordin buttons up tight and makes his way across the rickety bridge, holding onto the cable for balance.
"That bridge could use some work," he grumbles as he makes it to the other side, his armor's nanites already beginning to repair the damage from the acidic dust that snuck past his clothing.
| GM Mjolbeard |
@Mordin, I'm not going to bother with all the actions to pull out the cable. We'll say you crossed in round 1 with everyone else.
With Mordin across, everyone has managed to cross over the gorge safely, but the storm rages on.
The directions given to you by the villagers say that the outpost lies further to the southwest, but you also hear something above the lashing wind of the storm--a weak voice, crying out in pain and desperation. You recognize the language as the same as that of the villagers!
Round 2
Everyone please give me another Fortitude save against the storm (Mordin, Speck, and Cournae have a +2 bonus from Survival; anyone staying inside one of the buildings gets a +5 bonus). Please also give me a Perception check.
Asterion (-3 SP)
Speck (unharmed)
Cournae (unharmed)
Mordin (unharmed)
Zez'ka (unharmed)
Cournae
|
Fortitude check (+ Mordin's Survival bonus, + Shelter bonus): 1d20 + 2 + 2 + 5 ⇒ (6) + 2 + 2 + 5 = 15
Cournae looks around at the battered building with scepticism. "I don't think this would pass building codes."
The directions given to you by the villagers say that the outpost lies further to the southwest, but you also hear something above the lashing wind of the storm--a weak voice, crying out in pain and desperation. You recognize the language as the same as that of the villagers!
Perception check: 1d20 + 8 ⇒ (20) + 8 = 28
The robe-wrapped ysoki holds up a hand, cocking her head. "Do you hear that?"
Cournae
|
Cournae moves across the shelter, pointing at the one of the nearby buildings (southwest). "I think they're in that direction."
Asterion Neleus
|
Perception: 1d20 ⇒ 1
Though he doesn't hear anything above the storm, Asterion heads out towards the direction Cournae indicates.
Double move (90') to the entrance of the building to the southwest.
Fort: 1d20 + 4 ⇒ (9) + 4 = 13
Zez'ka
|
Fortitude: 1d20 + 0 + 5 ⇒ (12) + 0 + 5 = 17
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
"What voice? Curious! Are you certain? Let's hurry! Worried!"
Speck Zezener
|
fort: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4
perception: 1d20 + 2 ⇒ (16) + 2 = 18
Speck's ears twitch, clearly hears the voice. He looks conflicted as he stands at the edge of the dilapidated building, staring into the storm. "Sigh, guess we're supposed to be heroes?" He joins Asterion in running out into the storm, only to breathe in a deep breath of the toxic dust, sending him coughing uncontrollably.
Mordin Gimhargruest
|
"If someone's stuck, they'll need help," Mordin says as he follows Cournae.
Fortitude, Survival: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15
| GM Mjolbeard |
Asterion rounds the corner of the southwestern building and finds a body lying still inside the remains of the decaying structure. Rubble pins the body's legs to the ground. A hoarse sob resounds from the figure as the storm lashes at her with more toxic dust. She twitches before going still once more, the rise and fall of her torso growing more shallow with each breath.
The villager's leg is pinned beneath some rubble. Safely freeing her from the debris requires a DC13 Engineering or Medicine check by someone adjacent to her (the pink dot in the southwestern building).
Round 3
Continue making Fortitude saves
Asterion (-3 SP)
Speck (-1 SP)
Cournae (unharmed)
Mordin (unharmed)
Zez'ka (unharmed)
Asterion Neleus
|
Fort: 1d20 + 4 ⇒ (7) + 4 = 11
Asterion will approach the figure. "Hold still, we'll get you out of this.".
Seeing the Ysoki not far behind him, he calls out "Speck! Come help me with this."
Or rather, I'll help you when you get here
Engineering (Aid Another): 1d20 + 7 ⇒ (6) + 7 = 13
Cournae
|
Cournae hurries to the sound of Asterion's voice, eager to help the nuar and Speck save the trapped villager.
