Sturmvanger |
Sturmvanger is panting just as hard as Von Junzt, a couple places in his scales seeping blood. He stops to check the minor wounds.
"I don't know why they made that thing, but we should buy one," he comments, looking down at the random bits of metal and tech that were once a hard hitting mech.
Jersey 12 Joro |
"If there is trouble in the Free Markets, we should go lend a hand. We may be better equipped to help out than a bunch of merchants."
Seggas Yakan, DVM DMD |
"I've got good word that there might be zombies in the Freemarkets and I'm sure most of the sercurity teams are too busy handling everything else to be sure. Let's take a quick breather so everyone is back to normal and then look at the markets for a quick moment then push onto the Lorepsire. Sound good?"
Misty kit |
"I could use the chance to restock my chems. Also I agree with Sturmvanger, we need to have one of those machines come with us on our missions."
Misty Kit seems to pause. "Things seem to be pretty bad, so maybe we should visit the market to see if people need our help."
phaeton_nz |
All of Seggas's attempts to communicate with Amy is fruitless. None of the cell towers are working. But Seggas knows she is on the station ... somewhere.
So it looks like you're off to the Freemarket. To Seggas's disappointment, there are no ravaging hordes of zombies. Instead you spot one of the local proprietors, Dot (female ysoki), waving a t-shirt from outside of her second floor pawnshop. The touristy t-shirt features a symbol of Abadar encircled with the words “Freemarkets of Absalom Station.” You know Dot is a gossipy but knowledgeable senior businesswoman who runs one of the more successful operations in the market. She invites you into her cramped store to get their bearings and rest. You can take a 10-minute break to recover Stamina. In addition to offering to sell you gear from her shop, ((which includes all equipment with an item level of 4 or less from the Starfinder Core Rulebook)), she’s willing to reward you for completing tasks for her.
In between ranting about the ongoing attack and how she “knew this was coming,” Dot asks you to help repair her analogue radio. A picture of Dot has been added to the slides.
((Engineering, Physical Science or Profession[Electrician])
Von Junzt |
Von Junzt just facepalms and sighs while listening to the old ysoki - also, no useful skills for this challenge.
This scenario feels like a gremlins movie in a space station
Sturmvanger |
Sturmvanger is disappointed to discover that there are no ravening hordes in the shopping center. He's never gone zombie hunting. It seems like the sort of thing a person should do as a Starfinder.
He listens politely to the ysoki woman and her ramblings but largely just takes the opportunity to catch his breath after the pounding from the mech.
"Have you tried whacking it really hard?" is the only assistance he can offer when it comes to the radio.
El'zar Ill Magnificao |
"I took a class on basic stuff like this, so let me give it a go."
[dice=Engineering]1d20+11
Edit: ARGH!!!
Maybe it's not time sensitive and you'll get a chance to try again?
Seggas Yakan, DVM DMD |
Seggas gives a sharp glance up at Sturm.
Seggas gives a small frown at the device, and then looks up at Dot and asks, "If I replaced the basic inner workings with a small biological creature who did the same thing, would that be a problem? You'd only need to give them a few bites of whatever food you're eating a few times a day instead of electricity and they'd be impossible to hack like a basic analogue radio!"
Even if Dot refuses the clear upgrade, Seggas had to learn about the workings of a radio to make a biological creature capable of doing the same work.
Engineering: 1d20 + 7 ⇒ (14) + 7 = 21
phaeton_nz |
Dot accepts the fix and is happy with it. She then begs Sturmvanger to fetch some heavy crates from storage in the back of her shop. You can notice the crates she needs by succeeding at a Perception check and move them with a successful Athletics check.
Seggas Yakan, DVM DMD |
Seggas's sharp eyes...
Perception: 1d20 + 9 ⇒ (5) + 9 = 14
...might pick out the crates from across the room...might. Or are those box sized wall tiles?
Von Junzt |
Perception: 1d20 - 2 ⇒ (3) - 2 = 1
Athletics: 1d20 ⇒ 4
Von Junzt pretends to help, but he pretty much just walks around.
