| GM Mjolbeard |
The elevator door hisses closed, and you immediately feel it beginning to descend. Meanwhile, the lights inside the elevator dim and a holo-projector screen activates. A soft, artificial voice comes over the speakers, reading the text that has begun to scroll up the screen.
For this obstacle course challenge, teams will have 90 seconds to navigate through the obstacle course, overcoming all challenges in the way, and get all team members across the finish line. Points will be awarded based upon how quickly contestants cross the finish line. The two teams of contestants will have no direct interaction for this challenge, but will be competing on identical obstacle courses, separated by a divider wall.
Your time to complete this challenge begins in 3...2...1...GO!
The elevator thumps down on the ground and the door opens. You step out and see that the elevator dropped you down through the ceiling in a small metal-walled room. As soon as you step out, the elevator rises through the roof again, which promptly closes with a pneumatic hiss.
This windowless, featureless steel chamber appears to contain no doors or hatches, preventing escape. Searing heat radiates from the floor and walls, suggesting a scorching climate or a raging fire outside the building.
CHALLENGE ONE - OBSTACLE COURSE
Round 1
All players may act!
Let's start with Perception checks all around, please!
Ziamat
|
perception: 1d20 + 1 ⇒ (14) + 1 = 15 Lowlight and Darkvision Obstacle course, I'm glad Dragonkins can fly. They have to land at the end of the round, but still. 30 feet of fly speed and a double move =60 feet.
Hesperrio
|
Perception: 1d20 + 6 ⇒ (12) + 6 = 18 +1 more vs. traps
"Oh! Hot, hot, hot!" Hesperrio says hopping from one foot to the other. He looks around, commenting, "How is a featureless room good entertainment?"
| GM Mjolbeard |
Tixylix and Elwin both quickly spot the seams of a hidden door in the northern wall of the plain metal room. In the search for the usual way out, and perhaps thinking about whether you'd be able to breathe in here, you all also notice a 2-foot wide opening into a ventilation shaft 10ft up the western wall of the chamber. It looks small enough that any medium-sized creatures would have to squeeze through if you wanted to attempt it, while it would be practically impossible for larger creatures like Ziamat to get through.
CHALLENGE ONE - OBSTACLE COURSE
Round 1
All players may act!
Ziamat
|
Ziamat will search for a lock on the door and try to open it perception: 1d20 + 1 ⇒ (14) + 1 = 15 if he can't open it, he will wait for people to open it on the other side after crawling through the shaft.
Tixylix
|
I got you Ziamat. Tixylix goes through the tunnel, and opens the door from the outside. His drone waits for him in the room.
Elwin the Technomancer
|
Elwin will watch Tixylix go through the shaft and be ready to assist if needed.
| GM Mjolbeard |
The ventilation shaft opening is 10ft up off the ground. How does Tixylix get up to the opening?
Ziamat, there is no visible lock on this side of the door. You suspect someone with engineering capabilities might be able to rig something to get the door open, though.
Hesperrio
|
"Oooh. Ziamat, do you mind giving me a boost up to that air shaft?" the skittermander asks. "I bet there's some easier and faster way to open the door on the other side. Oh, and maybe treasure!"
Athletics (Climb): 1d20 + 5 ⇒ (13) + 5 = 18
| GM Mjolbeard |
Ziamat gives Hesperrio and Tixylix a leg up, and the two small members of the party crawl into the shaft. Inside the cramped space, they find a small metal crate lodged around the corner from the entrance. The crate contains two basic medpatches, a brown nanite hypopenAR , two commando serums, a grappler, a mk 1 ring of resistance, and 100 feet of titanium alloy cable line.
Eventually, they pop out of the shaft and make it down to the ground outside the escape room.
CHALLENGE ONE - OBSTACLE COURSE
Round 1
Characters in bold may act!
Hesperrio - climbed up and through ventilation shaft
Tixylix - climbed up and through ventilation shaft
Ziamat - helped Hesperrio and Tixylix reach ventilation shaft
Elwin
Khwam
Rich
Elwin the Technomancer
|
Elwin will hold his breath until he gets a feel for the room's temperature and heads to the door to try to open it.
engineering: 1d20 + 9 ⇒ (11) + 9 = 20
| GM Mjolbeard |
While the non-medium members of the party work together to get out of the escape room via the ventilation shaft, Elwin and Khwam find a hidden panel beside the door and manipulate the system to bypass the lock. Rich "supervises" with his rifle aimed at the panel between their heads.
Thankfully, the door slides open and the oppressive heat trapped inside the room vents out before anyone begins suffering too much from it. Deep lava channels surround the area outside the escape room. A section of hard-packed dirt rises above the lava, protected on its sides by a visible force field of blue-white energy. The bank slopes downward toward an area completely submerged in muddy water. Four narrow wooden planks float along the bog’s surface, offering a dry route through the morass.