Fortitude save (+ Mordin's Survival bonus): 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Ducking around the rubble, the slight ysoki tries to find some leverage to free the trapped villager.
Engineering check (+ Aid): 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
"Asterion! Wedge that rock over there, we can use it as a fulcrum to pry this beam off of them! Speck! Help me push over here!"
Zez'ka
|
Zez'ka follows the others into the building, her antennae twitching with worry.
Double move.
Fortitude: 1d20 + 0 + 5 ⇒ (16) + 0 + 5 = 21
Mordin Gimhargruest
|
Fortitude, Survival: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 Dwarves are so slow.
Medicine: 1d20 + 6 ⇒ (17) + 6 = 23
The acidic sand slips past his bundled defenses and through the seams in his armor, stinging his skin, as he trudges his way to the ruined building of interest. Finding one of the natives trapped and injured, he moves to the being's side and tries to stabilize the injuries enough to safely extract her from the rubble.
Well, now my SP are correct.
Speck Zezener
|
"So, you guys have it right? We can go?" But Speck sees everyone congregating around the injured native and starts grumbling under his breath. "But we don't need everyone to..." He still joins the rest though, his curiosity getting the better of him.
fort: 1d20 + 1 + 2 + 5 ⇒ (8) + 1 + 2 + 5 = 16
| GM Mjolbeard |
Everyone rushes toward the sound of the ailing villager. Cournae and Asterion work together to lever the rubble off of her, and Mordin arrives a moment later to check her condition. The villager is hurt and drifting in and out of consciousness, but still stable. She also seems a bit deflated, compared with the villagers you encountered before. She appears to be dehydrated. That is when you find her pack, and see that her cantine and rations have both run out.
In her moments of consciousness, the villager thanks you strange creatures for helping her, and communicates that she was exploring this area, hoping to learn more about the exile. The storm overcame her, however, and now she only wants to go home and not tempt fate any further. If only she were well enough to get herself home, she would leave straight away.
Round 4
Continue making Fortitude saves (+5 bonus if you're inside the building)
Asterion (-3 SP)
Speck (-1 SP)
Cournae (unharmed)
Mordin (-1 SP)
Zez'ka (unharmed)
Zez'ka
|
"How horrible! SAD! I do not possess extra food, but I do have some healing serums! LUCKY! Would you like them? Hopeful!"
Zez'ka hands over as many healing serums as is needed (maximum three) to heal the villager (unless someone magically heals her first).
Fortitude: 1d20 + 0 + 5 ⇒ (11) + 0 + 5 = 16
Asterion Neleus
|
Asterion pulls out some rations from his pack and offers them to the villager. "These are quite plain, but should provide some sustenance to help regain some strength."
Fort: 1d20 + 4 + 5 ⇒ (6) + 4 + 5 = 15
Speck Zezener
|
fort, shelter: 1d20 + 1 + 2 + 5 ⇒ (18) + 1 + 2 + 5 = 26
"C'mon, c'mon, get it, I mean her, back on her feet already and go! Here's not exactly the best place for a conference!"
In case more healing is needed, Speck will pull out his healing serum as well.
Mordin Gimhargruest
|
Fortitude, Survival, Shelter: 1d20 + 3 + 2 + 5 ⇒ (11) + 3 + 2 + 5 = 21
Mordin concentrates and lays a hand upon the parched native, investing into her a measure of restorative energy. His hand still upon the alien, he forms a mindlink to share the path they took to reach this place from the native village. He then tries to convey the question: Are you well enough to make it home on your own?
Mystic Cure I: 1d8 + 3 ⇒ (3) + 3 = 6
| GM Mjolbeard |
Would both Cournae's Fort save, but with the combined bonuses of her bonus, survival, and building, she can't fail. Moving on...
Both Zez'ka and Speck are ready to offer their healing serums, when Mordin steps up and heals the villager with his divinely invested powers. The villager nods to Mordin in understanding, and indicates that she knows the way home and can now make it there herself, since he and the others have helped her. She stands and hands you all her small satchel in thanks, which contains some of the gear she brought along with her to face the exile. She then begins making her way back toward the village and leaves you to make your own way to the outpost.
