Zeyram
|
Not having someone in melee range, Zeyram leaps to the southeast where he has a clear shot at all of the Jinsul.
Target Green if still up, otherwise Red
“I’m relieved to see these don’t have the leg blades! I guess not every Jinsul has those.”
Trick Attack, Acro: 1d20 + 18 ⇒ (13) + 18 = 31 Need 20 + CR
Static Arc Pistol: 1d20 + 10 ⇒ (18) + 10 = 28
Electrical non-lethal damage, Photon: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Trick Attack: 1d8 ⇒ 7
“Oops, forgot to change the setting to lethal!”
Ivok Dracusk
|
Ivok closes the distance on the nearest and bring all of the jinsul into his reach again.
"I'm grateful for their lack of blades, but they still seem to be just as aggressive as their warriors!"
Attack vs Green if up, Otherwise Red
Attack Tactical Cryopike vs EAC (reach): 1d20 + 11 ⇒ (9) + 11 = 20
Cold Damage: 1d8 + 13 ⇒ (6) + 13 = 19
Move: Close in on Green/Red.
Standard: Attack Green/Red
| GM Skeemo |
| 1 person marked this as a favorite. |
Bat Elf lands a finishing shot on the pinned jinsul, knocking it unconscious. Zeyram and Ivok tag team the furthest jinsul, killing it with a mix of electricity and supercooled gas.
Round 2 (bold mat post)
Bat Elf (16/36 SP [1 nonlethal], 38/40 HP, 8/9 RP)
Jim (35/48 SP [3 nonlethal], 3/4 RP)
Clastorg (40/40 SP, 6/7 RP)
Zeyram (EP up, -2 Perception checks; 27/37 SP, 31/32 HP, 6/7 RP)
Beast* (dead)
Ivok (31/48 SP [3 nonlethal])
Round 3
HeeNee (17/42 SP, 5/6 RP)
Jinsuls (only purple remains, green unconscious)
Clastorg
|
Clastorg continues moving, performing another roll before firing at the remaining Jinsul.
Trick Attack (Acrobatics): 1d20 + 16 ⇒ (20) + 16 = 36
Sonic Pistol vs EAC: 1d20 + 8 ⇒ (9) + 8 = 17
Damage (So): 1d8 + 2 ⇒ (6) + 2 = 8
Trick Attack Damage (So): 3d8 ⇒ (2, 8, 4) = 14
'Big Jim'
|
Jim steps in swinging at the remaining creature...
Sintered Greataxe
vs Yellow
Attack 1d20 + 8 ⇒ (7) + 8 = 15 vs KAC
Damage 3d6 + 10 ⇒ (2, 3, 5) + 10 = 20
Buster then opens fire!
Corona laser rifle
Attack 1d20 + 7 ⇒ (10) + 7 = 17 vs EAC
Damage 2d6 + 6 ⇒ (4, 6) + 6 = 16
HeeNee
|
HeeNee moves in for a clear shot on the last jinsul!
I mean, if it's still up.
pew!: 1d20 + 9 ⇒ (12) + 9 = 21
ouch! overcharged: 2d6 + 6 + 1d6 ⇒ (5, 1) + 6 + (3) = 15
| GM Skeemo |
Jim and Clastorg each strike the remaining jinsul, laying it low. Only the sound of your weapons powering down remains, muffled by the distant winds and bitter snow. A lightning flashes casts a flicker of illumination over the casualties of the ambush.
Combat over! HeeNee doesn't need to use the ammo.
Each jinsul wears second skin armor and wields a hunting rifle with 9 to 11 rounds (depending on how many shots it took during combat). They also carry assortments of scavenged armor pieces decorated with medals. The creature accompanying them wears what may have once been a suit of thinplate, but it has been warped beyond use by the creature's bizarre anatomy; it will take substantial professional refitting for it to be of use to any humanoid creature.
You can now choose to rest (same time issues as before), and/or continue your explorations and progress toward the city. You may now add Perception and Stealth to your lead/aid another skill options for exploring the planet while approaching the city.
Hour 3 (50+ minutes) XXX
Bat Elf (16/36 SP [1 nonlethal], 38/40 HP, 8/9 RP)
Jim (35/48 SP [3 nonlethal], 3/4 RP)
Clastorg (40/40 SP, 6/7 RP)
Zeyram (EP up, -2 Perception checks; 27/37 SP, 31/32 HP, 6/7 RP)
Ivok (31/48 SP [3 nonlethal])
HeeNee (17/42 SP, 5/6 RP)
Clastorg
|
Clastorg doesn't need to rest, but he would like to let those that do have the chance to heal themselves.