Sturmvanger |
In no way helping, Sturmvanger cranes his long neck over Seggas' shoulder to watch her fix the radio.
He just nods at the woman's request and heads to the back room.
Perception: 1d20 ⇒ 15
Maybe he notices the right crates...maybe El'zar has to tell him where they are...only the universe knows the answer to that.
Athletics: 1d20 + 8 ⇒ (7) + 8 = 15
Hopefully, they aren't TOO heavy.
Jersey 12 Joro |
Jersey joins Sturmvanger in dealing with the crates.
Perception: 1d20 + 1 ⇒ (12) + 1 = 13
He looks around in confusion at all the boxes and waits for someone else to point out which ones need to be moved.
Athletics: 1d20 + 7 ⇒ (18) + 7 = 25
His years of athletic training help him maneuver the bulky crates. "This is just like Boxing Day back in the vault."
phaeton_nz |
El'zar spots the required crates and Jersey with Sturmvanger's help are able to shift them where Dot wants them. She then asks you to deliver the crates’ contents, charged batteries and bottled water, to a group of relief workers located elsewhere in the Freemarkets. She gives you directions to an open-air pavilion at the edge of the Freemarkets sometimes used for outdoor concerts and dramatic performances.
In exchange she'll give you the following: spell gems of jolting surge and patch tech, a diamond-studded gold wedding band of antique design that functions as a mk 1 ring of resistance and a brown force field armour upgrade.
phaeton_nz |
Located in a cul-de-sac surrounded by the crowded stalls and storefronts of the Freemarkets, a small circular platform stands in an open pavilion. Theatrical lights accent the stage, and various audiovisual equipment is integrated into the platform, though currently no performers occupy it. A pallet of crates containing emergency relief supplies— blankets, first aid materials, rations, and water—stands to the west of the performance area. A handful of harried-looking relief workers in bright orange safety vests tend to dozens of injured and panicked individuals of several different species.
Members of a local volunteer relief organization sponsored by AbadarCorp rushed to mobilize when the disruptions began, but they are unable to organize because of the communication breakdown caused by the digital attacks. You can assess the situation after you deliver Dot’s supplies and realize that the overworked volunteers need help.
Each PC can attempt a single check to assist the emergency relief workers; the results of a success are detailed below. On a failure, the wellintentioned PC instead gets in the way and makes the attempted task harder. If the group accumulates a total of three failures, an exasperated bantrid volunteer begs them to help by staying safely out of the way. A PC can attempt to Aid another PC instead of attempting their own skill check.
Calm the Crowd: Many individuals in the crowd are panicking, and some have experienced traumatic accidents or can’t contact loved ones during the crisis. A PC who succeeds at a Diplomacy, Profession (counselor), or Profession (psychologist) check can help calm these individuals down.
Direct the Masses: The crowds are disorganized and full of people wandering aimlessly. PCs who succeed at a Diplomacy or Intimidate check convince the crowds to form orderly queues to receive assistance.
Medical Triage: Some of the crowd sustained minor injuries or are suffering from exhaustion or shock. PCs who succeed at a Life Science or Medicine check can treat their symptoms.
Organize Supplies: In the aftermath of the digital attacks, emergency workers and volunteers rushed to respond by loading random supplies haphazardly onto transports and dispatching them to densely populated sectors of the Station. A PC who succeeds at a Perception or Survival check can help the workers organize and
distribute supplies more efficiently.
Jersey 12 Joro |
Jersey feels he would be best able to help with organizing the supplies, and heads that way.
Survival: 1d20 + 5 ⇒ (4) + 5 = 9
Unfortunately he starts reorganizing the finished stacks and not the newer supplies.
Seggas Yakan, DVM DMD |
Seggas gives a look around the cul-de-sac and immediately moves over to the hurt people. The nape of her neck starts to whirr as she starts to visually triage the group. Moving up to the nearest doctor or assistant, she starts to ask what she can do.
