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After making sure his armor is well sealed Elwin sees what Poof is doing. "Silly looking but possibly effective!"
Elwin will also see if there is a piece small enough to carry balanced on his head but heavy enough to provide at least a tiny bit of protection...
fort: 1d20 ⇒ 19
fort: 1d20 ⇒ 19
fort: 1d20 ⇒ 6
I have a feeling this is going to hurt even before seeing the results of the rolls. :)

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Laniakea reseals his environmental protections as they near the storm and tries to avoid the burning hail as best he can.
Fortitude: 1d20 ⇒ 5
Fortitude: 1d20 ⇒ 20
Fortitude: 1d20 ⇒ 17

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Despite your efforts to use stones for protection, the hellfire manages to insinuate and burn minute holes - that auto-seal, but still wound you.
damage: 7 for Kei'jon ; 6 for Chetna ; 11 for Smek ; 5 for Elwin ; 3 for Laniakea
Kei'jon: 2d6 ⇒ (4, 3) = 7Chetna: 1d6 ⇒ 6
Smek: 3d6 ⇒ (6, 4, 1) = 11
Elwin: 1d6 ⇒ 5
Laniakea: 1d6 ⇒ 3

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Several embers manage to embed themselves in Smek's suit, igniting his fur. His yelps of pain lead you to believe it might be worse than it looks... darn cursed e-dice! Mind if we rest and I use an RP, anyone have a quick heal ability that refreshes easy?

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Aah, I see this is yet another environmental effect which ignores the environmental protections armour is supposed to provide. Sometimes I wonder why they bothered to put that in
Fortitde: 1d20 + 2 ⇒ (13) + 2 = 15
Fortitde: 1d20 + 2 ⇒ (17) + 2 = 19
Fortitde: 1d20 + 2 ⇒ (3) + 2 = 5

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"Ah. That is jsut as bad as I feared! You OK, Poof?"
I have a serum of healing i'll gladly share but nothing to help otherwise.

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I have 3 Mk1's, I was hoping they'd last a little longer... If there's no "rechargeable" healing in the group I'll use one with the RP.
"Singed, and charbroiled. Smelling remarkably delicious... But otherwise, I'll live."

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And 3 damage for Numina 6 for griping! xD from Hellfire
As you trudge along, with the hellfire sometimes burning its way into your flesh, you are at least grateful your environmental protections keep your noses from smelling Smek's burnt fur!
You look around and see the dilapidated circular buildings dotting the landscape.
The tumultuous storm rages all around, strong and fierce, without any sign of slowing down, and, to the contrary, the tempest is at its strongest here: you are near the eye of the hellfire storm.
The crumbling stone bridge in front of you crosses a broad gorge, offering a pathway directly into the heart of the turmoil.
But you are sure that the squat shape you spotted must be the outpost, up past the bridge.
It seems as though that is the eye of the storm, and that there is now hellfire directly at the outpost.
The outpost is to the southwest just off the map.
So, sadly, you feel that taking a ten minute break here, under the hellfire, might be counterproductive.
Unless it stops within a minute or so?
Your best bet is to move on across the bridge.
But it is a partly broken stone bridge that crosses this deep gorge.
The bridge is severely damaged and is in danger of collapsing.
The constant battering of the storm having devastated the buildings, reducing them to little more than ruins.
To cross the bridge, you must succeed at keeping your balance and not falling off by having knocked off a piece of rock.
DC 12 Acrobatics check or fall from the bridge into the chasm 30 feet below
(no taking 10 re. the storm & danger)
Looking down, you see the walls of the chasm are rough and pitted from the storm, making climbing out uncomplicated.
DC 15 Athletics check (uncomplicated indeed!)
Well, you think, maybe something can be done to secure crossing... a bit.
The industrious types, with the appropriate equipment (such as cable lines or grapplers, or some tool kit) can attempt to temporarily stabilize the bridge.
DC 12 Engineering check to granting a +2 bonus to all checks made to cross it (this bonus can be stacked)
However... time is of the essence!
Because the hellfire tempest is raging!
Every round, you must succeed at a DC 12 Fortitude save or take 1d3 fire damage.
You think that by moving cautiously you might protect yourselves a bit with your arms or the rocks you brought along.
Moving at half speed grants a +2 bonus to saves made to resist the storm.
Also, those circular building areas ahead of you, though mostly destroyed, provide shelter due to the blasted walls that remain.
+5 bonus to the Fortitude save (adds w. prior +2 bonus if you also move 1/2 speed
There are big boulders, of rocks that are burnt red by the years of hellfire, and are half eaten up.
The red-reef structures on the map count as difficult terrain.
Round 1
see SLIDE 6
Missing 2 minis, so you can put those up in the starting area
And all can act out of init', round per round