Life Science: 1d20 + 12 ⇒ (9) + 12 = 21 DC 5 lower if related to Xenobiology
Culture: 1d20 + 12 ⇒ (7) + 12 = 19
Engineering: 1d20 + 12 ⇒ (3) + 12 = 15
Moving up to the downed creature that the Jinsuls had with them, Clastorg quickly looks it over, occasionally prodding its skin and peering at the flesh revealed by any wounds. "Hmm. This appears to be a specimen of the jeskrall species. Based off of its mouthparts and limbs, it appears to be a scavenger. Based off of this," gesturing at the warped armor covering the creatures body, "the species appears to behave much like Golarion hermit crabs, finding some piece of abandoned armor or other shell-like object to inhabit, locating new ones when needed due to growth or damage. It appears that this one was trained by the Jinsul to be some form of bodyguard, based on the way it shielded one of them near the beginning of our scuffle. It would be logical to conclude that they may have more of these creatures trained."
Done with his examination of the creature, he looks over the armor that the Jinsul were wearing. "We should bring these armor suits along with us, as they would likely be quite valuable to any Jinsul scholars back at the Lorespire complex. It appears that they were valuable to these Jinsuls at the very least; these scratches on the armor suggest that these foragers may had been fighting over them for some reason or another."
.
Once the truck is fixed up and everybody is ready to leave, Clastorg will once again get inside. As they go, he attempts to ensure that they have reduced chances of another ambush, while also aiding the others on their activities.
Mysticism to aid: 1d20 + 4 ⇒ (1) + 4 = 5
Physical Science to aid: 1d20 + 6 ⇒ (16) + 6 = 22
Stealth (leading): 1d20 + 15 ⇒ (19) + 15 = 34
Survival to aid: 1d20 + 4 ⇒ (12) + 4 = 16
If nobody objects, Clastorg can lead the Stealth check.
Auto-aids: Culture, Engineering, and Perception
As there are only six of us, one skill won't be done I believe. Whichever it is, just ignore my aid for it.
'Big Jim'
|
Life Science 1d10 + 12 ⇒ (2) + 12 = 14
"Hey Buddy, what are these?" Jim taps the corpse of the creature with his boot. From within the truck a Goblin voice simply claims it is too cold outside so it won't come check until it gets warmer.
Culture 1d10 + 8 ⇒ (8) + 8 = 16
"That's some interesting regalia, seems military, reckon we should take that with us"
Engineering 1d10 + 13 ⇒ (8) + 13 = 21
"I could rig up the gathered armor pieces into a functional suit of armor same as vesk brigandine III, with a removable deflective reinforcement armor upgrade"
***
Meanwhile, back on the road...
Culture aid 1d20 + 8 ⇒ (3) + 8 = 11 Pass
Engineering - Take 10 for 23 Lead?
Mysticism (Aid) - Take 10 for a 22
Perception 1d20 ⇒ 1
Stealth (Aid) - Take 10 for 12 Pass
Zeyram
|
Looking over the junk, Zeyram asks “Is there enough scrap metal that we could rig some sort of lightning rod to protect us in the vehicle?”
Culture: 1d20 + 12 ⇒ (4) + 12 = 16
Zeyram nods his agreement with the other people’s assessment of the armor.
“I think I can get by without a rest. Out in the open like this we would just be begging for the lightning to strike again.”
Zeyram will continue to watch for anything of cultural significance.
Culture: 1d20 + 12 ⇒ (2) + 12 = 14
Aid Survival: 1d20 + 1 ⇒ (16) + 1 = 17
Aid Stealth: 1d20 + 5 ⇒ (14) + 5 = 19
Aid Perception: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Bat Elf
|
"It is a pity that we had to kill the jeskraal. It was an interesting creature. Do you think that I could teach Bat Pup to ride around in armor like that?"
On the way, Bat Elf studies more jinsul iconography, while helping her team.
Bat Mysticism: 1d20 + 15 ⇒ (14) + 15 = 29
Bat Aid! (Culture): 1d20 + 14 ⇒ (19) + 14 = 33
Bat Aid! (Engineering): 1d20 + 14 ⇒ (8) + 14 = 22
Bat Aid! (Survival to Cut Short the Time): 1d20 + 13 ⇒ (14) + 13 = 27
Bat Aid! (Perception): 1d20 + 15 ⇒ (12) + 15 = 27
Bat. Aid! (Stealth): 1d20 + 6 ⇒ (10) + 6 = 16
Ivok Dracusk
|
Ivok's manager gives an minor exasperated look with Buddy with his complaints about the temperature. Handing him a set of pads loaded with data she hops out of the car to run a data feed of the creature outside to send out to the goblin. Big Jim: Your ally boon, and everyone elses, gets a +3 insight bonus on skill checks from my ally.
Engineering on Scavenged Jinsul Gear: 1d20 + 10 ⇒ (12) + 10 = 22
Culture on Jinsul: 1d20 + 8 ⇒ (9) + 8 = 17
After giving respect to the fallen, Ivok helps to inspect the armor scraps and supports Jim's appraisal. "Solid armor. Better protection than what I have without any of the bulk. The reinforcement wouldn't do me any good. Anything that would bruise me would just as easily break through these pads, but I think they would help if any other fights to come."
"I'm still fine to travel for now, that bolt still stings a bit but nothing I can't work through. If Bat Elf is right, then some demonic thing is watching us and able to take shots at us as we travel or rest. I rather not linger here too long, but I don't also want to run into it with heavy injuries if we really need to rest. Pushing that far past your limits will only end in permanent injury. How are you feeling HeeNee? You took a lot of their opening volley."
