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Acrobatics (DC 15): 1d20 + 8 ⇒ (8) + 8 = 16
Chk'tarlsh maintains his balance and continues his dash across the planks to the far bank.
Reaching dry land, he turns and calls out encouragement to his companions still traversing the planks
One move action to cross the planks.
GM, is it possible to Aid Another in this situation? Use of the alloy cable to provide support, drag across or the like?

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Acrobatics: 1d20 + 8 ⇒ (14) + 8 = 22
Falling into the water, Nate flusters for a second then pulls himself back up.

GM Ietsuna |

You sure can aid another. The audience will love it and it will show the team spirit and helpfulness of the Starfinder Society

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Thanks for clarifying, GM Ietsuna.
If you'll allow, I'd like to use my remaining action for Round 3 to do so...
Using his experience from travelling across the planks, Chk'tarlsh calls out some tips on surer footing to Radiance in an attempt to guide her passage.
Acrobatics (Aid Another): 1d20 + 8 ⇒ (19) + 8 = 27

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Not sure if I have an action left to assist but rolling just in case:
Acrobatics Assist: 1d20 + 8 ⇒ (7) + 8 = 15

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Getting the feeling that they are falling behind between the delay in getting out of the first room and now with many of them falling into the water, Max decides to try to move a little faster over the planks.
Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26
I don't think I can make it all the way across in one move

GM Ietsuna |

Everyone makes it across over the next 2 rounds.
With the assists and such everyone will get there. This scenario has a reputation for being a little long so I am goign to try to keep it moving.
A sheer rock face towers above the bog. Jagged outcroppings jut from the wall to provide handholds and footholds for climbing. Atop the cliff is a metal platform that features a hatch that leads to a metal chute.
This 30-foot-tall vertical plane of stone requires Athletics rolls to scale

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"If we use that grapple gun we should be able to scale the rock easy." Nate takes the gun and fires it up the rock face, letting the others climb then following them up. Not sure if I need a roll to use the grapple gun.
Athletics: 1d20 + 6 ⇒ (3) + 6 = 9 RNG Gods hate me :(

GM Ietsuna |

With the line fired up the DC for Athletics to climb the wall is 10.

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Do the clamps make it like climbing a knotted rope?
Max looks relieved when Nate suggests using the grappler they found. Knowing he's not a great climber himself, he waits patiently while the android struggles to get started. When it's his turn, he tries to dry his hands on his shirt before stating to climb.
Athletics: 1d20 ⇒ 16

GM Ietsuna |

Ok, you talked me into it. DC 5 to climb the cable with clamps.

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"Ah, Finally, climbing, me in my best element!" Valeron gleams and boast proudly as he begins to scale the walls with his bare hands!
Just rolling because he would have tried before the group attempted the rope thing. If he fails the check, he just quietly waits around till everyone climbs the rope and follows suit.
Athletics: 1d20 + 6 ⇒ (7) + 6 = 13
Can't make that perception

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Magic-14 looks at Valeron as he scales the wall.
"I'll use the line then if you're not"
Athletics: 1d20 + 4 ⇒ (18) + 4 = 22
Also can't make that perception

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WIth everyone's help, Chk's in particular, Radiance slowly works her way across the bog, her face showing her open humiliation at having fallen in.
As she gets to the top of the ridge, saying a silent prayer for the clamps and grapple gun, she takes a good look around.
Perception DC 21: 1d20 + 8 ⇒ (14) + 8 = 22
She gives a small laugh. "Seems like Sarenrae is looking after me on this game show! Lookit this right here. The chute's rigged to drop a bucket of colored slime on whoever goes down it first!" She flicks off a little of the slime from earlier before grumbling in addendum, "Not that it'd make me any dirtier!"
Anyway to remove the trap or do we just have to grin and bear it like a good gameshow contestant?

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Chk'tarlsh calls out encouragement from the bank's edge as his companions finish crossing the planks.
Waiting for the others to scale the cliff before him in case any need assistance, he effortlessly ascends the cable. (Auto-success: Athletics +7)
Joining the rest of the team at the top of the chute, he peers up to where Radiance indicates. "I can't make ssensse of the trap'sh workinhksh," he mutters, mandibles clacking. "Anyone good with thesse thinhksh?" he asks his companions.
Should no one be able to disarm the trap, he will take one for the team and be the first to enter the chute.

