[SFS - PbP Gameday X] 1-20 Duskmire Accord 9 - GM bigboom (Inactive)

Game Master bigboom

Maps & Slides
Gameday X Announcement Thread


51 to 100 of 192 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Wayfinders

Male N Halfling Field medic Envoy 4 | SP 27/27 HP 26/26 | RP 7/7 | EAC 14 KAC 15 | Fort +3; Ref +7; Will +5 | Init: +2 | Perc: +8, SM: +6 (+bonus) | Speed 30ft | Active conditions: Sneaky.

Defeat the others? What’s this? There are some other tribes or species here?

Further:

We don’t want to fight. So we need to find a solution to go out from here all together.

Dataphiles

Male N Android Technomancer 5 (Themeless)Buffs: Armor is active,Telepathic Message.
Bot Me:
Get invisible and stay invisible in combat. Use Summon Creature II and Holographic Image spells to contribute and remain invisible
SP 35/35 HP 29/29|Resist Fire, Cold 5|RP 5/7|EAC 16 KAC 17 AC 25|Fort +3* (Yeti Boon) Ref +4 Will +6 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +10 SM:+0 darkvision,low-light vision|Speed 40 feet|Endure Elements(-50 F to 170F)
Resources:
Jump Jets (uses) 9/10| Laser Pistol 20/20|Battery 40/80|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 0/1 |Energize Spell 0/1| Spells (Technomancer) 1st 5/6 2nd 0/3|

George 09-23 decides that explaining the exact details of this experiment might be beyond the mental capacity of their leader. In fact he is quite amazed that they are able to converse at all.

"My name is George. As we said we are explorers and we too will need to leave here sooner than latter. I think it is safe to say that we will need to meet with all of the leaders here and try to discover who is behind this all. Are there any groups that you anticipate that we will have difficulty with? We are not looking for violence but we should be prepared for it."

"Of course when we do find a way out we will let you know so you can leave as well."

Wayfinders

Male N Halfling Field medic Envoy 4 | SP 27/27 HP 26/26 | RP 7/7 | EAC 14 KAC 15 | Fort +3; Ref +7; Will +5 | Init: +2 | Perc: +8, SM: +6 (+bonus) | Speed 30ft | Active conditions: Sneaky.

Oh I forgot to introduce myself. I beg you for pardon. My name is Floquet Zukhet. But you have perhaps seen me in the infosphere as I am a well-known video personality.


Starship Actions ; Live Exploration Extreme!

"Pleased to meet you Keyona, George, Floquet.

"Yes, there are a couple others here. You didn't get the message when you arrived? There was a floating blue wiggly line that said something about welcome to Duskmire and that we're prisoners until we defeat the others. After that we can enter the temple and we'll no longer be prisoners. Not a very friendly welcome...

"There are two others here. Up north there are some gnolls. They... ummmm... used to live here in Party Downs. But we traded places. It was... uhhhh... better for everyone that way.

"And to the south, southwest-ish, well, there's the swamp ghost. Our tribe used to be bigger and back then, the smoke didn't come from the ground so we weren't so... lazy. We'd sometimes see strange lights towards the swamp and a few of us went to explore but they never came back. A few bigger groups went to find the first groups but only a few returned. They told the rest of us there was a horrible ghost in the swamps! It not only murdered our tribesman but mutilated and displayed their corpses as a warning!

"But then the smoke started coming from the ground... Everyone gave up exploring and searching for a way out. Now my tribe just lays around all day, breathing that smoke."

As though on cue, you hear one of the five yetis belt out off-key, "iT'S pheNOMenAAAaaaal!! bEiNG aBOMINaaaAAAaBle!!!"

Inix sighs.

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

And your DJ is Ji-Thil!

The formian is happy with the yeti.

When the burst of voice comes aloud he frowns.

Wayfinders

Male N Halfling Field medic Envoy 4 | SP 27/27 HP 26/26 | RP 7/7 | EAC 14 KAC 15 | Fort +3; Ref +7; Will +5 | Init: +2 | Perc: +8, SM: +6 (+bonus) | Speed 30ft | Active conditions: Sneaky.

