Spike 'Croaker' |
Croaker looks how his allies run through the bridge saying to the ones remaining: "Well that was not helpful, guys maybe we will use one of the cords that we have to build a simple rail for that bridge. That could make it easier to cross the bridge at full speed."
Croaker looks at the bridge if its sides are high enough to give cover to a person laying on the ground?
So a question is can I crawl through the bridge without getting punished by the storm? Or if I stop at the middle of the bridge can I fell prone to protect myself from environmental effects?
Akkedis Dauðlaus |
Akkedis shakes the char off his skin, keeping a stoic disposition "Bah, it's no hotter than my mother's Kth'rik stew. I still have scars from second servings as a whelp!"
Acrobatics/DC 10: 1d20 + 1 ⇒ (18) + 1 = 19
Despite his size he moves nimbly across the bridge. He stops briefly by Kitkul and tries to help steady the Formian. He'll if it's ok with Kitkul & Dire take the cable and attach it within the building.
Akkedis Dauðlaus |
Not sure if I'm in a structure or not, to be safe...
Fort/DC ?: 1d20 + 4 ⇒ (10) + 4 = 14
Damage/F: 1d4 ⇒ 1
Spike 'Croaker' |
Akkedis you need to do 2 acrobatics checks. You can move 30 ft per move action - 6 hexes. You need to do more than that to cross the bridge - so double move in the round = double acrobatics roll.
Akkedis Dauðlaus |
Sorry! thought it was just one for the full bridge...
Acro/DC 10: 1d20 + 1 ⇒ (14) + 1 = 15
Hooray, still nimble! :)
Spike 'Croaker' |
Assuming that Akkedis attached the cable, Croaker crosses the bridge using it as a rail to ease up the crossing.
Arobatics: 1d20 + 2 ⇒ (13) + 2 = 15
Arobatics: 1d20 + 2 ⇒ (5) + 2 = 7
If Croaker can increase his fortitude save by falling prone he does that.
Fortitude save: 1d20 ⇒ 1
Fire dmg: 1d4 ⇒ 1
The Dire GM |
(Failing the Fort save is just 1 fire damage at this subtier at this location)
Qwyn rushes across to trailblaze for the others, but part of his skin burns under the hellfire! (1 damage)
Qwyn - if you want to make a DC 10 Perception or Survival check as one of your actions in round 2, that will give everyone else a +2 on their checks, even the ones in the ravine. That goes for anyone else who also made it across without falling.
Filament follows closely behind the young hotspur, also avoiding any dangers or damage!
Kitkul tries the slow and steady approach, but a bit of the bridge gives way under her weight, causing her to fall 20 feet into the canyon below, leaving his titanium cable behind!
Falling Damage: 2d6 ⇒ (2, 4) = 6
Akkedis is able to hook on to the cable Kitkul began to set up before falling, and uses it to cross without any harm. 1d2 ⇒ 2 Further, Akkedis keeps hold of the cable, preventing it from being lost.
Croaker also tries to cross following in Akkedis' footsteps, but finds the bridge to be even more unstable than before, and falls down to where Kitkul is at the bottom of the canyon!
Falling Damage: 2d6 ⇒ (3, 3) = 6
(Botting Kaylee) Kaylee puts her head down and follows the others as fast as she can!
Acrobatics 1: 1d20 + 3 ⇒ (10) + 3 = 13
Acrobatics 2: 1d20 + 3 ⇒ (16) + 3 = 19
Fort Save: 1d20 + 3 ⇒ (4) + 3 = 7 (1 damage)
Kitkul and Croaker can see that the hellfire storms have left the sides of this ravine heavily pitted and rough, meaning that you can climb out with a DC 12 Athletics check as a move action (if you succeed, you will end at the location marked with the yellow call-out on the map). The only silver lining is that Croaker and Kitkul are protected from the worst of the nearby heat dangers by being down here!
