| GM Mjolbeard |
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Rolling for giggles here since half of the damage from either of those attacks would put the Exile down...
Will vs Cournae: 1d20 + 4 ⇒ (6) + 4 = 10
"No! Not hugs! NOOOOOOO!!!" The exile collapses into a wiggly pile of goo, allowing Mordin to redirect his mental assault toward the remaining Inevitable.
Will vs Mordin: 1d20 ⇒ 18
Even though the creature resists much of Mordin's mental mutilation, the inevitable inevitably disappears in a puff of smoke!
COMBAT OVER!
With the security forces and the Exile defeated, all falls quiet in the complex. You eventually go about exploring the compound and see what the Exile had taken for himself.
On the exile, you find graphite carbonskin armor, an azimuth laser pistol with 1 battery (14 charges), a survival knife, and a credstick (800 credits).
Mordin Gimhargruest
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"Well, that's done," Mordin says. "Now, can we git any o' these running?"
He bangs on a computer terminal for emphasis.
Asterion Neleus
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After catching his breath for a few minutes and clearing his head, Asterion will take a look at the computers. "These are pretty old. I'm surprised the exile was able to get them to do anything."
Asterion will spend an RP and rest, then see if any Engineering will help.
Speck Zezener
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"Hmmph, let me see what I can make of this archaic stuff." Speck cracks his knuckles and gets down to work.
computers: 1d20 + 11 ⇒ (5) + 11 = 16
| GM Mjolbeard |
Speck quickly accesses the command-center computers and retrieves information on what happened to the outpost and several interesting finds that the colonists discovered about nearby systems. These systems are far more accessible than the other systems in the complex—part of the reason the exile used them to such efficacy. It appears that the exile was able to learn Common using the centuries-old computers and put the complex's security measures to use in warding off intruders...until now.
With further digging, Speck finds that the colonists were wiped out by internal strife, with leaders believing they had been infiltrated by sinister shape-shifting threats. It is unclear what lead to this apparent paranoia, but at least you have discovered the information you were hired to find: you have found what happened to the original Veylen Enterprises colonists!
If you choose to search the remaining rooms, feel free to open the spoilers below. I've labeled the rooms on the map so you can see where you're looking around.
and an nearby chair. A single exit door leads to the northeast.
This room was once the private quarters for the outpost’s commanding officer; the exile claimed the room as their personal lair. Inside, you discover items the exile has stolen or hoarded over the years, consisting largely of surveying equipment used by the original colonists to figure out the lay of the land on the planet.
This room served as the medical center for the colonists. Although it is in some disrepair, it is still functional and can be used as an immovable medical lab.
The exile has used most of the supplies over the years, but some valuable medical equipment remains. The shelving unit in this chamber contains four mk. 1 serums of healing, two basic medkits, and four medpatches.
You also find a locked cabinet near the bottom shelf. Attempt an engineering check to open the locked chest.
This is the security center for the outpost. Displays feed the video from the outpost’s cameras into this room. The controls are an older form of hybrid technology and magical defenses; the hybridization was intended to allow easier access to the chamber for colonists that were proficient in one or the other. The terminals in this chamber have the command authorization to program the magical or technological security forces in other parts of the complex.
The exile used this area to maintain an ongoing supply of food. The fruits and vegetables grown here provided nourishment for the former colonists, and the exile had taken to consuming them on a regular basis.
Once you finish exploring the complex, you return to the village and find the inhabitants pleased
with your return and victory over the exile. They ask you many questions about if the “haunts” will return and if it is safe to venture to the outpost now. They throw a small celebration in your honor and promise to look favorably upon Starfinders in the future.
Guidance debriefs you when you arrive on Absalom Station. “Welcome back, Starfinders. The contracting organization is eager to review the data you have recovered. I’ve prepared a list of subsequent missions that might appeal to you, once you’re properly debriefed. There are a multitude of other lost outposts in Near Space, and with your experience, we hope you will take these assignments into consideration. Now, what have you to report?”
CONGRATULATIONS! SCENARIO COMPLETE!
Speck Zezener
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engineering, take 10: 10 + 10 = 20
"Hmm, a locked cabinet, eh?" Speck's nose starts twitching animatedly. "Wonder what's in there?"
---
"Killed space shark. Made first contact. Put down a universe-dictator-wannabe. Hmm, yeah that's about it." Speck starts picking at his teeth.
Thanks for running! Enjoyed this!
Mordin Gimhargruest
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Mordin frowns as he goes through the records of the colony.
"We dinna kill it," the dwarf corrects Speck. "Just scared'it."
Zez'ka
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Zez'ka heads over to the poor lonely fellow and gives him a big, cozy hug!
Which is really hard! Cause he's a literal pile of goo.
Eventually Zez'ka pokes it. "Are you dead? Curious!"
"SAD!"
But, her sadness quickly vanishes when faced with cheering locals! She gives THEM plenty of hugs.
Thanks for a great game, everyone!
Cournae
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Cournae is pleased that they were able to achieve their mission and assist the locals, but the unresolved questions about the downfall of the original colony still perplex her. A mystery for another day.
Fun game! Thanks, GM.
Asterion Neleus
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Asterion enjoyed his first venture away from the station, but is glad to return home. He too wonders what really happened to the colonists, was there some external force, or just internal paranoia...
"Thank you friends, we made a good team."
Thanks everyone!