Yes we had also such a message when we arrived. But we have to prove us stronger and not kill anybody. I dislike when people want to force me to do something. So there are still gnolls and a ghost? And you are okay to say you live egal with all these and us? So we can all go somewhere else...


Starship Actions ; Live Exploration Extreme!

"Not kill anyone? Well, good luck with that - especially that swamp ghost. You'll be lucky if you even see it coming before it takes your head!

"What do you mean 'live egal'? You're a funny looking group of explorers with funny words. Are you suggesting some way out of this place?"

Wayfinders

Male N Halfling Field medic Envoy 4 | SP 27/27 HP 26/26 | RP 7/7 | EAC 14 KAC 15 | Fort +3; Ref +7; Will +5 | Init: +2 | Perc: +8, SM: +6 (+bonus) | Speed 30ft | Active conditions: Sneaky.

Well I think that if you can show the guy behind the experiment that you can live peacefully with the others here you can leave freely. Otherwise the experiment seems to determine who will take the lead over the others clans. That's not so nice. But you agree what I said we will go to meet the gnolls and the ghost to see what we can do to make them adopt the same point of view.

Dataphiles

Male N Android Technomancer 5 (Themeless)Buffs: Armor is active,Telepathic Message.
Bot Me:
Get invisible and stay invisible in combat. Use Summon Creature II and Holographic Image spells to contribute and remain invisible
SP 35/35 HP 29/29|Resist Fire, Cold 5|RP 5/7|EAC 16 KAC 17 AC 25|Fort +3* (Yeti Boon) Ref +4 Will +6 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +10 SM:+0 darkvision,low-light vision|Speed 40 feet|Endure Elements(-50 F to 170F)
Resources:
Jump Jets (uses) 9/10| Laser Pistol 20/20|Battery 40/80|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 0/1 |Energize Spell 0/1| Spells (Technomancer) 1st 5/6 2nd 0/3|

George 09-23 agrees with the Yeti that some combat is likely.

"Well, we can try but reasoning with a ghost and a bunch of gnolls might be problematic at best. One way or another we will put an end to this madness and reasonable people will be able to leave this place."

George 09-23 looks at the others indicating it is time to leave.

"We should get started then."

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

The formian hopes they will be able to reason the others tribes as well. As he thinks it's a bit like a defy set up by the experiment, that's important to resist to the fact to kill a tribe.


Starship Actions ; Live Exploration Extreme!

"Show that we can live peacefully? But we already live peacefully - well, more or less. As long as no one moves into anyone else's territory, then things are peaceful. It's been like this for over a month but we haven't yet been released.

"You have good intentions. I see that. But this place will only let one group out after the others have been conquered. Those are the rules, right? We don't trust the gnolls and I doubt they trust us. They will strike at us eventually - they have to if they want to get out. And we definitely don't trust the swamp ghost... it has already killed many of us. It's also probably just waiting for the right time to strike at what's left of our tribe.

"So if you want us to join into some kind of agreement or declaration... Well... Look, I like you guys. You're a funny band of people with some very good music. Let me speak with the rest of the tribe..."

Inix leads the party over back to the other five yetis and Inix kicks them all awake back into consciousness. The five take a while to very, very grudgingly sober up enough to pay attention to Inix. Eventually they wake up enough to confer with Inix and have a discussion far enough away from you that you're unable to overhear their discussion. However, you do manage to make out that they're speaking Aklo.

As they discuss, a yeti turns around to look at the party, then turns back to the rest of the yetis, seems to say something and they all break out in laughter. Later, another looks over towards the party, smiles and waves, then turns back to the rest of the yetis and gives them the finger slice across the neck motion - upon which they all break out in laughter again. And yet later, the entire group of yetis pause their discussion, all turn to look at the party, stares for a half minute, then turn back to themselves huddling in closer to whisper between themselves. And suddenly they break out again in laughter!

After about 45 minutes, the yetis finally stop discussing and approach the party with Inix in front. He says, "We have decided that we would be willing to listen to your proposals only if you were members of the Muckfur tribe. Such is the proper way - if you are not a member of the tribe, then you have no voice with which to address the tribe."