Since Buddy has Mysticism, next round, if Bat Elf would like, could move onto another skill check if Big Jim was able to have Buddy lead that check as their action. In that case, Ivok could lead Engineering in Big Jim's place.
For now, Ivok will lead Survival (or Perception if someone else takes on Survival
Survival: 1d20 ⇒ 8
Culture Aid: 1d20 + 8 ⇒ (16) + 8 = 24
Engineering Aid: 1d20 + 10 ⇒ (1) + 10 = 11
Stealth Aid: 1d20 + 1 ⇒ (6) + 1 = 7
Perception Aid: 1d20 ⇒ 5
HeeNee
|
HeeNee rubs her side. "You're right, Zeyram. I think I can get by without a rest. I mean, it's certain doom either way, but perhaps we'll put it off a little longer if we keep moving."
Physical Science, lead: 1d20 + 12 ⇒ (17) + 12 = 29
Engineering, auto-aid
Perception, auto-aid, if aiding is appropriate
Survival, to aid: 1d20 + 2 ⇒ (8) + 2 = 10
Stealth, to aid: 1d20 + 4 ⇒ (18) + 4 = 22
'Big Jim'
|
Buddy can’t take10 though, so we suffer the whims of fate
'Big Jim'
|
Derp _stealth aid 1d20 + 2 ⇒ (15) + 2 = 17
Ivok Dracusk
|
I didn't realize you couldn't take 10 on Aid.
I will with work around any party arrangement there is on skills, but outside Engineering and Culture I am making skill checks at +0 (For Survival or Perception). Wanted to make sure my checks weren't completely falling under the radar.
Zeyram
|
Aid Another
The GM might rule that you can help someone succeed at a skill check by performing the same action and attempting a skill check as part of a cooperative effort. To do so, you must attempt your skill check before the creature you want to help, and if you succeed at a DC 10 check, that creature gains a +2 bonus to his check, as long as he attempts the check before the end of his next turn. At the GM's discretion, only a limited number of creatures might be able to aid another. You cannot take 10 or take 20 on an aid another check, but you can use aid another to help a creature who is taking 10 or 20 on a check.
| GM Skeemo |
Since Buddy has Mysticism, next round, if Bat Elf would like, could move onto another skill check if Big Jim was able to have Buddy lead that check as their action. In that case, Ivok could lead Engineering in Big Jim's place.
Ally boons still use your own action, so Jim can't lead Engineering if Buddy leads Mysticism. Some of you are close to maxing out your research in particular fields though, so you might be able to cover the rest of the skills for the remainder of the journey.
Bat Elf (16/36 SP [1 nonlethal], 38/40 HP, 8/9 RP): aid all, lead Mysticism - 29 +2 aid
Jim (35/48 SP [3 nonlethal], 3/4 RP): aid all but Perception, lead Engineering - 23 +8 aids
Clastorg (40/40 SP, 6/7 RP) : aid all but Mysticism, lead Stealth - 34 +8 aids
Zeyram (EP up, -2 Perception checks; 27/37 SP, 31/32 HP, 6/7 RP): aid Survival and Stealth, lead Culture 14 +8 aids
Ivok (31/48 SP [3 nonlethal]): aid Culture and Engineering, lead Survival - 8 +8 aids
HeeNee (17/42 SP, 5/6 RP): aid Engineering, Perception, Survival, and Stealth, lead PhySci - 29 +2 aid
Culture 3 - 22
Engineering 2 - 31
Mysticism 3 - 31
PhySci 2 - 31
Survival - 22
Perception* -
Stealth* - 42
Despite the team's efforts, navigating in this weather is exceptionally hard. The snow keeps shifting visibility of the roads, and you find yourselves headed in strange directions more than once. As you proceed, more and more ruins of outskirt structures pop up on the horizon. Exploring them, Zeyram finds another headpiece in what may have once been a prison, strapped to the body of a long-dead jinsul. Looking at the various machines along the way, Jim examines some rusted markings around the vehicles' edges. He determines they're similar to license plates on Pact Worlds vehicles, except that the wildly divergent forms of identification between the different machines suggest that the race splintered into hundreds of smaller groups, each attempting to eke out an existence within the inhospitable territory where they’d settled. Following up on that, HeeNee notices that several of the vehicles have tiny effigies affixed to their prows, resembling jinsuls with their legs bent into awkward positions. As the two compare notes, they think they figure out how to pilot a vehicle built for jinsul anatomy, should they stumble upon a working one; beyond that mental exercise, however, they see little use in continuing to look at repeat specimens of jinsul technology. Engineering and Physical Science maxed out.