ROUND 2
Akkedis (7 damage)
Kaylee (5 damage)
Kitkul (6 damage)
Filament
Qwyn (4 damage)
Croaker (9 damage)
If you made it across the bridge, you'll need to move to the drop-down point and then make an Acrobatics or Athletics check to safely get into shelter. If you fell into the ravine, climbing out is a move action, and after that no checks are required (except as below).
Everyone who has not dropped down or moved inside the sheltered structure must make another Fortitude Save at the end of their turn this round.
Spike 'Croaker' |
Ysoki slides down the canyon and falls at the bottom of it. He is terrified by not feeling the heat and wind blowing. After a while he sees that he lives and speak up to Kitkul: "Kitkul what is your status? Anything broken, dizziness, nausea?"
After asking those questions he starts checking his second skin and environmental protection and says: "Ok no grave wounds. I got some scratches, bruises and a small wound but I should live. While falling down the bridge I was considering falling on you my dear Kitkull but seeing how many joints and sharp edges you have I decided those pile of rocks will be more to my taste." Croker smiles after saying that.
Ysoki looks around considering his options and mutters under his breath:
"They truly are a by-product of a star fusion, just like Shobhad turd."
After that he asks:
"Ok Kitkul what is the plan? Do we climb up? Later move around the building to find shelter there? I will need to heal at a certain point but I think I prefer to do it later. Assuming that we will leave this canyon."
I have 0/6 Stamina, 5/8 HP left. My Mystic Cure heals 1d8+3.
Qwyn |
Qwyn quickly peruses the area, trying to see the safest path through this building, as well as looking for anything that might assist Kitkul and Croaker in their climb...
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
...he then moves 20' south to the edge, prepared to either toss his med kit down to Kitkul and Croaker or jump down to aid them if needed...
Fort Save: 1d20 + 1 ⇒ (11) + 1 = 12
Kitkul |
Kitkul quickly checks itself over. "I am fine. It looks like you might not be as fine, though landing on me might have been a little less....wearing than landing on that pile of rocks. I might have some sharp points, but at least I have a bit more give than rocks."
Looking up at the top of the ravine, Kitkul sighs. "I really wish the reckless grubs would have thought about helping us...less nimble across. Even taking my titanium cable across could have helped us."
With that, Kitkul looks at the rocky outcropping, accessing the wall.
"I believe that I can scale this and with my cable pull you up. If we hurry, we might be able to get under cover where we can rest. I just hope that the reckless grubs will wait for us to storm the castle."
With that, Kikul will attempt to climb the rocky outcropping.
Athletics to climb: 1d20 + 5 ⇒ (19) + 5 = 24
Because I am no longer in a "safe" area, I assume I need a Fort save.
Fort Save (if needed): 1d20 + 3 ⇒ (7) + 3 = 10
"Croaker, once you get up here, I want you to stay low and move carefully. I will attempt to stand over you to take any of the environmental fire lashes."
GM, if possible, Kitkul will move with Croaker, protecting him as much as possible. Maybe allowing the +2 Fort save I would get for moving slowly to shift to Croaker to get a total of +4?
Spike 'Croaker' |
Croaker using cable dropped by Kitkul attempt to climb the canyon. While doing so he curses about not doing enough physical exercises.
Athletics to climb: 1d20 - 1 ⇒ (15) - 1 = 14
After that Croaker let himself be led by Kitkul.
Fort save if needed. If this will be another 1 I will find whoever wrote this pseudo-generating thingy: 1d20 ⇒ 2
I got 2, no comment.
Kitkul |
RNG hates people...apparently Croaker (and somewhat me). Even in another game, the RNG is doing its best to hit me. The GM seems to not be able to roll low against me for some reason.
GM I did attempt to give my +2 Fort to Croaker, and for him to be almost prone when he got to the top so I could protect him from the fire....hopefully you will ignore his almost one :-P
Akkedis Dauðlaus |
Once the team is across the bridge, Akkedis will pull in the line and lower it down to Kitkul and Croaker. He shouts down, "Help is coming friends, grab the line, I'll pull you up!"