The other yetis nod solemnly in agreement. One of the yetis says to another yeti, in Common, "Yah, I won't even talk to a single one of them unless they're a tribe member." The other yeti responds, "A single one of who? I don't see anyone around here." The two of them completely lose their solemn demeanor and break down laughing - at your expense.

Inix ignores the exchange and continues speaking to you, "To become members, you must undergo our ancient, sacred initiation ritual. Every step of the ritual is a symbol and reminder of where we came from and who we are. It represents the history and hardships we've endured as a tribe. It speaks to our identity and our values!"

The other three yetis who didn't break out laughing begin giggling... They try to supress it but fail as their giggles get louder and louder...

Inix continues undeterred, "And should you pass these arduous trials, you shall become honarary members of the Muckfur tribe. After that, we'll consider any proposals you may have. It doesn't mean we'll agree... but we'll at least listen.

"So! Shall we begin preparations for your initiation??"

The other yetis stop their giggling and laughing, staring intently at the party in anticipation of a response.

Feel free to discuss amongst yourselves, if desired. The yetis won't be offended if the party needs a moment to talk and think about it.

Manifold Host

female LG uplifted bear soldier (blitz) 2 | SP 0/14 HP 20/20 | RP 4/5 | EAC 16; KAC 18 | Fort +3; Ref +2; Will +2 | Init: +9 | Perc: -1 (low-light), SM: -1 | Speed 40 ft. climb 10 ft. | Active conditions: Proud sponsor of Brainy Towels

"In the name of interplanetary cooperation and friendship, I will participate in your ritual. I bet Ippy would want to be a Muckfur, but heee's not heeere."

Dataphiles

Male N Android Technomancer 5 (Themeless)Buffs: Armor is active,Telepathic Message.
Bot Me:
Get invisible and stay invisible in combat. Use Summon Creature II and Holographic Image spells to contribute and remain invisible
SP 35/35 HP 29/29|Resist Fire, Cold 5|RP 5/7|EAC 16 KAC 17 AC 25|Fort +3* (Yeti Boon) Ref +4 Will +6 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +10 SM:+0 darkvision,low-light vision|Speed 40 feet|Endure Elements(-50 F to 170F)
Resources:
Jump Jets (uses) 9/10| Laser Pistol 20/20|Battery 40/80|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 0/1 |Energize Spell 0/1| Spells (Technomancer) 1st 5/6 2nd 0/3|

@GM bigboom - My character does speak Aklo. He is not ready to share that fact with the Yeti yet. :)

"Absolutely. I would very interested in learning more of your culture. Clearly displays of physical strength might not be possible for all us but we will try."

Wayfinders

Male N Halfling Field medic Envoy 4 | SP 27/27 HP 26/26 | RP 7/7 | EAC 14 KAC 15 | Fort +3; Ref +7; Will +5 | Init: +2 | Perc: +8, SM: +6 (+bonus) | Speed 30ft | Active conditions: Sneaky.

Yes, yes, I will be part as well. Discovery and cultural exchange. I’m looking forward to participate.

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

The DJ accepts to take part in the initiation.

Should I play music during this time?


Starship Actions ; Live Exploration Extreme!

The excitement amongst the yetis become palpable the instant the party agrees to undergo the initiation rites!

"Very well!!! This way!!! And yes, some music would be fantastic!!!" says Inix as he and the rest of the yetis leads the party a short distance outside of the vilage. Whatever music Ji-thil comes up with, the yetis will improvise lyrics and sing along to the music - mostly off-key but very happily enthusiastic.

The entire entourage comes to a stop at a large, slippery, muddy, 10-foot ditch. "The first rite of initiation requires each of you to participate in a ceremonial ditch-jumping. The act is simple - jump across this ditch!!"

The rest of the yetis begin yelling both encouragement and discouragement:
"Go on! You can do it!!!"
"My grandma can make that but no way that you can!!!"
"Hey Bear, this will be easy for someone your size! C'mon!"
"WOOOO!! I'm ready to see some faceplants!!!"
"There is no try... only DO!"