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Kei'jon rushes ahead to the middle of the first bridge. He then reaches out to the rest of his group, "Hurry little ones to the building, I will help you."
Acrobatics: 1d20 + 9 ⇒ (5) + 9 = 14
I would like to do whatever I mechanically can to aid my allies' crossing, even if I have to auto fail my fortitude.

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Numina flips the switch on her jetpack and zooms quickly across the bridge.
Doublle move, I assume I dont need to make the acrobatics in this case and that, as I am double moving I cannot do anything else to help?
Fortitude, building: 1d20 + 2 + 5 ⇒ (13) + 2 + 5 = 20

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will wait for other to act to update, but:
• Kei will fall (did not make DC 15) so help he will... need!
And I need a Fort' save from you anyhow
• Numina 6, correct, you fly over the bridge and into the first building

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"Ah, i'm going for it!"
Elwin also rushes across, trying to get over as quickly as possible into the cover.
acrobatics: 1d20 + 2 ⇒ (18) + 2 = 20
fort: 1d20 ⇒ 19
Forgive the newb question, but how do we make the e-minis? :)

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Laniakea makes his way across the bridge as fast as he can in order to take shelter in the ruined structure on the other side.
Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Fortitude, Shelter: 1d20 + 5 ⇒ (16) + 5 = 21
Right click on your portrait on one of your posts, select "Copy Image." Right click on the map and select "Paste." Then you just resize. You can also crop/mask to make them round, but I'm not sure how to describe the crop icon. :)

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Does Smek have the chance to pop a Mk1 as he goes? And sorry, I thought the pause was because we made it out of the fire.
Smek steels his nerve and dashes across the bridge, aiming for the relative shelter of the building ruins on the other side.
Acrobatics: 1d20 + 12 ⇒ (11) + 12 = 23
Fort/DC 12: 1d20 ⇒ 16

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Kei'jon moves out onto the bridge...
and can do the DC12 Engineering check ; or an Aid Another acrobatics for Chetna (in this round, since you only did 1 move I think?)
While Numina6 flies past.
Elwin zips across.
Elwin can you move your mini or do you need help? You know how to count the squares? 1st diagonal is 5 ft, 2nd counts as 10
As does Laniakea.
Smek spits a serum out of his cheek pouch, and promptly swallows it, before rushing across the bridge.
take the potion, you could have taken it during the trek
Round 1
Chetna up

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Looks like someone moved me. Thank you. This is only my second online game here, just didn't know how to make the mini. Some things on these forums are a tad different from the ones I usually play on. Thanks for letting me know how to make it, Laniakea! That's too easy, I never would have figured it out.

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Kei'jon is there to help with his big paws that reach out far.
+2 to Chetna's Acrobatics roll if you go for that

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Acrobatics: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Fortitude: 1d20 + 4 ⇒ (6) + 4 = 10
Chetna bolts down the bridge taking note of the weak area Kei'jon points out. "I hate this planet! Where's that stupid shark? I could fight him again!" Hellfire pelts her as she runs.