In the villager's satchel, you find trailblazer fusion seal (4th level) and a mk 1 ring of resistance. The satchel also contains a smaller sack with a stash of 750 credits worth of small gems.
With the villager rescued and on her way home, you continue on your journey toward the outpost. Moving to the southwest, you finally escape the worst of the storm and find yourself in its eye. The dust settles and the landscape around you becomes eerily still as you move closer and closer to the cluster of modular, domed buildings you see a short distance ahead.
After a short while, you find yourself at this main cluster of buildings. You circle around from the northeast until you find an exterior entrance on the western side of one of the structures. The sliding metal door stands about half-way open, and appears to be jammed in that position. The access panel beside it blinks irregularly, as if some interference is keeping it from allowing the door to open or shut fully.
Zez'ka
|
Zez'ka waves goodbye to the poor wounded local. "Goodbye! Be safe! Happy!"
Her mandibles chitter excitedly. "Joyous day! I am very happy we have yet to face death and dismemberment! That is always unpleasant! Happy!" She turns and starts off towards their destination.
Zez'ka approaches the broken door and gives it a look-see. Are we looking for engineering or computers to repair it? If it's engineering Zez'ka cannot help. But, if its computers:
Zez'ka pulls out her hacking kit and attempts to fix it the door.
Computers: 1d20 + 6 ⇒ (10) + 6 = 16
Asterion Neleus
|
Recommend giving the ring to Zez'ka, to help with any future fort saves.
Asterion joins Zez'ka at the door to see how he can help. If it looks like a mechanical issue... Engineering: 1d20 + 7 ⇒ (20) + 7 = 27
Mordin Gimhargruest
|
Mordin keeps an eye out for the wayward native while the nuar works on the settlement's malfunctioning gate.
Zez'ka
|
I accept! She can't survive on sheer luck forever. Taking the ring of resistance.
Speck Zezener
|
"Whew, I thought we would never get out of that storm! Better get in quickly before it decides to come back!" Speck squirms his way through everyone to the door and starts fiddling with it.
computers: 1d20 + 11 ⇒ (16) + 11 = 27
engineering: 1d20 + 11 ⇒ (13) + 11 = 24
Cournae
|
Glad to have escaped the supernatural meteorology (for now, at least), Cournae is content to watch Asterion and Speck assess the door.
| GM Mjolbeard |
Zez'ka, Asterion, and Speck work together to get the door open, eventually finding that it was a combination of some strange atmospheric interference with the control panel, coupled with some loose debris from the storm that had jammed the door.
With the door opened, you gain entry into the room beyond. Debris litters the floor of this otherwise empty chamber. The floor paneling has been ripped up in several areas, revealing the same dry, desert ground as outside. The door to the west not stands open for you, while the doors to the north and south remain closed.
Perception checks, please!
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Cournae
|
"Be on your guard," Cournae whispers, "we're not on home turf."
Perception check: 1d20 + 8 ⇒ (20) + 8 = 28
Mordin Gimhargruest
|
Mordin keeps his eyes peeled.
Perception: 1d20 + 9 ⇒ (18) + 9 = 27 Stonecunning
Zez'ka
|
Perception: 1d20 + 7 ⇒ (12) + 7 = 19
| GM Mjolbeard |
Despite everyone's keen awareness, only Mordin and Cournae see the small, blinking blue light on the eastern wall as well as the corresponding light on the closed aperture a short distance above it. They quickly recognize it as a motion sensor linked to some kind of security device. That's when the words of the villagers come back to them...
...the elder approaches once again, and, through a combination of gestures and images of her own, gives you a warning. She tells you that the place you seek is filled with evil spirits and that all who approach are blasted with fire.
Cournae
|
Sure, I'll bite.
Cournae stops the group with a hand, pointing to the motion detector and reminding her fellow Stafinders of the Village Elder's dire warning. Without entering the room, she picks up a rock and chucks it past the sensor's field of view.