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As the others point out the trap, Nate examines for a bit Let me look at this a sec." Then pulls out his tools and attempts to render the trap inoperable.
"You know I prefer to do this stuff from behind a game set.
Engineering: 1d20 + 10 ⇒ (19) + 10 = 29
I'm assuming Its engineering. Feel feel to correct me if I'm wrong.

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Radiance, seeing the trap properly disabled, lines up behind the android. "Alright let's get a move on. I'm will ta bet we're being judged by how speedy we are. Chk, dear, careful of your extra arms and antenna."

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Chk'tarlsh keeps a wary eye on the surrounding area while Nate does his thing with the trap.
Echoing Max's affirmation of Radiance's keen eye and Nate's ingenuity, the shirren trots down the chute behind his companions.
Eyes scanning ahead, he looks for signs of what awaits them next.

GM Ietsuna |

The metal chute dumps its occupants onto a downy carpet of vivid blue grass. To the south, a series of metallic tiles embedded in the terrain flash yellow, red, blue, and green in erratic patterns, with tiles occasionally stopping to glow entirely. Beyond the blinking grid, the ground ends abruptly in a ledge overlooking a bubbling lake of lava.
Round 8

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After a moment of rummaging through the contents of his backpack, Chk'tarlsh pulls out a small flashlight.
Approaching the edge of the grass, he stops short of the flashing tiles. Reaching out a hand, he tosses the flashlight onto a nearby tile to see what happens.

GM Ietsuna |

Chk'tarlsh Perception: 1d20 + 1 ⇒ (12) + 1 = 13
The lights continue to blink and flash, despite the flashlight being on them. Chk'tarlsh does not detect anything unusual about the tiles.
At the edge of the grass Chk'tarlsh finds a Starfinder backpack discarded which contains a high-capacity petrol tank and two screamer
grenades I.
The Starfinder Society sells branded gear, of which the Starfinder backpack is a prime example. People assume most Starfinder backpacks come from the Lorespire Complex on Absalom Station, but more knock-offs exist than authentic ones.
While wearing a Starfinder backpack, treat your Strength score as 4 higher for determining your carrying capacity. This increase doesn’t stack with other backpacks. When you seek an object stowed in the backpack, you find it immediately, allowing you to retrieve the object as if you were drawing a weapon. In addition, you can stow objects of 1 bulk or less in the pack as if you were sheathing a weapon.

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Chk'tarlsh raises the backpack for the others to see. "Check thish out," he says, gesturing to the Starfinder insignia, his antennae twitching. "What'sh it doinhk here?"
"Thish might come in handy," he mutters, taking out one of the screamer grenades. "Anyone need a new pack?"
If nobody objects to him taking the grenade? Should nobody want the pack, he'll sling it across a shoulder to carry - along with any remaining gear - on the group's behalf.
Once the logistics are addressed - should no one deduce anything special about them - Chk'tarlsh will step onto the tiles to collect his torch.

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Magic-14 spends a few moments watching the flashes, trying to discern a pattern.
Not sure what I should roll for it but going to do Perception just in case that's it but let me know if not.
Perception: 1d20 ⇒ 15

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Valeron too attempts to discern a pattern, but instead of thinking about it, he puts himself into action!
When the whole floor glows, he will attempt to step on it quickly and step back off.

GM Ietsuna |

Yup, Perception is the skill
Magic-14 does not notice anything dangerous about the flashing floor tiles.
Valeron steps on the first tile then steps back off. Nothing strange happens.

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Radiance takes a good look around the place and at the area beyond the tiles. "I hafta wonder if there's somethang to activate here..." She moves up near the tiles and studies them for a moment.
Perception, take 10: 10 + 8 = 18
"Maybe therssa pattern ta all of this?"
GM, what color is the tile that Valeron stepped on? And if she can't get the perception check, Radiance is going to try stepping onto and off a different colored one to see what happens.

GM Ietsuna |

The tiles are flashing in an erratic pattern. They are not one colour but change colour.
GM Dice: 1d4 ⇒ 3
Radiance steps onto the tile floor and back off. Nothing happens.