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I moved Chetna across.
As Chetna makes it across, and under the corner of the abandoned building, she is protected enough to not be burnt.
Having helped all across, Kei'jon is able to finish getting off the bridge.
All can keep on moving fast to get out of the hellfire and to the outpost.
aim for the bottom right corner, South West, near red scribble
Same rules as above (Fort' save ; diff' terrain in red "blotches")

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"Is that the edge of it just over there? Hurry!"
Elwin moves as fast as he can to get to the apparent safer area.
fort: 1d20 ⇒ 8
Fort save not including a +5 for building cover if that counts.

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Elwin feels hellfire pooling against his armor and starting to burn into it, but then he reaches the safety of the building, lessening the downpour, and is not burnt.
yes the +5 counts so you pass the DC12 - no harm
Just as he is about to rush off towards the outpost, that he can vaguely see behind the curtain of hellfire, Elwin's attention is attracted by some color and sound from inside the drab dilapidated building.
A body lies still, inside the remains of this decaying structure.
Rubble pins the body’s feet to the ground.
A hoarse sob resounds from the little round figure of the Being, as the storm launches a piece of stone into its side.
It twitches before going still once more, the rise and fall of its torso growing shallow with each breath.
the yellow marker is the body - you can talk to your comrades, but let the others go through round 2 before acting

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Is it one Fort save for each 30 we move, or can we run to reduce Fort rolls?

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Only 1 x DC 12 Fort check per round
Moving at half speed grants a +2 bonus to saves
+5 bonus to the Fortitude save (adds w. prior +2 bonus if you also move 1/2 speed) if in building (the round structures)
The red-reef structures on the map count as difficult terrain.

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Smek continues to move as quickly as caution allows through the storm, keeping in, under, or along the ruins for as much shelter as possible.
Fort/DC 12: 1d20 + 5 ⇒ (15) + 5 = 20
Healing Serum away!
Healing Serum: 1d8 ⇒ 7

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Elwin stops suddenly. "Hey guys! There's someone here! He looks injured!"

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Elwin avoids hellfire and discovers someone, telling all.
Smek moves along safely, healing up.
Kei and Chetna safely avoid hellfire and move too.
did you move your mini, Chetna?
Laniakea and Numina 6 to act still

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Laniakea takes his time move under the crumbling shelter, trying to give himself the best chance to make it to the next building.
"Is it one of the Beings?" the woioko asks over the comms.
Fortitude, Half-Speed, Shelter: 1d20 + 2 + 5 ⇒ (18) + 2 + 5 = 25 vs. DC 12

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Elwin replies to Laniakea, "It is, but he is stuck under some rubble and getting hit by the Hellfire. We need to get him out ASAP!"

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Laniakea moves along carefully.
Numina 6 still to move (and give Fort' save)
Chetna: I think you did not move your mini'

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Oh... I hope you are okay, at least nothing truly bad.
Chetna moves to the edge of the cover...
Numina 6 moves over beside Chetna, also saved from the hellfire...
Fort: 1d20 + 4 + 5 ⇒ (7) + 4 + 5 = 16
New Round
all can act
Numina 6 moves to the next cover, and where the moaning Person is.
Fort: 1d20 + 4 + 5 ⇒ (16) + 4 + 5 = 25

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Laniakea makes a break for the next building where the others have found the injured Being.
Fortitude, Shelter: 1d20 + 5 ⇒ (17) + 5 = 22

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Elwin starts trying to uncover the Being as gently but quickly as possible to get him to a safer area from the Hellfire. He will shield the Being as best he can from the storm while doing so.
fort: 1d20 + 5 ⇒ (2) + 5 = 7

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Laniakea arrives, while Elwin and Kei'jon are looking into how to rescue the poor Being.
Hellfire: 1d3 ⇒ 3
3 damage to Elwin
Fort' save for Kei'jon
You see that the Being, probably the explorer from the village that was mentioned, lies trapped within the ruins of this southwestern structure.
They are badly injured by the storm, and their leg is caught under a collapsed piece of the building.
Trapped here for some days, the explorer obviously has run out of food and water.
Safely freeing the native from the debris requires some skill...
DC 15 Engineering or Medicine check, using Kei's roll of 16, +7 Engineering = 23
Kei'jon manages to rescue the crying Being.
The Being tries to communicate with you, with big grateful eyes.
You understand that it was going to meet the Exile, but the storm overcame the explorer, and they now wish to go home and not tempt fate any further.
But it is still weak... you feel you either need to heal it, or to escort it out the worst of the storm back to the northeast corner of the map.