One relatively intact limestone structure intrigues Bat Elf. She wanders inside and sees Jinsul carvings and symbols viciously and haphazardly scraped throughout the interior surface, with the rest of the building's insides having been burned to ash long ago. All the symbols are stylized depictions of the same text: DHURUS; PRAISE DHURUS; DHURUS SHALL SAVE; LONG LIVE DHURUS; CONQUER FOR DHURUS; BEHOLD ME DHURUS, I AM WORTHY. The mystical signatures of these symbols are vastly stronger than those of the semi-divine god-heroes you read about in the earlier texts. One charred poster reads: Dhurus returned to us, with Kadrical's blessing. But the deathless ones had broken His gift. Dhurus's wrath was glorious, and his horror overwhelming. He punished the blasphemers for eternity. Ever the example of treachery, ever the spotlight back to Kadrical's embrace. We have sinned, but we now see salvation. Praise Dhurus, Praise Kadrical! Victory lies before us! As she examines this document, thunder rumbles overhead; she glances up to see the clouds circling into a small eye, likely a scrying sensor. She feels her hair tingle, then dives behind the wall just as another lightning bolt strikes. She emerges covered in sooty snow, but unharmed.
Clastorg sneaks well beyond the rest of the group, and returns with some alarming reports: as the density of the buildings increases toward the city, so does the density of the jinsul population. He found another scavenging group picking through a landfill far from the road, and got close enough to observe them. It appears that all the jinsuls on this planet lack the leg blade augmentations used by their Scoured Stars kin; apparently they find this significant, as many feebly strap crooked strips of metal to their legs. They also use less refined tactics compared to the well-disciplined, well-equipped jinsul military that the Society has previously encountered. Their wild behavior suggests that they may not care about catching their allies in friendly fire.
Attack vs. EAC (cover): 1d20 + 16 - 4 ⇒ (4) + 16 - 4 = 16
Damage (E): 2d8 + 9 ⇒ (5, 3) + 9 = 17
Ivok Fort: 1d20 + 6 ⇒ (12) + 6 = 18
Zeyram Survival: 1d20 + 1 ⇒ (3) + 1 = 4
HeeNee Fort: 1d20 + 6 ⇒ (5) + 6 = 11
Bat Elf Fort: 1d20 + 6 ⇒ (11) + 6 = 17
Clastorg Fort: 1d20 + 3 ⇒ (1) + 3 = 4
Jim Fort: 1d20 + 6 ⇒ (17) + 6 = 23
Cold: 1d6 ⇒ 1
The biting cold persists, with HeeNee shrugging it off but small icicles starting to form on Clastorg's feeding appendages. Furthermore, the ash has begun to thoroughly block Zeyram's vision, to the point where Jim and HeeNee need to lead him safely back to the truck. @Zeyram: as long as your environmental protections remain up, you suffer a -3 penalty to Perception and enemies all have concealment against you.
The city looms closer, but not nearly fast enough for this hellish cold. The outline of the horizon at the base of the city seems to glow with a barely-perceptible orange light.
Hour 4 (50+ minutes) XXXX
Bat Elf (16/36 SP [1 nonlethal], 38/40 HP, 8/9 RP)
Jim (35/48 SP [3 nonlethal], 3/4 RP)
Clastorg (39/40 SP [1 nonlethal], 6/7 RP)
Zeyram (EP up, -3 Perception checks, enemy concealment; 27/37 SP, 31/32 HP, 6/7 RP)
Ivok (31/48 SP [3 nonlethal])
HeeNee (17/42 SP, 5/6 RP)
Zeyram
|
Frustrated at the gunk on the visor, Zeyram unseals his suit so that he can see.
Culture: 1d20 + 12 ⇒ (10) + 12 = 22
Aid Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Aid Survival: 1d20 + 1 ⇒ (11) + 1 = 12
Aid Stealth: 1d20 + 5 ⇒ (13) + 5 = 18
HeeNee
|
With her scientific curiosity satisfied, HeeNee starts playing lookout.
I'll lead for Perception.
Perception: 1d20 + 12 ⇒ (17) + 12 = 29
Survival, to aid: 1d20 + 2 ⇒ (6) + 2 = 8
Stealth, to aid: 1d20 + 4 ⇒ (13) + 4 = 17
Bat Elf
|
Bat Elf stares at the smoking crater left in front of the wall she left behind. "It's going to aim for us every hour, isn't it? Bah!" Bat Elf turns to Buddy. "Buddy, we keep getting lost. Can you study the iconography for a bit, while I take lead on finding us a way out of here? Oh and be careful. That Kohkleim demon seems to be aiming for those who are studying it," Bat Elf says grimly.
♫ Na nana na nana Bat Track! ♫
Bat Aid! (Mysticism): 1d20 + 15 ⇒ (9) + 15 = 24
Bat Aid! (Culture): 1d20 + 14 ⇒ (3) + 14 = 17
Bat Aid! (Engineering): 1d20 + 14 ⇒ (15) + 14 = 29
Bat Tracker! (LEAD on Survival to Cut Short the Time): 1d20 + 13 ⇒ (20) + 13 = 33
Bat Aid! (Perception): 1d20 + 15 ⇒ (6) + 15 = 21
Bat Aid! (Stealth): 1d20 + 6 ⇒ (15) + 6 = 21
Clastorg
|
Continuing with his previous activities of moving ahead of the group in order to attempt to mitigate any further surprises, Clastorg still attempts to aid the others in their activities as well.