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Did she see what color it was when he stepped on? Also what color was it when she stepped on?
Rdiance tries to pay close attention and steps again.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13

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Chk'tarlsh steps onto the tiles and collects his torch. He then continues forward, looking around cautiously, attempting to cross to the other side.

GM Ietsuna |

Ok, I have made a mistake with these tiles. I appologise. I misunderstood the description and it has taken me this long for it to actually click. Slight rewind to the first time you stepped onto the tiles. Sorry again all [/ooc]
gmdice: 3d20 ⇒ (17, 10, 1) = 28
Type: 3d4 ⇒ (1, 2, 4) = 7
As Valeron steps onto the tile a jet of acid blasts up from the closest tile on the left marked with green circle while fire comes from another red circle and a bolt of electricity zaps from a third yellow circle.

GM Ietsuna |

In light of the new info from me, did you still want to do this jump N8?

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Nate takes a 10 ft running start [/i]stepping on the 1st colors square[/i] and attempting to jump the remaining squares to the other side.
Athletics, Jump 20ft, DC 20: 1d20 + 6 ⇒ (3) + 6 = 9

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Chk'tarlsh catches Valeron in support as the suli backs away from the surprise assault of the tiles. "That wash brave." he says, nodding in respect. "You okay?" he begins, before cutting off to watch Nate launch into action.
Waiting to see how Nate's action resolves before making mine.

GM Ietsuna |

Roll: 1d4 ⇒ 3
Roll2: 3d4 ⇒ (1, 4, 2) = 7
Roll3: 3d20 ⇒ (4, 17, 10) = 31
N8 steps onto the first square and jets of flame, acid and cold fly up from squares. Unfortunately the Ice jet is on the square he was leaping off.
Damage: 1d6 ⇒ 4
Four damage, DC14 reflex for half
Having spent some time now studying the patterns you think that with care you could navigate the floor with a little more safety, at least. You can make a perception check to reduce the number of times that go off because you follow the patterns

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Seeing Nate's daring approach still activate the jets, Chk'tarlsh decides to trust in the the group's shared observations and opts for a more cautious strategy in navigating his way across.
Using Communalism
Perception 1: 1d20 + 1 ⇒ (5) + 1 = 6
Perception 2: 1d20 + 1 ⇒ (18) + 1 = 19

GM Ietsuna |

Roll: 1d4 ⇒ 4
Chk'tarlsh sees a path across that would only activate 2 jets.

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Pointing out the path to his companions, he makes his way across. "Follow me. Carefully."

GM Ietsuna |

Roll: 2d4 ⇒ (1, 2) = 3
Roll2: 2d20 ⇒ (16, 11) = 27
Chk'tarlsh leads the way safely across.

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Have you lost any HP or just SP so far? Healing serums and Mystic Cure spells only replenish HP. When appropriate we can take a 10 min rest and you can use a Resolve Point to get your SP back. (Apologies if you already know all this)
Now to answer your question! I have some Serums of Healing that I would be happy to share should you need one. :)

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Radiance just watches the jets not entirely sure how or what causes the things to activate. After Chk points out the way, she gives her forehead a small smack. "Of course! It's so bloody obvious! Nice work Chky, dear!" She bounds after the shirren and comes to the other side, pausing a second to look back at everyone.
"Awight! Anybody get scratched up? Or we all just a bit winded?"
Radiance can readily help heal up if people have some hp damage. Though if it's just stamina damage might I suggest we push on? I think we should be quick.

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Magic-14 nods to himself as he watches the team rush over at specific times, "I can't believe I didn't see that, good job Chk'tarlsh" and follows the path.
I agree with Radiance that we should keep the pace up.

GM Ietsuna |

Everyone makes it across mostly unscathed. I think only N8 took damage from the trap floor tiles.
Ahead of you is a pool of lava with several stepping stone sticking out of it. Standard stuff here, Acrobatics to jump or find alternate means to get across.

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Oh ok. I misinterpreted then, I thought Valeron took 7 damage to HP.
Not letting his pride down, and acting rashly, Valeron attempts to leap across the lava pit. "Good job on figuring out that puzzle! Now let's keep going!"
Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27
Smirking from ahead, he turns around and yells back. "Throw me a rope if you're not feeling confident about that jump!"