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No problem
Dam' Kei: 1d3 ⇒ 1

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Kei looks to the other members of his team with a serious face, "I will take the creature back. Continue on so that you may rest. I will catch up." And, with that, he scoops up the small creature, presses it against his torso, hunches around it, and rushes back out into the storm.
I am happy to roll (or you can) multiple rolls to time lapse this for efficiency. Just tell me how many.

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Never split the party.
Medicine Aid: 1d20 + 5 ⇒ (13) + 5 = 18
"I'll play nurse if someone can doctor this being up." Chetna clears off a large flat piece of debris to use as a table.

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Never split the party.
Is not something I'm particularly stringent on in Starfinder. As SF can rarely be described as being hard. On top of that, I'm playing a level 4 in 1-2 tier. My 50+total hp will likely protect me from almost any eventuality.
Kei'jon looks at Chetna seriously, "This is not a safe place for that. You may come if you wish, but I'd prefer your skills stay here where our other team members can benefit from them. Please ensure their safety. The ysoki isn't looking very good."

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If Kei'Jon the giant carries the little being, then that would be two Fort Saves to go "out", and two to come back:
#1 @ +5
#2 w/o bonus
#3 & 4 @ +5
And two Acrobatics checks to cross the bridge back and forth

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I am back home now and recovering, slowly catching up
Numina places a hand on Kel'jons side. No, I will take him, I can fly and it means there is no risk running across those crumbly bridges. Also the storm has barely touched me. Help the others get to the outpost.
With that she will scoop up the creature, kick in her rockets and zoom back out into the hellfire whooping as she goes.
Fort 1: 1d20 + 2 + 5 ⇒ (7) + 2 + 5 = 14
Fort 2: 1d20 + 2 ⇒ (15) + 2 = 17
Fort 3: 1d20 + 2 + 5 ⇒ (3) + 2 + 5 = 10
Fort 4: 1d20 + 2 + 5 ⇒ (9) + 2 + 5 = 16

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Numina flies off with the Being-- who will become a Hero once he gets home: "You flew with the Original Battle Admiral?! - She took up into the air?!"
He is set for life...
And Numina returns--
Hellfire: 1d3 ⇒ 2
--barely hurt by all the fire-rain she flew through.
She carries gifts, for the wounded being, that was help medically by Chetna, and taken out of the worst of the storm by the Flying Great Admiral, grateful gave you a trailblazer fusion seal (4th) and mk 1 ring of resistance.
As well as a stash of gems worth1,600 credits.
You had all rushed off and out of the hellfire, into the Eye of the Storm, which surrounds the outpost, where no fire-rain falls.
Numina6 then joins you.
It the abandoned outpost that once belonged to the Hellknights.
Quite obvious since it is all black plasteel with red spikes jutting out everywhere.
It is made of a half a dozen circular chambers, that are made to ressemble ancient dungeons, crenelated towers, all linked with corridors, and one bigger greater tower in the center.
You see that the main gate, a fake-iron & wood castle-gate, made of black plasteel as well, lies half open, and inside there is some circular chamber, one of the towers.
You see that the room is not that tall, and the towers must be fake things made to look nice but not that tall.
You had time to rest & heal up, and prepare, use the fusion seal & the ring, before moving up close to the Outpost door.
I place you all haphazardly on slide 6.
NOTE: the North is to the LEFT (see arrow on map) - I flipped the map sidewise to make it bigger