After Kitkul and Croaker are safely up, Akkedis will scout the area. "It is relatively safe near the wall. Tend any wounded, I can try to find a safer place to rest and heal."
Acrobatics/Drop down: 1d20 + 5 ⇒ (11) + 5 = 16
Want to see if I'm reading correctly, is it safe from the storm just after the drop down? Or can I see if the other buildings offer better shelter?
Perception/Cover from storm?: 1d20 + 4 ⇒ (20) + 4 = 24
Master Filament |
Noting that those in that fell into the ravine have made their way out, Master Filament gives them an affirming nod and then continues deeper into the complex, urging the others to follow. Finding the ledge, he drops down to relative safety. Once down, he moves further in to allow room for the others to jump down.
Acrobatics: 1d20 + 8 ⇒ (14) + 8 = 22
The Dire GM |
Qwyn gets into position and helps to guide the others, while avoiding the worst of the firestorm.
(Kitkul and Croaker, you both get +1s to your fort saves in round 3 thanks to Qwyn spotting for you.
Kitkul is able to climb out without issue. (That's a creative solution - my favorite kind of solution. Yes, if you want, I'll let you take a -2 to your Fort Save in round 3 in order to give Croaker an additional +2)
Croaker is able to get out of the ravine, but singes himself a little bit along the way. (1 damage)
Kaylee Acrobatics: 1d20 + 3 ⇒ (10) + 3 = 13
Akkedis easily drops down into the shelter of the half-ruined structure, getting out of the storm, quickly followed by Filament and Kaylee.
Perception:
Akkedis: 1d20 + 4 ⇒ (2) + 4 = 6
Kaylee: 1d20 + 9 ⇒ (12) + 9 = 21
Kitkul: 1d20 + 3 ⇒ (16) + 3 = 19
Filament: 1d20 + 5 ⇒ (11) + 5 = 16
Qwyn: 1d20 + 5 ⇒ (20) + 5 = 25
Croaker: 1d20 + 7 ⇒ (18) + 7 = 25
Wow, those rolls! Even though Akkedis failed, I'm going to give this to everyone!
You think you hear a weak male voice calling out in a language you don't speak, but it resembles the language the natives used! It seems to be coming from the building halfway between your current location and the location of the blue "callout" on the map!
Added a yellow speech-bubble to indicate where you think it's coming from.
ROUND 3
Akkedis (7 damage)
Kaylee (5 damage)
Kitkul (6 damage)
Filament
Qwyn (4 damage)
Croaker (10 damage)
Terrain reminder/note: Red squares are difficult terrain. Akkedis, Kaylee, and Filament are in a location that is safe from the adverse weather, and as long as they remain inside that structure, they do not need to make fortitude saves.
Master Filament |
"Remain here. I will check out the source of the noise," says Master Filament. The ysoki sprints outside toward the sound of the voice.
Double move
Fortitude: 1d20 + 3 ⇒ (11) + 3 = 14
Fortitude: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 ⇒ 3
Dice=Damage]1d4[/dice]
Akkedis Dauðlaus |
Akkedis readies his rifle and follows Master Filament.
Fort: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d4 ⇒ 2
Fort: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 ⇒ 4
Kitkul |
Since Croaker said he might not be able to post today, If you want I will roll his Fort save (if it is needed), with the additional +2 bonus that I am giving trying to keep him below Kitkul, so it can take the hits if needed
Walking slowly, attempting to dodge or at least mitigate the lashing of the flames, Kitkul and Croaker slowly attempt to rejoin their group somewhere safer.