Mysticism (to aid) (+cooperative): 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Stealth (leading): 1d20 + 15 ⇒ (9) + 15 = 24
Survival (to aid) (+cooperative): 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Auto aid on: Culture & Perception
Oof, I had been forgetting one of my racial abilities (Cooperative). Wrikreechee gain a +2 skill bonus when aiding others, and others gain a +2 skill bonus when aiding a Wrikreechee.
Ivok Dracusk
|
Ivok looks up to where the bolt came from as travel continues. "At least that means either it has attention divided or at least that it doesn't have an endless supply of endurance to attack as without pause."
"I'm not liking what I'm hearing of their story though. I was ready to lay the blame on all of this desolation at the hands of the immortal jinsul, but it looks like this some sort of demonic vengeance from their god. I'm willing to test myself against a demon, but a god is still out of my weight class. Do you really think that these Tears are blessings from their gods?"
Survival Aid: 1d20 + 0 ⇒ (3) + 0 = 3
Culture Aid: 1d20 + 8 ⇒ (15) + 8 = 23
Stealth Aid Clastorg (+cooperative): 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Perception Aid: 1d20 + 0 ⇒ (6) + 0 = 6
Since the only skill left to lead is Mysticism, instead of leading could I spend that time on something else? If so I would try to use my profession skill to chant and help another ally to power through the cold, aiding them against the environment.
"Don't worry Zeyram! This cold is barely anything faced with an indomitable spirit! Keep a good pace and focus on the goal and this will be nothing more than a nice desert breeze!" Ivok gives a cheer to Zeryam trying to encourage him while watching his pacing, trying to keep it steady in the time outside the vehicle.
Profession (physical trainer): 1d20 + 12 ⇒ (9) + 12 = 21
Zeyram
|
“What sort of world is Vesk, Ivan? The deserts on Kasath are no where near this cold.” Still, he does try to maintain body heat.
Are we allowed separate Survival checks for the bonus against cold weather?
| GM Skeemo |
“What sort of world is Vesk, Ivan? The deserts on Kasath are no where near this cold.” Still, he does try to maintain body heat.
Are we allowed separate Survival checks for the bonus against cold weather?
You may attempt one Survival check vs DC 15 to gain a +2 bonus on saves against cold weather (and grant it to allies) as per the Survival skill in the CRB. This does not require a separate action, but it cannot by modified by aid another.
Zeyram
|
Survival vs. Cold Weather: 1d20 + 1 ⇒ (7) + 1 = 8
With the environmental systems open on his suit, it becomes clear that Zeyram has no idea what heat retention means.
HeeNee
|
”You probably don’t want to visit Kalo-Mahoi! It’s always freezing.”
Clastorg
|
"Akchios is similarly quite cold most of the time, although based off of ice cores taken from the icy shell near to the poles, it has been warming progressively for the past several thousand years. It is still quite frigid for most races, though."
Ivok Dracusk
|
Survival check to Protect Against Cold Weather: 1d20 ⇒ 13
"Vesk Prime is far different from the weather we are having. Both the constant cold and the demon summoned lightning. In the Pact Worlds, I think it is more like Akiton than any other. The days are hot and the nights are cold, but not as cold as this." Ivok takes a moment to stretch to warm himself against the frigid cold.
Bat Elf
|
Bat Endurance! (Survival): 1d20 + 13 ⇒ (18) + 13 = 31
"Holy frozen tundra, Zeyram!" Bat Elf calls out. "Here, everyone, let me give you my cold weather survival tips! First off, you all need to sing a piece of invigorating music. Like, my theme song!"
♫ Na nana na nana Bat Elf! ♫
Bat Elf does offer other tips for keeping the cold weather out, but that's where she starts.
Everyone in the party gets a +2 to their fortitude saves today.
Ivok Dracusk
|
| 1 person marked this as a favorite. |
"She is right. Nothing keeps you running hot like a solid rhythm." Ivok throws a few mock punches as he takes his mind off the lingering horror that watching the group travel across this wasteland full of bandits.
| GM Skeemo |
Botting Big Jim.