Medicine: 1d20 + 9 ⇒ (2) + 9 = 11
Von Junzt |
Intimidate: 1d20 + 15 ⇒ (14) + 15 = 29
"STAND... IN... YOUR...LINE..."
Von Junzt directs the masses.
phaeton_nz |
((Two failures, one success, so far. Waiting on Sturmvanger, Misty, and El'zar))
Sturmvanger |
Probably doesn't help enough to matter but it's what Sturmvanger would do. (And it keeps me from being the one making the third failure.
As the starfinders move to help, Sturmvanger falls in line behind his bonded partner. He seeks out ways to aid the workers and support Seggas' actions in his own limited way.
Medicine (aid): 1d20 + 4 ⇒ (12) + 4 = 16
El'zar Ill Magnificao |
El'zar sees what Joro is going for but thinks maybe their system could use a little work.
survival: 1d20 + 8 ⇒ (3) + 8 = 11
Ugg using reroll
survival reroll: 1d20 + 8 + 3 ⇒ (13) + 8 + 3 = 24
phaeton_nz |
Three successes, two failures
You are able to assist to effectively help organize and administer care and supplies to the individuals in need.
Just as you finish up, you see four polyphonic oozes, bopping along the street to the sounds of Strawberry Machine Cake. However, as they see the crowd, they switch to Abysshead Death Metal and attack mindlessly.
Initatives:
red: 1d20 + 1 ⇒ (2) + 1 = 3
blue: 1d20 + 1 ⇒ (3) + 1 = 4
green: 1d20 + 1 ⇒ (7) + 1 = 8
yellow: 1d20 + 1 ⇒ (20) + 1 = 21
el'zar: 1d20 + 0 ⇒ (3) + 0 = 3
sturmvanger: 1d20 + 0 ⇒ (1) + 0 = 1
von juntz: 1d20 + 3 ⇒ (16) + 3 = 19
seggas: 1d20 + 3 ⇒ (9) + 3 = 12
jersey: 1d20 + 1 ⇒ (3) + 1 = 4
misty: 1d20 + 3 ⇒ (14) + 3 = 17
Order: Yellow, Von Juntz, Misty, Seggas, Green, Jersey, Blue, Red, El'zar, Sturmvanger
Note: These are actually small creatures
Yellow breaks formation and charges at the nearest Starfinder (Seggas), taking a double move to get there.
Von Juntz, Misty, and Seggas are up.
Seggas Yakan, DVM DMD |
One thing about the partner bond that Seggas and Sturm share is they can act together on the faster initiative. It's not been an issue in this game so far as we've acted in the same block.
Seggas sends a mental warning to Sturm as she draws out Bii and backs off a step. She then moves back even further from the front lines and finds a nice safe spot to be instead. "Look alive, we've got slimes! Angry slimes!"
Guarded step and then move action with a free weapon drawing as that can't be combined with a guarded step.
Von Junzt |
Von Junzt moves around the group and belittles the yellow ooze:
Intimidate to Demoralize: 1d20 + 15 ⇒ (5) + 15 = 20
The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.
Von Junzt’s Special Shaken: You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks while you have the shaken condition.
Sturmvanger |
What Seggas said.
Sturmvanger is dusting his hands off after some good work when the strange creatures approach. It's not ideal but there is a wall of smaller starfinders between him and the creatures so he pulls out his Doshko and swings it down between Joro and Misty.
Tactical Doshko): 1d20 + 5 ⇒ (7) + 5 = 12
Piercing: 1d12 + 4 ⇒ (6) + 4 = 10
"Fall back, fall back!" he calls to the others even as he calls up his battle training.
Activating my battle training so I have DR1/- for 4 rounds.
phaeton_nz |
Skipping Misty
Sturmvanger punctures Yellow with the Doshko (-10) but it does not collapse - yet. However it is definitely shaken, but not stirred.
It and all the other slimes start imitating Sturmvanger, shouting "Fall back, Fall back." They sound like a bunch of angry Minions though.