Croaker Fort Save: 1d20 + 0 + 2 + 2 + 1 ⇒ (11) + 0 + 2 + 2 + 1 = 16 +0 Base, +2 for going slowly, +2 for Kitkul taking the brunt and +1 for Qwyn spotting
Kitkul Fort Save: 1d20 + 3 - 2 + 1 ⇒ (11) + 3 - 2 + 1 = 13 +3 Base, -2 for Kitkul Covering for Croaker +1 for Qwyn spotting
The Dire GM |
Botting:
Qwyn Acrobatics: 1d20 + 12 ⇒ (3) + 12 = 15
Kaylee Engineering: 1d20 + 10 ⇒ (9) + 10 = 19
Qwyn finishes spotting for Kitkul and Croaker, dropping down out of the storm.
Kaylee uses her custom rig to breach a side of the structure closer to the two wounded stragglers, shortening their trip to safety (red triangle on the map).
Croaker, aided by Kitkul, moves slowly along the wall and through partially melted rocks, with neither of them suffering any further pain or torment at the moment.
Akkedis and Filament race to the next structure over. A body lies still inside the remains of this decaying structure. Rubble pins the body’s legs to the ground. A hoarse sob resounds from the figure as a lingering blast from 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.
You can quickly ascertain that this is one of the natives!
To safely free the native from the debris would require an Engineering or Medicine check as a full-round action!
Medicine to try and focus on extracting him without breaking or severing his limbs, Engineering to remove the rubble above/around him without causing a cave-in. You can use either one to aid the other. Just know that failing this check could make things worse!
ROUND 4
Akkedis (7 damage)
Kaylee (5 damage)
Kitkul (6 damage)
Filament
Qwyn (4 damage)
Croaker (10 damage)
No Fort saves are needed unless you end your turn outside, by the by.
Spike 'Croaker' |
Croaker hiding behind Kitkul says: "Crap on a cracker, that weather is severe".
He turns on the comm unit and screams to be heard over the wind: "What is the status of that moaning being? Is it the Exile?". Croaker is certain that it is not, but it is good to have dreams.
Given that Kitkul is leading me I am following his movement. Feel free to roll for me in this round as well ;)
Qwyn |
Sorry, could've swore I posted yesterday afternoon...may have hit preview instead of submit or something...but I basically did the same thing as the GM botted any way...
"Good job, Kaylee. I'll go check on Master Filament and Akkedis." Qwyn makes his way over to the next building. "What do we have here fellows? Looks like he's in bad shape..."
Kitkul |
Croaker Fort Save: 1d20 + 0 + 2 + 2 + 1 ⇒ (20) + 0 + 2 + 2 + 1 = 25 +0 Base, +2 for going slowly, +2 for Kitkul taking the brunt
Kitkul Fort Save: 1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 19 +3 Base, -2 for Kitkul Covering for Croaker
Kitkul and Croaker keeps on slowly moving to the rest of the group, with Kitkul keeping a close eye on the storm, while Croaker is making sure to keep his head low and keeping Kitkul on the right path to meet back with the group.
With the concussiveness happening right in front of them, Kitkul sees that an opening was made in the wall. With safety right in sight, it grabs Croaker and helps him inside, so that he can get out of the storm...leaving itself just outside.
It was either him or me who would have been left outside for 1 more round...better me than Croaker, one more hit could have dropped him.
Master Filament |
Upon spying the pinned native, Master Filament tries to assure the being, "We will help you as soon as we can. We are outsiders, but have made friends in the nearby village."
The solarion then looks to his vesk companion. "I do not see a weak point that I believe I can strike. Getting the creature free, without possibily causing further harm, requires skills beyond my training."
When his comm link indicates an incoming message from his fellow ysoki, Filament relays, "We have found an injured native, trapped beneath a Cascade of debris. It would appear that we have found the 'Exile'. We could likely use some assistance in getting the creature free."
As the channel closes, he turns to the vesk to see if his fellow Starfinder has made any progress.
The Dire GM |
No worries. Odd week for lots of people, it seems.