Mysticism (Buddy lead): 1d20 + 12 ⇒ (4) + 12 = 16
Perception (aid): 1d20 + 6 ⇒ (4) + 6 = 10
Stealth (aid, cooperative): 1d20 + 3 ⇒ (8) + 3 = 11
Survival (aid): 1d20 + 0 ⇒ (2) + 0 = 2
Culture (aid): 1d20 + 8 ⇒ (4) + 8 = 12
Bat Elf (16/36 SP [1 nonlethal], 38/40 HP, 8/9 RP): aid all, lead Survival - 33 +4 aids
Jim (35/48 SP [3 nonlethal], 3/4 RP): aid Culture, Perception, and Stealth, lead Mysticism - 16 +4 aids
Clastorg (39/40 SP [1 nonlethal], 6/7 RP): aid all, lead Stealth - 24 +10 aids
Zeyram (EP up, -3 Perception checks, enemy concealment; 27/37 SP, 31/32 HP, 6/7 RP): aid all, lead Culture - 22 +6 aids
Ivok (31/48 SP [3 nonlethal]): aid Stealth
HeeNee (17/42 SP, 5/6 RP): aid Stealth, lead Perception - 29 +6 aids
Culture 3 - 28
Mysticism 4 - 20
Perception 1 - 35
Stealth 2 - 34
Survival - 37
Bat Elf takes noteworthy leadership of the group, masterfully directing Jim's driving to make as effective a beeline toward the city as any of you can see. Destroyed buildings become progressively more prominent as you enter the city's outer burbs. Looking through some of the ruins, Zeyram notes that many of the depictions of the warlords are defaced and desecrated, for when the “prophet of Kadrical” (called "DHURUS" in several tattered records) arrived to bring the jinsuls back to the Scoured Stars, he riled the jinsuls into overthrowing their current hero-god leaders, whose semi-divine energies kept them alive despite the coup d’état.
HeeNee and Clastorg scout for the group, looking ahead into potential ambush sites before Jim drives down into them. As they do so, they each spot several more groups of jinsuls, each one larger than the one before, from a safe distance. HeeNee watches several jinsuls fervently seek out objects that may have sentimental value (some retrieve photo albums, others books or other writings) and immediately set them on fire, shrieking to the sky as they burn. Based on their behavior, it appears these jinsuls were the ones left behind by the main force, and they desperately seek to prove themselves by purging their cities of reminders of any former heresies. Meanwhile, Clastorg spots several jinsuls decorating themselves with tokens that resemble military regalia, squabbling over preferred medals and bits of armor. Their focus on such tokens suggests Dhurus brought the jinsuls’ strongest fighters to engage the trespassers (i.e. the Starfinder Society) when they re-opened the path into the Scoured Stars, and those still on Rax seek out validation for their own combat prowess.
EDIT: On their way back, each scout also spots a lone jinsul wearing a scarf-like wrapping of animal fur standing atop the wrecked buildings. It stands rigidly still, clearly more disciplined than the others you’ve seen, and appears to be missing a leg. It’s difficult to tell, given its omnidirectional sight, but you suspect it is watching you...
Jim tries to get Buddy to focus on the task at hand, but the undisciplined goblin cavorts around reciting what few icons and incantations he understands. The effort seems to particularly offend the kohkleim, which hurls a lightning bolt at Jim and Buddy in addition to HeeNee. Luckily, Bat Elf's council for how to anticipate the attacks allows them to take cover and avoid further damage.
Target: 1d6 ⇒ 3
Attack vs. EAC (cover): 1d20 + 16 - 4 ⇒ (5) + 16 - 4 = 17
Damage (E): 2d8 + 9 ⇒ (5, 8) + 9 = 22
Attack vs. Jim EAC (cover): 1d20 + 16 - 4 ⇒ (6) + 16 - 4 = 18
Damage (E): 2d8 + 9 ⇒ (4, 3) + 9 = 16
Ivok Fort: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Zeyram Fort (hour -3): 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
HeeNee Fort: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Bat Elf Fort: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Clastorg Fort: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Jim Fort: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Cold: 1d6 ⇒ 2
The biting cold shocks Zeyram at first, but he grits his teeth and muscles through the pain, keeping his focus on his movement. Ivok's stamina and HeeNee's adaptation to cold keep them safe, but Jim, Clastorg, and Bat Elf all continue to feel it as frostbite starts to set in.
The orange glow forming the backdrop of the city becomes much more prominent, allowing the towering buildings to be seen even in the darkness. Lightning leaps throughout the storm clouds swirling above, revealing the fractured exteriors of the buildings ahead. If you can find a main tributary beneath the snow, you may be able to reach the city's heart within the hour.
Hour 5 (50+ minutes) XXXXXX
Bat Elf (14/36 SP [3 nonlethal], 38/40 HP, 8/9 RP)
Jim (33/48 SP [5 nonlethal], 3/4 RP)
Clastorg (37/40 SP [3 nonlethal], 6/7 RP)
Zeyram (EP down; EP has -3 Perception checks, enemy concealment; 27/37 SP, 31/32 HP, 6/7 RP)
Ivok (31/48 SP [3 nonlethal])
HeeNee (17/42 SP, 5/6 RP)
Zeyram
|
Having finally arrived in the outskirts of the city, Zeyram continues to collect more information on the Jinsul culture.
It continues to be apparent that he grew up in a starship, he really has little idea how to find good routes or read signs on paths. Having given up on the suit’s visor, he does help keep a watchful eye out and suggest some approaches where the group is less likely to be noticed.
Culture: 1d20 + 12 ⇒ (11) + 12 = 23
Aid Survival: 1d20 + 1 ⇒ (5) + 1 = 6
Aid Stealth: 1d20 + 5 ⇒ (9) + 5 = 14
Aid Perception: 1d20 + 7 ⇒ (10) + 7 = 17
HeeNee
|
"This is a very odd place," HeeNee mutters to herself.
