Ears |
"And it looks like you could use the help. This place looks worse than my hometown on Akiton."
diplomacy, aid: 1d20 + 1 ⇒ (5) + 1 = 6
Some help you just don't need.
OP-1 |
OP-1 stands quietly to the side while the negotiations take place trying to appear non-threatening even if he's covered in various weapons
Attempt at aid on Diplomacy: 1d20 + 2 ⇒ (17) + 2 = 19
Patterson LXII |
"We're not always the most popular folks around, so we know what that's like."
Aid Another, Diplomacy: 1d20 + 1 ⇒ (19) + 1 = 20
GM Quirk |
The Copaxi addresses you from afar, encouraging you to stay where you are. "The Fallen Hand’s demands are simple: we want you to inform
the Starfinder Society and the Pact Worlds that Tabrid Minor is
no longer interested in any off-planet arrangements." He continues, "While these are extreme demands, please understand that technological expansion must be stopped for
the copi, and the planet, to heal. This radical action is the only way
to fix the situation."
Patterson LXII |
"Will you give us a moment, sophonts?"
Patterson motions the others closer. "So what do we do about the beacon? Try to talk them into letting us fix it?"
Supers Navasi |
"What do you mean?" Navasi asks the copaxi. "What exactly is happening to your people and your planet?"
"Excuse us a moment," Navasi says before joining the huddle. "Freeman has the right of it - it's all in how we pitch it to them."
"Maybe we can include it as part of our terms for passing on their demands? At any rate, it might be worth finding out more of what's going on here before committing to any course of action," she says, glancing back toward the copaxi.
OP-1 |
Overhearing what is being said OP-1 thinks to itself
"...we can't just kill everyone and restore the beacon...can we?.."
while staying quite while the negotiation takes place.
Ears |
Ears mutters quietly into the comms, "Polyp breath and its pals could be the problem with the beacon."
GM Quirk |
Let me help move this along. If you "agree" to the Copaxi's demands, you'll roll either a DC 20 diplomacy check, or a DC 20 bluff check. Yes, I will allow anyone to assist with this roll. Should you not agree to his demands (or fail the diplomacy/bluff roll), he will turn you away, and you can't get to the beacon--that probably means you need to fight him. You may also ask him questions, which he will answer to the best of his ability.
TheFreeman |
Heh, thanks oh great GM. This is one of those encounter where a few minutes discussion between the players would plot a course of action. Not quite so quick using this way of playing. :)
Freeman whispers, "Just agree ta the demands. No need ta have a fight with em' "
He will do his best to help with the upcoming discussion from Navasi.
roll!: 1d20 ⇒ 7
[ +5 if bluff, +2 if diplo, pre rolling to help speed us along.
OP-1 |
OP-1 nods as he picks up Freeman's word with his audio receptors
Can't bluff worth of anything, but since we're allowed to assist I'll give it a try
Assist either bluff or diplomacy: 1d20 + 2 ⇒ (11) + 2 = 13
Supers Navasi |
Diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19
"We can't promise you support," Navasi begins. "But we can promise to investigate these matters thoroughly and give a true accounting of our findings."
"We will make sure that word of your plight gets out!"
"Part of our mission is to visit a military site in the area - a malfunctioning beacon. While we are there, we will look for signs of the cover up."
"Do you know of the beacon?"
GM Quirk |
"I do know of the beacon, but not much specifically. I'm afraid I can't offer much help."
The copaxi you have been talking with, along with two others, help to dismantle a barrier on the road, and they let you through.
Tomorrow I will tell you about this beacon. You guys are doing great. This will be the final encounter area, though there will be multiple tasks to deal with.
Ears |
"Pretty smooth there, Navasi. "
GM Quirk |
New slide. It's an old favorite.
Plants cover what must be the core of the military installation,
obscuring all but the general shape of the structure. The beacon
tower rises from the center, curtained with flowering vines.
Saplings, thick grasses, and brush grow over what must have
once been access paths.
You enter the map on the right side. Place your tokens in the red box. At this point I need everyone to give me a perception check.
Ears |
Perception: 1d20 ⇒ 14
On the map.
"That's the beacon, eh? How tall do you reckon that is?"
GM Quirk |
Moved everyone on to the map. If you would like to slightly adjust your position within the red box, feel free.
