Murgatroyd-01
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Murgatroyd allows himself a smile (inside the helmet of his heavy armor), before getting ready for the next assignment.
Kyra IO
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Kyra had come out of that concert feeling that she had been subjected to an unusual type of torture but she managed to retain her dignity and her diplomacy.
Indeed Brigadier. she replied. I am not sure that some of those notes even exist in music.
Upon the return to the ship, she locked herself in her cabin and was playing proper classical orchestral pieces all the way to Vesk-6. The rest of the crew didn't see her until the ship entered orbit.
Shallowspeaker Benacu
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Benacu sighs with relief, and is happy to get back aboard the station where fewer alarms are going off. Not that the band is much of an improvement. At least neither are ringing in his ears all the way to Vesk-6.
"Let's hope there's time for that," the kalo replies to Speaker for the Dead. "In the meantime, environmental protections go on as soon as our boots hit the ground."
| Shifty |
You arrive on Vesk 6 and make way to the Cultural Alliance’s archaeology storage warehouse.
In a room crammed with towering shelves full of artifacts, a pahtra hunches over a workbench dusting fragments of pottery. She straightens and brushes away the fine layer of dust that accumulated on her black fur. “Welcome to Voyedris,” she says. “Frankly, I wasn’t expecting such a promising-looking bunch. Starfinders, are you? I am Reha Nacar, an advisor with the Voyedris Cultural Alliance. Looking at you now, I predict that you might just get out of the valley alive.” Her tone is reserved, and she chooses her words carefully.
“My job here is simple. I repair, catalog, and store cultural artifacts. It’s the retrieving part I don’t handle. Usually, the military assists us with patrols to aid in retrieval and keeping off-world looters at bay. But a patrol sent to recover the latest batch of artifacts went missing recently, and a replacement won’t arrive any time soon. That’s where you come in.”
“I need you to retrieve two artifacts from a ruin once called the Azure Sanctuary. One is a blue gemstone beetle that rests above the entranceway to the ruins. The other is a polished stone pipe that rests atop an altar honoring a lizard spirit that once protected the Sanctuary"
“Please keep your eyes open for our patrol while searching. You should have already received coordinates to their last known location from Naiaj. Feel free to ask your questions now—communications aren’t reliable in the valley.” Reha crosses her arms and stands waiting.
Hellih/HK
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Hellih sits in the bar and listens to the skitters butchering the show with the expression of pain on his face. The rhythm that they set was not followed, the instruments intermingled, the singer could not keep to the tune and instruments seemed to fight with each other rather than create a harmonic melody. The android lowered his hearing receptors and connected with their ship, at least he can do some more diagnostics to not completely waste his time.
As they go to Vesk-6, Hellih patches the ship, and then repairs it. He would feel ashamed to give back drake in that state. What if the next team of starfinders get it without a proper engineer.
================
As they reach Vesk-6, the android looks at Reha Nacar
"What can we expect when we go there? Such sanctuaries, did they often have traps? Any predators?"
Kyra IO
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I have the co-ordinates, yes Kyra replied. Venture Captain Naiaj also mentioned something called the 'Shriek', some sort of storm. Are we likely to run into that?
| Shifty |
Reha ponders a minute and addresses Hellihs question “Our ancestors who created the sanctuary deeply respected individuality, just as much as modern pahtra do. As such, the ruin features a puzzle which you can solve in different ways. Trust your own instincts, but think before you act.”
“The Shriek? When magnetic storms rage on Pulonis, they fling razor sharp metal, glass, bone, and unexploded munitions from a lost vesk destroyer across the planet’s surface. Two to three times a day now, the Shriek rains death over the valley.”
Gulkyn
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Gulkyn spends most of the concert at the bar - as far from the skittermander band as he can get.
—
”How many people were in the missing patrol?”
Murgatroyd-01
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"We'll bring back any survivors we can find. May Iomedae guide us in this journey."
| Shifty |
The Azure Sanctuary is located within a valley of ruined stone structures, roughly 3 hours’ ride in an overland vehicle from Voyedris, your coordinates point to a vault flanked by broken pillars.
On the outskirts of the jungle stands a stone entranceway overgrown with moss. Stone-carved lizards encircle an empty socket in the gray stone. A constant low rumble emits from within, as slowly swinging pillars move over a floor inlaid with sapphire beetles. A pair of muddy boot prints leads into the ruins’ entrance and down the corridor.
You notice they lead to a pillar, now removed from the structure and leaning against a wall in the middle of the corridor.
Hazard: Heavy pillars tethered to the ceiling by ropes swing through the corridor in a predictable cadence. You may be able to time your way through, but if you get it wrong they look heavy and unforgiving. You could dodge your way through but it looks like a difficult feat for an Athlete.
If you waited for the pillar to reach its highest point, then held it up against the wall its anchoring mechanism unlatches. To physically achieve this, you'd need some brute force (Athletics check DC 23) whilst an Engineer engaged a locking system (Engineering DC23)
You can see theres enough clearance under the pillars to crawl through the corridor safely.