Green also double moves to back up Yellow, Jersey is up.
Jersey 12 Joro |
Jersey pulls out his Starknife and slashes at the slime in front of him. yellow
Starknife vs KAC: 1d20 + 6 ⇒ (17) + 6 = 23
Damage (P): 1d4 + 3 ⇒ (4) + 3 = 7
phaeton_nz |
Yellow collapses into a puddle of liquid. Blue and Red also move up.
With Yellow popped, everyone but Jersey gets to go.
El'zar Ill Magnificao |
El'zar runs past red to get another angle of attck on the group of slimes(provoking AoO) and throws his knife at red.
vs KAC: 1d20 + 3 ⇒ (18) + 3 = 21
S damage: 1d4 + 2 ⇒ (1) + 2 = 3
Robot's and puddles, this really isn't my wheel house."
Von Junzt |
Von Junzt demoralizes red and green.
Intimidate to Demoralize red: 1d20 + 15 ⇒ (13) + 15 = 28
Intimidate to Demoralize green: 1d20 + 15 ⇒ (5) + 15 = 20
The DC of this check is equal to either 10 + your opponent’s total Intimidate skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater. If you succeed, the target is shaken for 1 round. The duration increases by 1 round for every 5 by which the result of your check exceeds the DC.
Von Junzt’s Special Shaken: You take a –2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks while you have the shaken condition.
phaeton_nz |
Red takes damage (-3) and both Red and Green are shaken, but not stirred.
Sturmvanger |
Sturmvanger's size proves a hindrance, at the moment. There's no place he can get to without shoving his companions out of the way or leaving himself vulnerable to their opponents.
"Prey to the patient," he says, repeating an edict that was passed down to him back at the arena.
He lifts his Doshko up, ready to bring it down on the first one of the singing slimes that gets close.
Tactical Doshko): 1d20 + 5 ⇒ (20) + 5 = 25
Piercing: 1d12 + 4 ⇒ (10) + 4 = 14
Crit: 1d12 + 4 ⇒ (4) + 4 = 8
Seggas Yakan, DVM DMD |
Seggas takes aim at the green swarm of creatures and fires a glob of acid at it.
BioBolter ‘Bii’ (Castrolance) vs EAC: 1d20 + 5 ⇒ (12) + 5 = 17
Acid Damage: 1d6 ⇒ 3
She then looks at everyone. "Any ideas on a weakness these things might have."
Misty kit |
Misty aims at the green swarm and a fires a biohack at it.
Lowering AC by -2 for seven rounds if I hit.
Needler: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
phaeton_nz |
((Sorry - this past week has been nuts))
Green also takes damage (-3) but Misty's needler misses. It charges up to Jersey while switching music to something else.
and attempts to smack him with a pseudopod - assuming Sturmvanger doesn't take it out first.
pseudopod: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8 sonic: 1d6 + 2 ⇒ (1) + 2 = 3
Jersey is up.
phaeton_nz |
Green gets popped before it gets a chance at Jersey.
phaeton_nz |
Both slimes attack Jersey, Blue having to move up to do so.
pseudopod: 1d20 + 6 - 2 ⇒ (1) + 6 - 2 = 5 sonic: 1d6 + 2 ⇒ (4) + 2 = 6 red
pseudopod: 1d20 + 6 - 0 ⇒ (9) + 6 - 0 = 15 sonic: 1d6 + 2 ⇒ (2) + 2 = 4 blue
Everyone is up
phaeton_nz |
Extra damage on Red because of the crit:
slash: 1d4 + 2 ⇒ (1) + 2 = 3
Red: -10, Blue -0
Incidently, Jersey's jersey now has splatters of green and yellow slime on it.
Jersey 12 Joro |
Jersey slashes twice at the red slime.
Starknife vs KAC: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
Damage (P): 1d4 + 3 ⇒ (2) + 3 = 5
Starknife vs KAC: 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16
Damage (P): 1d4 + 3 ⇒ (1) + 3 = 4