Ears pulls his eyes away from the towering beacon (well over 200 feet tall) for a moment. He notices something glowing to his right, partially covered by the overgrown vegetation in the area.
It's the purple-glowy thing not far from the red box.
Ears |
"What's that?"
Ears points to a purple glowy thing in the brush, then steps carefully closer to it.
Skill check to identify: 1d20 ⇒ 12
Acrobatics +3, Computers +8, Culture +4, Diplomacy +1, Engineering +10, Life Science +8, Mysticism +5, Physical Science +7, Piloting +7, Profession (Professor) +8
Supers Navasi |
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Navasi follows Ears's gaze, looking up, up, up.
She shrugs. "Hard to say. But it's tall."
TheFreeman |
Freeman looks to his computer and pulls out naother tool.
"In mah experience, nothn' that glows like dat be good fer ya..."
He scans the area looking for radiaton or any other strange energy.
scan: 1d20 ⇒ 20
computers,engi +15, physical science +12, medicine +12
GM Quirk |
As Ears steps toward the glowing anomaly, he smells a sickly sweet scent emerge from the small copse of plants near him.
I'm going to need you to give me a DC 13 FORT save. Failure means you are momentarily paralyzed (for one round). Consider this the surprise round.
A large creature emerges from the nearby plantlife. It has multiple fanged mouths and several bright purple flowers all over its body are blooming as it appears.
There appears to be a second creature making its way through the complex toward you.
You will need to make a DC 13 Will save each round right before your actions. Failure means that you must use TWO move actions to move directly toward one of the creatures. Roll randomly to determine which one. I won't make you roll two saves, that seems like overkill for this already tough encounter. Note that this is different than the save Ears has to make.
Patterson: 1d20 + 5 ⇒ (5) + 5 = 10
OP-1: 1d20 + 7 ⇒ (18) + 7 = 25
Ears: 1d20 + 6 ⇒ (6) + 6 = 12
Navasi: 1d20 + 2 ⇒ (4) + 2 = 6
enemy red: 1d20 + 3 ⇒ (8) + 3 = 11
enemy blue: 1d20 + 3 ⇒ (4) + 3 = 7
Bold may go. Please remember to make your save(s) before you go as noted above.
1. OP-1
2. TheFreeman
3. Ears (please make an additional save vs. the paralyzing odor before turn)
4. Enemy Red
5. Patterson
6. Enemy Blue
7. Navasi
TheFreeman |
will: 1d20 + 4 ⇒ (11) + 4 = 15
Freeman moves a little away from the closest one. Drone moves to join him. he tries a shot at it to see what happens. For science, of course, not because they freak him out.
overcharged ice carbine: 1d20 + 5 ⇒ (3) + 5 = 8
C+P damage: 1d8 + 1d6 + 4 ⇒ (7) + (1) + 4 = 12
Ears |
Look at your attack roll. They're freaking you out, man.
fort save: 1d20 + 3 ⇒ (1) + 3 = 4
"It'"
Ears stops moving altogether.
TheFreeman |
Oh, they are totally freaking him out. As for the attack roll, the dicebot has just really hated me so far this con. :)
OP-1 |
Fort save: 1d20 + 4 ⇒ (12) + 4 = 16
Will save: 1d20 + 4 ⇒ (19) + 4 = 23
Noticing the enemies appear OP-1 moves to line up a better shot trying to hide behind the rest of the party to catch his target by surprise.
Trick shot using stealth: 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37 (dc 20+target's CR)
To hit EAC Red(vs flatfooted if trick shot worked): 1d20 + 8 ⇒ (17) + 8 = 25
Elec damage if hit: 1d6 + 2 ⇒ (3) + 2 = 5
Extra trick shot damage: 1d8 ⇒ 4
If trick shot worked target is flatfooted vs everyone till the start of my next turn
Ears |
At least I don't have to walk into the monster's jaws this round.
Nice attack, Revvy. Go team!
GM Quirk |
Hey! Looks like everyone made that will save! Good job!
Ears stops in his tracks. Something is clearly wrong with him. Ears feels his muscles tense up and stiffen.
OP-1 and TheFreeman begin firing at the first creature, with OP-1 landing a scorching blow.
The first creature steps forward, attempting to drag poor Ears off into the bushes (well, really just trying to bite him for now...)
to hit: 1d20 + 12 ⇒ (16) + 12 = 28
damage: 1d6 + 9 ⇒ (2) + 9 = 11
Bold may go. Please remember to make your save(s) before you go as noted above. I moved Navasi up in the order to make this just a bit easier. Round 1.