"Well, the Starfinders certainly have stepped up as they make easy work of the Escape Room challenge," you hear Quell say over the loudspeakers to the crowd. "And without even a taste of worry! How disappointing."
"Don't get too down yet, there Quell," Lethea says, chiming in. "Next up, they're going to face...the Mire of Misery!!!"
"Oh, I LOVE misery," Quell replies greedily.
So for that first round, here's how I'm breaking down the action, since it's a bit fuzzy.
Ziamat - Double move to give both Hesperrio and Tixylix a leg up into the ventilation shaft
Hesperrio and Tixylix - Double move to crawl into, through, and out of the shaft
Elwin and Khwam - full-round action to "pick" the lock on the door
Rich - delay to see if he needs to move to aggressive negotiations with the door
CHALLENGE ONE - OBSTACLE COURSE
Round 2
All characters may act!
For the Mires, you may move directly through the water, which counts as difficult terrain for medium or larger creatures. Small creatures would have to swim with a DC10 Athletics check. You can also travel along the floating planks at full speed by succeeding at a DC 15 Acrobatics check to balance, or travel at half speed with by succeeding at a DC 10 Acrobatics check to balance; a PC who fails falls off the floating planks. These planks connect to a patch of solid ground beneath the rock wall (the darker gray area).
Elwin the Technomancer
|
"Well, this looks like fun.."
Knowing his limitations Elwin will let the known speedier members of the party who might actually be trained in Athletics go first so he isn't blocking the way. He will then move half speed along the boards.
athletics: 1d20 ⇒ 6
He gets perhaps three steps in and falls into the water.
"Pfttt. Fine. Nice day for a swim any way!"
Tixylix
|
Tixylix leaves his drone behind in the elevator. Stay there. You'll be no use if you get sunk.
He moves to the water and tries to cross carefully on the planks. Half-speed, DC 10
Acrobatics: 1d20 + 0 ⇒ (1) + 0 = 1
SPLASH
Hesperrio
|
"Wait, wait! Hesperrio has a plan!" he says excitedly as he grabs the grappler from the loot cache with one of his six arms and heads for the boards. "Hesperrio can go across and fire the cable across to make a guide rail!"
The map does not have edit ability.
Move: Retrieve grappler
Move: Move 30 ft (places him at the square just before where the boards begin)
| GM Mjolbeard |
Map should now be editable. Sorry about that!
Also, Hesperrio demonstrates an important point. Everyone please make sure you're following the map and paying attention to how much movement you have here. There's no strict initiative order, given the fact that you don't have an opponent at this point and we're doing block initiative, but we are keeping this in regular rounds.
Ziamat
|
Single move to get to Hesperrio, or maybe doublemove and I'm going to pick him up, as he is small sized it shouldn't take much. I've got a 14 strength, I'm going to doublemove and fly you across next turn. My speed is 25 right now cause of armor, but a doublefly move before I'm forced to to land is 50 feet. Hurray for the DM's special boon.
Ziamat sees Tixylix splash. You could have waited for a lift.
Khwam Sinb
|
"Good plan." Khwam follows the skittermander down to the liquid's edge.
The dragon kin's plan somewhat supercedes the skitter's. Khwam is left on the bank thinking, "It'll be too slow if Z carries us all across."
| GM Mjolbeard |
A few of you rush down to the water's edge and try your luck with the boards, only to immediately lose your balance and fall into the water below. Others approach more cautiously, and get yourselves to the water so that you can take a moment to consider your actions or prepare to fly over together or attempt other methods of crossing.
Rich, meanwhile, barrels down to the water and skips merrily across the first of the boards at full tilt, ready to carry on across!
CHALLENGE ONE - OBSTACLE COURSE
Round 3
All characters may act!
Ziamat
|
Ziamat will let Hesperrio fire his cable then fly him across if he lets me. Doublemoving. If you let me carry you across, just place yourself next to me.
edit: I was going to move myself, but the map seemed to have disappeared. Nevermind, it back up.
Elwin the Technomancer
|
Elwin, cursing lightly under his breath, swims a full round to get to the other side.
Hesperrio
|
"Well, if you're offer-ing!" Hesperrio snatches his pirate's hat with the last of his six arms after it flips off his head in the dragonkin's thrust. Once on the other side, he turns and fires the grappler at the base of the planks (marked with an X).
Grappler: 1d20 + 4 ⇒ (1) + 4 = 5
Move: Get carried across
Standard: Fire grappler
Khwam Sinb
|
With the line established, Khwam starts across the plank bridge, moving slowly and using Hesperrio's line to help him.