Croaker and Kitkul make it to the safety of the central structure.
Filament and Akkedis determine that this native needs medical attention, or at least someone who knows how to avoid cave-ins.
Qwyn and Kaylee both run across to join the others in the structure with the native.
ROUND 5
Akkedis (7 damage)
Kaylee (5 damage)
Kitkul (6 damage)
Filament
Qwyn (4 damage)
Croaker (10 damage)
No Fort saves are needed unless you end your turn outside.
Qwyn |
Qwyn grimaces. "Looks like he's been here a while...maybe I can figure out a way to get him out of there with no further harm..."
Engineering: 1d20 + 5 ⇒ (16) + 5 = 21
Spike 'Croaker' |
Croaker breaths out the air after finding shelter in the ruins. He looks around and turns to Kitkul: "Thanks Kitkul, I might not have get out of there in one piece." With that he bows his head.
After that Ysoki turns his comms: "I am going to you, please wait with any rescue missions for me, I can keep this beeing alive. If this truly is an Exile be careful as she is dangerous."
With saying that Croaker steps outside and follows the rest of the teammates to the next building. (double move)
After getting there I will assess the state of the hurt alien.
Medicine: 1d20 + 5 ⇒ (20) + 5 = 25
Spike 'Croaker' |
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I know that my round ended but if I am the only one with medicine knowledge other ppl would wait for me, so I allowed myself to make that medicine roll and read the note.
Croaker checks the trapped alien and speaks out. "It is the scout not the Exile. You can see clear remarks that it is a he and not a she. It seems that he was trapped here for 2-3 days and is dehydrated and exhausted. I think we should be able to save him. Didn't one of you packed some food from the natives? If we can spare them to feed this poor soul it would be great. I am not sure how he would react to our rations."
With that Croaker reaches toward his backpack to get some water and give it to him.
Kitkul |
Kitkul rushes after Croaker, just making sure the ysoki gets into safety ASAP.
Once into the other dome, Kitkul looks around, realizing that it doesn't have any particular skills to help the trapped alien. With that, it goes into overwatch, keeping an eye out for anything that might surprise its friends while they help the alien out.
Perception: 1d20 + 3 ⇒ (10) + 3 = 13
The Dire GM |
Kaylee's player has asked to drop from the game due to RL stuff regarding the US midwest's flooding issues. I have an idea on how to do this that actually fits the scenario - see below.
Working together, Qwyn and Croaker expertly extract the native safely. Together, you all wait out this particular storm, which dies down not long afterwards (harmful effects only happen for 5 rounds at this tier). This leaves you all in an area that is still rather "warm" but with no immediate acute environmental hazards.
A Medicine check (which your GM is waiving) reveals that he's injured enough that he would need healing in order to make it across the bridge and terrain back home unless somebody went with him. Kaylee volunteers to take him back to his home and to also check to make sure the ship is okay.
When the worst of the heat dissipates, you are now out of rounds.
Before departing with Kaylee, the native confirms that he is Hilad the scout, and gives you a woven sack filled with items he has found in the vicinity as a thank-you.
Inside are two tiny iron rings:
One of them on a chain...
This is a Trailblazer Weapon Fusion Seal rated at Item Level 4.
There is much debate about the usefulness of fusion seals in the Starfinder community. Your GM subscribes to THIS reading of the text, and as such, if you are the first to attach this fusion seal to your weapon, it will activate immediately. Removing it from a weapon to place on a different weapon is what causes the 24 hour "cooldown" before it becomes active again.
The other one bears a small garnet that glows softly...
This is a Mk. 1 Ring of Resistance.
In addition to these rings, half a dozen credsticks bearing the iconography of the Hellknights (insured by AbadarCorp) are in the sack, worth approximately 750 credits.
Akkedis (7 damage)
Kitkul (6 damage)
Qwyn (4 damage)
Croaker (10 damage)
Filament (0 damage)
Kaylee (returning to ship)
What would you like to do now, Starfinders?