Kyra IO
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perception: 1d20 + 9 ⇒ (6) + 9 = 15 boot prints
engineering: 1d20 + 5 ⇒ (18) + 5 = 23
perception: 1d20 + 9 ⇒ (4) + 9 = 13
It looks like it is possible to lock the pillar to the wall, but it would require someone to hold it at it's highest point she says
/Speaker for the Dead\
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"This one notes the blue gemstone beetle these ones were asked to retrieve from above the entranceway is missing. Have other archaeologists arrived before us?"
Perception (Boot Prints): 1d20 + 7 ⇒ (12) + 7 = 19
Perception (second spoiler): 1d20 + 7 ⇒ (2) + 7 = 9
If getting this sacred blue scarab turns me into a masked crimefighter hero, I am going to be *stoked*!
Murgatroyd-01
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Perception: 1d20 ⇒ 7
Perception: 1d20 ⇒ 4
Murgatroyd sees nothing, knows nothing - as usual.
Gulkyn
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Perception boots: 1d20 + 4 ⇒ (2) + 4 = 6
Perception other: 1d20 + 4 ⇒ (15) + 4 = 19
I got nothing
Hellih/HK
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Perception, other: 1d20 + 1 ⇒ (3) + 1 = 4
Engineering: 1d20 + 15 ⇒ (14) + 15 = 29
Perception, other: 1d20 + 1 ⇒ (9) + 1 = 10
Hellih sees nothing of interest. He nods to Kyra idea about locking the pillars.
"Murgatroyd can you hold the pillars in place?" Please open engineering spoiler for what needs to be done ;)
Murgatroyd-01
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"Yes - a challenge for my natural aptitudes!"
Athletics: 1d20 + 9 ⇒ (13) + 9 = 22 FFS
"Oh no, it's slipping - can someone hold the other side for a bit, so I can grip it better?" he pleads for an aid another.
Murgatroyd is such a sad-sack... poor guy
Gulkyn
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Gulkyn quickly lend some hands to Murgatroyd.
Athletics (aid): 1d20 + 7 ⇒ (20) + 7 = 27
Hellih/HK
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Engineering: 1d20 + 15 ⇒ (6) + 15 = 21 Wow, 2 less than needed to a success. That gives someone opportunity to aid ;)
Hellih looks at Murgatroyd almost holding the pillars in place. When the Witchwyrd aids Hellih would sigh in relief but he is not breathing. The android started to lock the columns in place constantly looking if Gulkyn and Murgatroyd are not getting crushed
"Kyra I could use your hand."
Shallowspeaker Benacu
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"Doesn't look too hospitable in here. But it can't be much worse than being out in the Shriek, so hopefully the other team's holed up nearby."
Perception, Boot Prints: 1d20 + 11 ⇒ (14) + 11 = 25
Perception, Other: 1d20 + 11 ⇒ (18) + 11 = 29
First and last spoilers open
With no grasp of the mechanics currently at play, Benacu looks around a bit more without stepping into uncertain territory. "One set of prints heads over to that dormant pillar. And I don't think we need to bother rigging the rest to stop. We should be able to crawl under them, see? Uncomfortable but safe."
/Speaker for the Dead\
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"Has this one ever told these ones about the dwarf machinesmith Mithral Jak? That one had a passion for understanding how things worked."
Ok, I'll spend a resolve point to access my akashic record so I have some skill in Engineering, and give it a shot. GM, these are formally quests, so we get resources back in between each one?
Mithral Jak's Engineering: 1d20 + 4 ⇒ (17) + 4 = 21
Kyra IO
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Oh. Just to clarify Hellih Kyra continues as she struggles with the pillar. My hand does not detach.
It's hard to know if she is joking or not.
She then mutters something like Where on Golarion is Valaros when you need him
| Shifty |
Map up
Managing to create enough space to safely pass, you push through the entryway and into the valley beyond.
This once-pristine valley bears dreadful scars of its turbulent past. Trenches in the soil expose layers of bedrock, revealing preserved bones of giant fauna. Radioactive fluids collect in pools and emit toxic gas that clings to structures like mist. Only the rubble littering the ground hints at the ruins that once stood here. Parked between the massive rib bones of an ancient megalith is an abandoned military vehicle.
The military vehicle looks like 'vintage vesk' and well beyond repair
Murgatroyd-01
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Murgatroyd makes sure his armor is working and moves inside the murder zone, looking for survivors:
Perception: 1d20 ⇒ 1
Or tracks:
Survival: 1d20 + 6 ⇒ (18) + 6 = 24
/Speaker for the Dead\
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Speaker for the Dead advances, environmental seals engaged, and watching the skies for the first signs of The Shriek.
Hellih/HK
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Hellih moves next to Murgratroyd and grabs his weapon. "It might be wise to keep our weapons ready."
Perception: 1d20 + 1 ⇒ (18) + 1 = 19
He looks around
| Shifty |
Kyra can see the wreck looks really old, years.