Acrobatics, DC 10: 1d20 + 2 ⇒ (4) + 2 = 6
Half speed movement would get him to the place shown, if the line provides enough bonus to make the check. If not dump him wherever he goes, and he'll swim the rest of the way.
| GM Mjolbeard |
Okay, time to throw some more wrenches!
Ziamat picks up Hesperrio and the two of them take off into the air, gradually rising up the 30 feet it takes to get on top of the jagged wall at the other end of the bog.
From the elevated position, Hesperrio fires own his grappler at the sand at the waters edge. He hits the point he is aiming at, giving his companions a bit of a guide line to hold onto while they cross the first section of planks.
Granting a +2 circumstance bonus.
You can also attempt to climb along the rope as you would a knotted rope (DC 10 Athletics)
Khwam grabs hold of the grappler line and begins making his way across the bog, but loses his balance soon after and falls into the murky water below.
Meanwhile, Elwin gives up on the planks and trudges through the gradually deeper water, finally coming up on the far end of the bog and getting up onto to the strip of dry land at the base of the wall.
Elwin, your double move through difficult terrain in the bog would be enough to get you across the bog, but not all the way up the wall as well. I don't think I gave you that description before, though, so sorry for the confusion.
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.
The 30-foot-tall vertical plane of stone culminates in a metal slide leading east toward the next area. PCs can climb the wall by succeeding at a DC 15 Athletics check. Once at the top of the wall, PCs enter the slide by stepping onto the automated hatch. Using the slide costs no movement and dumps the PCs onto the grass in the next area to the east.
Ziamat and Hesperrio, please give me a Perception check.
CHALLENGE ONE - OBSTACLE COURSE
Round 3
Rich and Tixylix may still act!
Tixylix
|
Tixylix tries to climb out of the water and up onto the plank.
Not sure what to roll. Please roll for me if that will make it quicker
Khwam Sinb
|
While waiting for Rich, I'll roll Khwam's next round action.
Khwam continues swimming to the shore. Once there he staggers across the beach and up to the cliff face.
"Hesperrio, Ziamat, can you retrieve the line and drop it down to us."
Athletics, swim: 1d20 ⇒ 11 Move shown.
Hesperrio
|
"Probably!"
As per requested in his last post:
Tixylix-Bot Athletics (Climb): 1d20 - 1 ⇒ (15) - 1 = 14
| GM Mjolbeard |
For Tixylix, you could roll Athletics to swim across the bog, or get back up on the planks and roll Acrobatics to move across. I'll go ahead and take Hesperrio's roll for you, though in this case it will be for you to swim across the bog instead of climbing the wall. I've moved your token as well to reflect your movement.
Botting Rich
Rich sees Hesperrio's grappler strike into the sand behind him and realizes that, with it, he could pretty easily climb up along the rope to get up to the top of the wall.
Athletics (Climb), grappler bonus vs DC10: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Climbing hand over hand, he finally reaches he top of the wall!
CHALLENGE ONE - OBSTACLE COURSE
Round 4
All PCs (except Khwam) may still act!
Elwin the Technomancer
|
athletics , climbing: 1d20 ⇒ 3
Elwin starts to scramble up and promptly slides right back down.
"Alright then. Who greased the incline?"
athletics, climb: 1d20 ⇒ 12
He then tries once again..
Ziamat
|
Ziamat flies straight up the 30 foot wall. With a doublemove, do I get there, it is difficult terrain to fly straight up? I have movement 25 feet, so doublemove might only get me 25 feet up. If not, I grab the rope and pull myself the rest of the way up.
athletics: 1d20 + 2 ⇒ (13) + 2 = 15
| GM Mjolbeard |
Ziamat, you and Hesperrio already flew up to the top earlier at an incline (at least that's how I'm ruling it). If you want, you could go ahead and use the chute to move into the next area.
Hesperrio and Rich could also use the chute to move on. This does not require an action, so if you choose to take the chute, you'll have your full turn available at the bottom.
Make a Reflex save!
Once you move down the chute...
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.
Ziamat
|
Ziamat will use the chute then to move into the next area.
He will then study the area perception: 1d20 + 1 ⇒ (2) + 1 = 3 He doesn't go any further since he doesn't know what is up with these tiles yet. This is where being large size hurts, cause I will be over twice as many squares as the rest of you, and I'm going to assume that flying over them doesn't get around it like that based off of D&D experience I have.
| GM Mjolbeard |
As Ziamat travels down the chute (which is quite a squeeze for his large frame and wings), a pressure plate located at the top of the wall triggers a suspended bucket to dump colorful slime on him as he travels through the chute. The slime then begins to wriggle and seems to be trying to engulf him!
Thankfully, Ziamat proves too large, and the creature is only able to ride the dragonkin down into the grassy meadow below the chute.