Given where we are in the scenario, feel free to chill (relatively speaking, heh) and RP as you'd like, and we will probably pick up on Monday. Here's hoping one of you can make the Survival check!
Akkedis Dauðlaus |
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Survival/DC 10: 1d20 ⇒ 16
Akkedis watches the storm subside and takes a deep breath. "The storms have faded, we can rest shortly before they return. We should tend our wounds as quickly as we can then press on to the outpost." He begins tending to his burns, and offering help to any he can.
Revealing Weather spoiler. Spending RP to gain SP.
Spike 'Croaker' |
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After extracting Hilad and seeing him go with Kaylee, Croaker sits and leans on the wall, he checks how much damage had the heat done to his body. After assessing the damage, he goes through each and every agent still in the building. After seeing that everyone else looks well he tends to his wounds.
While seating Ysoki concentrates on the energy filling the cosmos, breaths the air in and closes his eye. You might notice a very dim green light surrounding Croaker after that. Mystic stays in this state for around 10 minutes.
Healing touch - once per day restore 5 HP per mystical level. That restores my HP to full. If I can I would spend 1 RP for restoring my stamina back during the same 10 mins. If I can't I ask for us to stay for 20 minutes there. If my math is right we have that time.
After the rest, the glow goes away and you can see that Croaker stands up as he would not suffer all that punishment that petty gods (meaning GM) thrown his way.
Ysoki approaches the found items and focuses on identifying the glowing ring:
Mysticism: 1d20 + 7 ⇒ (20) + 7 = 27
After looking at the glowing ring from the distance without touching it, Croaker slowly picks the ring up and put it on his finger. After few seconds he removes it and put it back on the ground.
"I don't have any symptoms of a concussion or dilussions so I am fairly sure it is some version of a resistance ring of the lowest level. It helps you avoid dangers in the aread that one is the most vulnerable."
Kitkul |
Survival: 1d20 + 3 ⇒ (20) + 3 = 23
Kitkul nods its agreement on Akkedis's statement on resting. With that it puts itself closest to the outside, keeping watch on what is happening outside, even as it takes a quick breather from the long distance running and climbing that just happened.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Spending a RP to get back Stamina
The Dire GM |
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Totally fine by me, Croaker. Just make sure to note it in the annals.
I suddenly feel the urge to make a character that pays homage to the black company...the Captain was always described as a "bear of a man" I think, right? Maybe when I earn my uplifted bear boon...
Spike 'Croaker' |
After identifying the ring of resistance, Croaker looks a bit closer at the other ring that is on a chain.
Engineering: 1d20 + 4 ⇒ (12) + 4 = 16
After looking at it, Ysoki lifts it up and observe it closely. After a couple of minutes he speaks out:
"Without a doubt, it is a Trailblazer Weapon Fusion Seal. This fusion can be moved from one weapon to another making it a useful augmentation. This fusion enhance weapon used in severe weather conditions as well as attacking beings submerged in water while you shoot from the shore."
After looking at both objects Croaker grins and says: "I suggest that we play cards for who keeps that resistance ring." Ysoki grins broadly. You recall him boasting about being a gambler.
Master Filament |
Master Filament scans over the baubles, but can make little sense out of them. His comrades' explanations sound probable, but he is disappointed that this is not much he finds useful. As the others, rest, he finds a secure spot in which to meditate.
The Dire GM |
After taking some time to rest, you press onward and up some shallow hills to what, at first, seems like the eye of the storms - but then you realize instead is actually a large area that is shielded from the storms using some form of tech from the compound ahead of you!
A large modular outpost (in a style used by the Pact Worlds a couple of centuries ago) stands atop the hill overlooking the ravines and forests. The circular structures appear to be about 20 feet in height while the corridors are only 15 feet tall. All of the walls are made of sturdy prefabricated polymer-plastic material. Your perception checks reveal that this outpost once boasted defensive laser turrets on all sides, but now they are all nonfunctional except for the ones on the eastern side (opposite from your approach).