Perception, to lead: 1d20 + 12 ⇒ (8) + 12 = 20
Survival, to aid: 1d20 + 2 ⇒ (16) + 2 = 18
Stealth, to aid: 1d20 + 4 ⇒ (18) + 4 = 22
Clastorg
|
Meeting back with the group, Clastorg sits in the truck for a moment to warm up a little. He then gestures to get everybody's attention. "On my way back, I spotted a solitary Jinsul standing on one of the ruined buildings I passed. They were behaving differently than the other Jinsul around here, and were dressed differently as well. More importantly, I got the sense that they may have been watching me. They didn't do anything that I could notice, but it was still rather strange." Once people start moving again, he will once again move out ahead to scout out any potential ambush sites in the truck's path.
Mysticism (to aid) (+cooperative): 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Stealth (leading): 1d20 + 15 ⇒ (17) + 15 = 32
Survival (to aid) (+cooperative): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Auto aid on: Culture & Perception
Ivok Dracusk
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I don't believe it matters on that check, but I think Buddy has a total +15 on Mysticism including a +3 from my ally boon. +6 (level) +6 (elite hireling) +3 (administrator ally boon)
"Could it be we might be able to talk to them? Haven't met any friendly jinsul yet, but I wouldn't need to exercise my mind too much to imagine that is because that was because all of those were the most devoted warriors they pulled up from here." Ivok tries to keep moving as his body threatens to give into the cold, he adjusts his armor to give a bit more of an edge against the frost. "They might just be waiting for an ambush with other jinsul, but if this demon can already keep an eye on us hours out while launching lightning from the sky, it doesn't seem like someone who would be placing servants as scouts."
Aid Culture: 1d20 + 8 ⇒ (7) + 8 = 15
Aid Survival: 1d20 ⇒ 20
Aid Perception: 1d20 ⇒ 16
Aid Stealth (+cooperative): 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23
Zeyram
|
“I agree.” Zeyram says, nodding towards Ivok. “It is obvious that the Jinsul we encountered at the Scoured Stars are those most devote to this conqueror. What you describe is something quite a bit different than the suicidal fanatics we know.”
Rubbing all four of his arms to warm himself, he says “Although it may be they are just observing our tactics, it is also possible they are trying to determine our motives. If we get a chance, we should try to speak with them.”
Bat Elf
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"Alright Buddy, you need to concentrate on the Iconography! Help us find out more about this demon, while I guide us to the City!"
♫ Na nana na nana Bat Track! ♫
Bat Aid! (Mysticism): 1d20 + 15 ⇒ (14) + 15 = 29
Bat Aid! (Culture): 1d20 + 14 ⇒ (3) + 14 = 17
Bat Aid! (Engineering): 1d20 + 14 ⇒ (2) + 14 = 16
Bat Tracker! (LEAD on Survival to Cut Short the Time): 1d20 + 13 ⇒ (18) + 13 = 31
Bat Aid! (Perception): 1d20 + 15 ⇒ (18) + 15 = 33
Bat Aid! (Stealth): 1d20 + 6 ⇒ (1) + 6 = 7
Zeyram
|
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Zeyram also helps with the Stealth by reminding Bat Elf to not sing quite so loud.
;)
'Big Jim'
|
Mysticism (Buddy lead): 1d20 + 12 ⇒ (1) + 12 = 13
Perception (aid): 1d20 + 6 ⇒ (14) + 6 = 20
Stealth (aid, cooperative): 1d20 + 3 ⇒ (6) + 3 = 9
Survival (aid): 1d20 + 0 ⇒ (2) + 0 = 2
Culture (aid): 1d20 + 8 ⇒ (6) + 8 = 14
"Geez it's cold" Jim turns the heater up in the cabin, fiddling with it keeps his mind a bit absent, and Buddy spends too much time under the dash under a vent.
Jim is at least looking where he is going.
Those rolls...
Ivok Dracusk
|
Buddy at least gets another +3 from my boon. Those rolls are still a tad rough.
| GM Skeemo |
Bat Elf (14/36 SP [3 nonlethal], 38/40 HP, 8/9 RP): aid all except Stealth, lead Survival - 31 +6 aids
Jim (33/48 SP [5 nonlethal], 3/4 RP): aid Perception and Culture, lead Mysticism - 17 +6 aids
Clastorg (37/40 SP [3 nonlethal], 6/7 RP): aid all skills, lead Stealth - 32 +6 aids
Zeyram (EP down; EP has -3 Perception checks, enemy concealment; 27/37 SP, 31/32 HP, 6/7 RP): aid Stealth and Perception, lead Culture - 23 +8 aids
Ivok (31/48 SP [3 nonlethal]): aid all
HeeNee (17/42 SP, 5/6 RP): aid Survival and Stealth, lead Perception - 20 +10 aids
Culture 3 - 31
Mysticism 4 - 23
Perception 4 - 30
Stealth 4 - 38
Zeyram looks inside what may have once been a school and sees the charred remains of a massive mural depicting what he suspects is Dhurus's starship. It appears that following his successful coup, Dhurus had each hero-god affixed to the prow of his flagship. This may explain the effigies you found among all the derelict vehicles throughout the planet. Buddy's obnoxious behavior earns him another attempted lightning strike by the kohkleim, but he does at least spout off a couple useful tidbits about the demon. HeeNee and Clastorg both observe the larger groups of jinsuls as you approach the city's center, noting that they don't seem to suffer the same adverse effects from the weather that you do; it seems the kohkleim has granted them its blessing. Bat Elf, meanwhile, successfully guides Jim to the heart of the city.
