GM Valen |
"What can you tell us about your friend Leggers? Is Leggers willing to be friends with grownups, too?"
"Leggers is sort of like a caterpillar." Si notes.
"More like a CENTIPEDE." Lan corrects, "But a cute one. She seemed friendly to us. I bet she'd be friendly to you too."
"HE would." Si agrees in part.
"You said broken stasis pod? So there might be more than just Leggers in there."
"There might be." says Si. "But didn't mess with any of them! We know better than to mess with stasis pods."
He pauses for a moment, then adds, "We can show you, but...I suppose that you'll have to fix the extinguisher first. I'm not sure how to get it back the way we found it."
GM Valen |
As the witchwyrd steps aside, it is now clear to Si that the Starfinder has already fixed the extinguisher and the boy opens the door for the party.
Peering through the open portal, you can now see four large containment capsules within the room, three of which hold stasis-locked objects, including a tablet, a strange curved sword, and an odd spiral of bioluminescent coral. A crack leaks fluid from the fourth capsule, which displays a foot-wide breach near the bottom.
Strange tracks adorn one of the walls, where open vents lie, their enclosures looses and dangling down. Scraps of metal and other materials appear to lie about the floor.
Such action requires a successful Acrobatics check or Computers check.
Tolmu |
Life Science vs. DC=14: 1d20 + 5 ⇒ (13) + 5 = 18
"Hold up. Some of the radiation shielding is removed. We need to adjust our armor setting first."
How do we do that? Is there a skill roll or just a "we did it" kind of thing?
GM Valen |
"Hold up. Some of the radiation shielding is removed. We need to adjust our armor setting first."
How do we do that? Is there a skill roll or just a "we did it" kind of thing?
With the check being successful, I consider it having been done.
Varag |
Survival: 1d20 + 0 ⇒ (3) + 0 = 3
"Leggers, here Leggers!", calls out the witchwyrd. After waiting a few seconds, "Looks like we need to go in." Varag turns on his environmental protections on his armor before moving to the broken stasis pod.
perception: 1d20 ⇒ 10
Srurdez |
Survival: 1d20 ⇒ 20
"There!" Srurdez jabs a finger at a vent on the far end of the room. "Little bastard went into the vent. If we can shut that vent enclosure or block it in ourselves, it should keep the thing contained while we get this place fixed up."
Srurdex has neither Acrobatics nor Computers.
Varag |
Varag tries to access the vent controls in the computer system in an attempt to close the vent. Computers: 1d20 + 7 ⇒ (7) + 7 = 14
GM Valen |
The witchwyrd attempts to reprogram the vent controls, but cannot quite seem to override the timelocks.
Skill check was unsuccessful; however another PC may attempt a separate Computers check. Likewise, each PC may either attempt to make an Acrobatics check or else aid another in doing so.
Srurdez |
Acrobatics Aid Another: 1d20 + 1 - 1 ⇒ (5) + 1 - 1 = 5
Srurdez looks to the other Starfinders to see what they might be doing, but decides that it's probably for the best he stays out of the way. He was about power, not speed, and was as likely to scare the creature into attacking as he was to contain it.
GM Valen |
With the adjustments made to their armor, the party suffers no ill effects from radiation as they enter the area beyond the door. This area consists of two adjoining chambers. Four large containment capsules fill the fore room, three of which hold stasis-locked objects, including a tablet, a strange curved sword, and an odd spiral of bioluminescent coral. A crack leaks fluid from the fourth capsule, which displays a foot-wide breach near the bottom. The aft room contains several desks, each hosting a deactivated computer terminal.
Following the vesk's directions as where "Leggers" was headed, the dwarf manages to crawl into a nearby vent to give chase and, thereby funnel the creature back into the chamber. Now, in the chamber, surrounded by beings that it almost certainly does not recognize, "Leggers" seems to be disoriented and panicking. Even with the human children nearby, the multi-legged, centipede-like creature appears ready to bolt.
You may each give me an Acrobatics, Athletics, or Diplomacy check to try and catch the creature and calm it down.
GM Valen |
The dwarf manages to get close to the creature, cornering it in the process
One success. Two more successful skill checks (Acrobatics, Athletics, or Diplomacy) are required to catch/calm the creature.
Srurdez |
Athletics: 1d20 + 7 ⇒ (8) + 7 = 15
Srurdez coordinates with Hagitha to attempt to corner it while Tolmu attempts for calm.
GM Valen |
Tolmu's actions and words somewhat soothe the creature. Success.
Srurdez tries to block the creature, but he is unsuccessful. Failure.
However, Daemon manages to box the creature in and when Varag gets down on "Leggers" level, the centipede-like creature seems to warm up to the other multi-armed entity. Within the kasatha's arms, "Leggers" lets out a low, pleasant purring sound denoting an air of calmness. Two more successes!
With the alien source of the problems now contained (and contented!), the party is free to contact Fitch and/or the parents of Si and Lan.
Tolmu |
Sense Motive vs. DC=10+: 1d20 + 7 ⇒ (4) + 7 = 11
"Well now that Leggers is safe, let's go bring the children to their father, I'm sure he's worried about you two. Then we will bring Leggers back to Fitch and report in."
Srurdez |
Srurdez gives a thumbs up to Tolmu. He keeps several paces away from the bug-like creature at all times. He definitely seems uneasy about the whole thing.
You get the feeling that Srurdez might actually be a little afraid of "Leggers".
GM Valen |
Once they have followed through with their stated plans, the party receives a summons from Guidance. Back at the Lorespire Complex, the intelligence once again presents itself in a holographic form—this time taking on the appearance of a wizened male korasha lashunta—to congratulate you all.
"Confirmation has been received from each of the four faction heads, which provided you with assignments." Guidance notes. "You are each to commended for your successful completion of the tasks provided. In the aftermath of the Scoured Stars incident, the Society is in need of skilled agents more than ever. The manner in which you have completed your Commencement duties is demonstrative of your potential as new Starfinder field agents. Undoubtedly, you will each be called upon in the future to once again employ your talents in benefit of the Society."
FIN
Well done, Starfinders! Thanks for a fun run. Unless someone needs theirs a little earlier, I plan get your Chronicles to you by the end of the week.