The doorway to the outpost hangs open, the locking mechanism apparently having been broken away in the storm.
Debris litters the floor of this otherwise empty chamber. The floor paneling has been ripped up in several areas, revealing the same ground as the exterior. The airlock-style doors to the north and south remain securely closed.
The map is updated! You can still declare your SP-recovery rest and any checks you'd like to make following the storm, too!
Kitkul |
Kitkul will poke its head in, checking to make sure that there are no enemies inside.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
If things look good, it will move inside, motioning the rest to follow.
The Dire GM |
Kitkul notices the sleek black dome of a security camera on the ceiling and also notices that a panel of the wall opposite the entry door contains a laser turret trap!
If someone is trained in Engineering, there might be just enough time to jog over there and disarm it!
Kitkul |
"I believe I see a laser turret with a security camera. I know I don't have the ability to disarm it, but maybe somebody else does?"
With that, Kitkul will step aside letting the others in the group look at the trap, noting exactly where it is so that they can pick it out without entering the room.
Spike 'Croaker' |
Seeing Qwyn running to the turret (I assume that it is the turret that he is disabling) Croaker kneels a bit to the side of the door and aims his laser rifle at the camera.
If things go south Ysoki plans to destroy the camera increasing the chances of Qwyns survival.
If you want to see if I hit the camera.
Shoot at the camera: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d8 ⇒ 5
Qwyn |
Seeing Qwyn running to the turret (I assume that it is the turret that he is disabling)
Trying to disable whatever sets off the laser, be that the turret or whatever controls it...
The Dire GM |
So, at this past Gen Con, Tonya honored me with a campaign service coin. The neat benefit of the coin is that it allows me to give a reroll to any player at the same table I'm at. I interpret that to also function when GMing as well as playing, and as such, I'm going to give it to Qwyn's disable check!
Qwyn Engineering: 1d20 + 5 + 3 ⇒ (13) + 5 + 3 = 21
Qwyn rushes over and starts cutting wires. He almost clips the wrong one, but catches himself in time before deactivating it moments before it would have fired!
Croaker shoots the black-domed camera at almost the same time, while Filament moves to the northern door, finding it shut and locked (as is the southern door, if checked).
Ah well.
A few seconds pass, and then the squeal of a speaker system comes to life, a heavily accented voice of a female Darak-oni speaking to you in the Common language of the Pact Worlds!
“So, it seems I have some unwelcome guests intruding upon my solitude and destroying what is rightfully mine. Leave now, or you will regret ever venturing farther. This is my first and final warning, trespassers.”
Aside from this, the room is silent.
Where to now, Starfinders? Opening either door from here requires an Engineering check.
Spike 'Croaker' |
Croaker stands up, enters the room and moves toward a speaker. He clears his throat and speaks up:
"We came here as we seek someone. For years we were unable to travel to this planet as the Mighty Besmaran Whelp was protecting it, destroying every starship that would fly to close. The beast was powerful and terrifying."
Croaker pauses for the effect:
"Around 43 years ago an Oracle spoke of a mighty beast protecting a world that could not be defeated with any technological weapon. But at the year of a dying star, a new hero will arise from a dragon-like people and kill the beast with the power of his or her mind."
"The legend spoke that this hero is a great warrior and would unite the nations to create a new empire. We were observing the planet from afar, we saw the beast getting mad, shooting at imaginary foes and died in great pain."
"We came here to look for the one who did it. We approached the village of Dara-oni and they said that you are the strongest and the most terrifying warrior of all."
He pauses trying to look with hope:
"Are you the one? Did you kill the beast? If so how have you done it? Will you create your empire? Come out and talk to us. We need to know."
Bluff: 1d20 + 5 ⇒ (19) + 5 = 24