1. OP-1
2. TheFreeman
3. Ears (-11)
4. Enemy Red (-9 and flatfooted)
5. Patterson (saved on will for this turn already)
6. Navasi
7. Enemy Blue
Patterson LXII |
Fort save: 1d20 + 4 ⇒ (17) + 4 = 21
Are the markings on the map walls? Assuming they are:
Patterson sidesteps and shoots at the creature, his laser blast triggering as he's aimed at the ground.
Artillery laser to Red vs. flatfooted EAC: 1d20 + 9 ⇒ (1) + 9 = 10
GM Quirk |
Yes, if you're referring to the black lines within the complex, they are certainly walls. They vary somewhat in height (though there aren't many that are less than 8-10' tall). They are also covered with vines and other vegetation.
By the way, the picture of these beasts are from the new set of Starfinder of minis. I was able to get a hold of some last week, and got one of these. It's a great mini, and I would say the paint jobs are better than average when it comes to pre-painted collectible minis.
Ears |
Mother!?
Fort save v DC 13: 1d20 + 3 ⇒ (19) + 3 = 22
Will save v DC 13: 1d20 + 3 ⇒ (12) + 3 = 15
The pain from the bite jolts the ysoki from his paralysis. Ducking under Freeman's drone, he quickly runs behind Patterson. "Gun or knife, big fella?"
Move as shown. Cast supercharge weapon on Patterson's choice. +4d6 of damage if you hit.
Supers Navasi |
Will DC13: 1d20 + 6 ⇒ (11) + 6 = 17
Navasi resists the lure of the plant-beasts... for now.
Stepping to the side to open a clear line of fire, Navasi draws her flame pistol.
"Keep yourself clear now," she warns her companions, flame spewing from her weapon.
Anarchic flame pistol: 1d20 + 5 ⇒ (5) + 5 = 10
Fire damage, 20ft line: 1d4 + 2 ⇒ (4) + 2 = 6
GM Quirk |
The creature that is further away begins slowly making its way through the overgrown complex [ooc](yes, they are molasses slow--they really need you to come to them, so if one or two of you could fail a save, that would be great...)
Neither Patterson or Navasi manage to hit with their weaposn. It appears Ears has shaken off whatever he was going through, and it preparing to cast a spell.
[ooc]Bold may go. Please remember to make your save(s) before you go as noted above. Round 2.
1. OP-1
2. TheFreeman
3. Ears (-11)
4. Enemy Red (-9 and flatfooted)
5. Patterson (saved on will for this turn already)
6. Navasi
7. Enemy Blue
TheFreeman |
will: 1d20 + 4 ⇒ (2) + 4 = 6
Freeman has no intention to get closer... He moves a little to the side to get a shot and takes it. Drone, in the middle of a crush, moves 10' straight up so he can try to add some fire in next time.
overcharged ice carbine: 1d20 + 5 ⇒ (11) + 5 = 16
C+P damage: 1d8 + 1d6 + 4 ⇒ (2) + (4) + 4 = 10
Ears |
The pain from the bite jolts the ysoki from his paralysis. Ducking under Freeman's drone, he quickly runs behind Patterson. "Gun or knife, big fella?"
Saves made in last post. Move as shown. Cast supercharge weapon on Patterson's choice. +4d6 of damage if you hit.
Ears |
"Done! Ears slaps the man's rifle butt. And I hope you make your save.
TheFreeman |
My bad, horribly misread that.
Freeman trances out and walks right up to the one. Drone gives a rude whistle and floats up 15' for a better view.
OP-1 |
Confused on why The Freeman would move next to the creature in a trance OP-1 says "Don't approach, come back here and fire at them from a distance. It's the tactical better approach"
Will save: 1d20 + 4 ⇒ (9) + 4 = 13
" ...should I join him? .....No, stay here and fire..."
Before following his own tactic
Trick shot using stealth: 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37 (dc 20+target's CR)
To hit EAC (vs flatfooted if trick shot worked): 1d20 + 8 ⇒ (17) + 8 = 25
Elec damage if hit: 1d6 + 2 ⇒ (1) + 2 = 3
Extra trick shot damage: 1d8 ⇒ 7
If hit, red is flatfooted vs everyone till the start of my next turn