Murg can tell that place has been hit by the shriek in the last week or so... but has an odd feeling about *something*
The rubble covering the ground mostly consists of splintered tree trunks, smashed pillars, and jagged chunks of ceramic. Hellih discovers two vesk soldiers pinned beneath a fallen tree, they're very much underneath it and have almost certainly sustained injuries incompatible with life.
An Athlete or Engineer would come in handy here
Gulkyn
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Gulkyn joins the effort to recover the Vesak bodies.
Athletics (aid): 1d20 + 7 ⇒ (5) + 7 = 12
Hellih/HK
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"Give me a lever long enough and I can move... a tree. A winch could be better."
Engineering: 1d20 + 15 ⇒ (11) + 15 = 26
Hellih reaches for his tools and pulls out a cable line. He starts to make a simple winch to raise the etree. He just needs to find a good place to mount it. He looks at the tree wondering how much may it weight
Murgatroyd-01
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Murgatroyd will help with the tree removal effort if necessary:
Athletics: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Hellih moves next to Murgratroyd and grabs his weapon.
Give me my weapon back!
| Shifty |
Gulk, Murg, and Hellih get to work and the tree budges, revealing two dead vesk soldiers, one has a hardcase attached to his belt.
Murg has that feeling again, it is the Shriek forming, and will hit in mere moments!
You suspect the trench would give you significant cover from the approaching carnage!
Murgatroyd-01
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"Into the trench, my society colleagues! Hurry!"
How deep is it?
Murgatroyd-01
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Murgatroyd will jump in last, making sure his colleagues are safely down in the ditch.
| Shifty |
Murg gets everyone into the trench just in time! The Shriek rages above your heads.
Fresh debris covers the area, and new tears in the ground reveal a deeper layer of subsoil. Preserved bones and ancient weaponry jut from the ground, excavated by the powerful storm. A bony hand twitches and grasps the exposed root of an upturned tree. The skeleton of a long-dead vesk heaves itself upright and takes a shuddering step. More skeletons rise and shuffle forward in a twisted approximation of marching.
Hazard:The Shriek is still going, and will act at the start of each round, you are safe in the trench, but if caught in the open it will impact you.
There are three vesk skeletons and a pathra skeleton
Benacu 1d20 + 1 ⇒ (6) + 1 = 7
Murgatroyd1d20 + 2 ⇒ (17) + 2 = 19
Gulkyn1d20 + 1 ⇒ (11) + 1 = 12
HelliH 1d20 + 4 ⇒ (15) + 4 = 19
Kyra 1d20 ⇒ 9
Speaker 1d20 ⇒ 15
ENEMY 1d20 ⇒ 16
R1
Hellih
Murg
ENEMY
/Speaker for the Dead\
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"The barrier between life and death has been transgressed!" Speaker shouts over the storm. "These ones must set things right!" For the first time, you hear real anger in the normally sedate embri's voice.
Murgatroyd-01
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Murgatroyd has no qualms with the undead, but he grabs and tosses a axe at the gray vesk anyway (from inside the trench):
Basic handaxe vs. gray's KAC: 1d20 + 9 ⇒ (11) + 9 = 20
Slashing damage: 1d4 + 8 ⇒ (3) + 8 = 11
Hellih/HK
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Hellih looks at the skeletons and shoots at the closest one. His augmented hand first changes some settings on hir rifle to get a wider laser beam. Then he aims and shoots
Shoot@grey vs EAC: 1d20 + 8 ⇒ (9) + 8 = 17
Damage, superior fire power: 2d6 + 10 ⇒ (3, 4) + 10 = 17
| Shifty |
The advancing creature is struck by both Hellih and Murg, but it keeps coming!
R
The Pathra circles around and fires an arrow at Kyra!
Attack 1d20 + 10 ⇒ (8) + 10 = 18 Vs KAC
Damage 1d6 + 2 ⇒ (4) + 2 = 6
B
Moves in and attacks Gulkyn
Attack 1d20 + 10 ⇒ (14) + 10 = 24 Vs KAC
Damage 1d6 + 6 ⇒ (6) + 6 = 12
G
Moves in and attacks Hellih
Attack 1d20 + 10 ⇒ (2) + 10 = 12 Vs KAC
Damage 1d6 + 6 ⇒ (6) + 6 = 12
W
Moves in and attacks Murg - sliding into the pit with you.
Attack 1d20 + 10 ⇒ (19) + 10 = 29 Vs KAC
Damage 1d6 + 6 ⇒ (5) + 6 = 11
3d20 ⇒ (8, 9, 4) = 211d6 ⇒ 6
The shriek hits, rattling two of the skeletons and destroying the damaged one.
R1
Speaker
Gulk
Benny
Kyra
R2
Hellih
Murg
ENEMY
R 6 OT
B 6 OT
G Destroyed
W
phaeton_nz
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Kyra expends one of her channels to harm the undead
-1RP positive: 2d8 ⇒ (8, 8) = 16
Feel the Light of Sarenrae