@Jim - pick any three details about the kohkeim: Senses, skills & initiative, EAC, KAC, HP, saves, DR, immunities, resistances, SR, vulnerabilities, speeds, melee attacks, ranged attacks, size/reach, SLAs, or other abilities.
Target: 1d6 ⇒ 1
Attack vs. EAC (cover): 1d20 + 16 - 4 ⇒ (11) + 16 - 4 = 23
Damage (E): 2d8 + 9 ⇒ (1, 6) + 9 = 16
Attack vs. Jim EAC (cover): 1d20 + 16 - 4 ⇒ (6) + 16 - 4 = 18
Damage (E): 2d8 + 9 ⇒ (6, 7) + 9 = 22
Ivok Fort: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Zeyram Fort (hour -3): 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
HeeNee Fort: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Bat Elf Fort: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Clastorg Fort: 1d20 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Jim Fort: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Cold: 1d6 ⇒ 4
Jim pulls Buddy back inside his truck out of the line of fire for the kohkleim's lightning, but Ivok takes another bolt to his back. His electrostatic field absorbs some of the attack, but he still feels the burn against his scaly skin. The pain is compounded by his continued exposure to the intensifying cold, which also weakens Clastorg and Jim; HeeNee largely ignores the chill while Bat Elf toughs it out.
Bat Elf (14/36 SP [3 nonlethal], 38/40 HP, 8/9 RP)
Jim (29/48 SP [9 nonlethal], 3/4 RP)
Clastorg (33/40 SP [7 nonlethal], 6/7 RP)
Zeyram (EP down; EP has -3 Perception checks, enemy concealment; 27/37 SP, 31/32 HP, 6/7 RP)
Ivok (16/48 SP [7 nonlethal])
HeeNee (17/42 SP, 5/6 RP)
Columns of smoke rise from a blasted cityscape. Scorched skeletal frames of circular structures loom over the rubble-choked streets, their contents stripped or burned away. A chorus of distant keening wails, punctuated by the occasional crash of thunder or a collapsing building, replace the bustling urban sounds that one would expect from a city.
@Jim: The path narrows here. Do you want to leave your truck nearby and explore on foot, or try to navigate to a sufficiently large road inside your truck? @Everyone: Give me a Perception check with a +4 bonus from your discoveries along the way.
Zeyram
|
Perception: 1d20 + 7 + 4 ⇒ (8) + 7 + 4 = 19
Zeyram looks around, thinking this choke point would make an excellent ambush spot.
HeeNee
|
Perception: 1d20 + 12 + 4 ⇒ (7) + 12 + 4 = 23
HeeNee joins Zeyram in peering around suspiciously.
Bat Elf
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Bat Sonar! (Perception): 1d20 + 15 + 4 ⇒ (16) + 15 + 4 = 35
♫ Na nana na nana what's that? ♫
Ivok Dracusk
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I can't recall, were we ever able to make contact with the Perfect Silence through the storm?
Ivok calls out in pain as the bolt strikes him. He tries to shake it off for the moment as he looks back up to the skies for some visual sign of the attacker, only to be met by the widespread cloud cover.
"Worst part about this is I'm not sure how this new field is working. I haven't gone out trying to get struck by lightning before, but these bolts still sting worse than a pulled muscle. Normally I would recommend cold packs to treat it, but the weather is a bit more than I offer. I'm going to take a quick break from the cold now that we are in the city." He seals his own suit against the environment while watching the windows carefully.
While he works within his suit, still wanting to test his wounds, he warily looks upon the desolated streets with remorse. "Do you think the other groups landed safely or you do think everyone else is dealing with more of these demons across the planet? This reminds me of the stories of the afterlife for those who failed to serve with honor. If this all happened after we entered the Scoured Stars, to see a place fall with such speed is frightening, reminds me of the stories I was told of the Swarm."
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Ivok Dracusk
|
I meant to spell it clearly at the end but I forgot to in the post.
I am activating the environmental protections in my armor.
'Big Jim'
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Perception 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Three details about the kohkeim: DR, immunities, resistances
This seems like a nasty place and somewhere we might be keen to get out of. I'd prefer for us to have the ability to bug out rapidly if push came to shove - and the quality of the road doesn't matter (we have antigrav) so just need the space. Hate for us to get pinned in a hostile urban environment, I've seen Blackhawk Down too many times.