A successful jump across the muddy ditch requires a DC13 Athletics check. Please roll your attempt and describe how it looks when you succeed or fail! Note that if you fail, your character WON'T suffer any injuries due to the soft ground but your character WILL be covered from head to toe in mud!

Wayfinders

Male N Halfling Field medic Envoy 4 | SP 27/27 HP 26/26 | RP 7/7 | EAC 14 KAC 15 | Fort +3; Ref +7; Will +5 | Init: +2 | Perc: +8, SM: +6 (+bonus) | Speed 30ft | Active conditions: Sneaky.

Athletics: 1d20 + 5 ⇒ (16) + 5 = 21

The halfling takes a jump path and goes high in the air before to land softly on the opposite side.

Thank you, thank you.

Manifold Host

female LG uplifted bear soldier (blitz) 2 | SP 0/14 HP 20/20 | RP 4/5 | EAC 16; KAC 18 | Fort +3; Ref +2; Will +2 | Init: +9 | Perc: -1 (low-light), SM: -1 | Speed 40 ft. climb 10 ft. | Active conditions: Proud sponsor of Brainy Towels

Athletics: 1d20 + 6 ⇒ (10) + 6 = 16

Keyona runs and leaps across the ditch. It seems almost as if she freezes in mid-air, one knee raised, arms behind her back, sun or sun-analogue glinting off her armor, before she lands gracefully on the other side.

Dataphiles

Male N Android Technomancer 5 (Themeless)Buffs: Armor is active,Telepathic Message.
Bot Me:
Get invisible and stay invisible in combat. Use Summon Creature II and Holographic Image spells to contribute and remain invisible
SP 35/35 HP 29/29|Resist Fire, Cold 5|RP 5/7|EAC 16 KAC 17 AC 25|Fort +3* (Yeti Boon) Ref +4 Will +6 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +10 SM:+0 darkvision,low-light vision|Speed 40 feet|Endure Elements(-50 F to 170F)
Resources:
Jump Jets (uses) 9/10| Laser Pistol 20/20|Battery 40/80|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 0/1 |Energize Spell 0/1| Spells (Technomancer) 1st 5/6 2nd 0/3|

George 09-23 feels like that he is back in gym class or rather the gym class that he should have taken had he not hacked into the school computer. The android prepares himself and takes a leap of faith.

Athletic,Armor check Penalty: 1d20 - 1 ⇒ (12) - 1 = 11

A look of surprise shows on his face as he thinks he might actually make it but no his lack of training has him slip on the landing falling backwards in the mud. In the spirit of participation he gets up proudly, covered in mud and joins the others.

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

Athletics:1d20 + 5 ⇒ (8) + 5 = 13

The solarian is concentrated to play music with his Tune robot. Thi thouch thitchi tchouuu. Taktak taktak taktak. Tchi thouch tchitich tchoouuu. That's the reason why he almost forgets to jump at the right time. But he does it! So the music comes aloud. TCHI TCHOU TCHITCHI TCHOOUU. TAKTAK TAKTAK TAKTAK.


Starship Actions ; Live Exploration Extreme!

A hush falls over the normally loud and rowdy yetis as Floquet glides through the air across the ditch in a beautiful picture-perfect way that only a seasoned video personality could!

Keyona also pulls off a fantastic jump, to which the yetis go wild and cheer! They yell: "Woo! Woo! Woo!"

George 09-23, completely caked in mud, finds himself on the receiving end of yeti laughter - a few of whom are literally rolling on the ground in laughter (which is somewhat comical itself as well). But as George carries himself proudly a couple of the yetis also clap and flashes George a thumbs up in appreciation.

Ji-Thil just barely makes the jump, to which a couple yetis voice slight disappointment with an: "awwwww...." But the rest cheer in triumph and bop along to the music!!

"Muckfur tribe pledges!" Inix says, addressing the party. "You have passed the first initiation rite! And now we move on to the second - smokehole hunting!!! The smoke comes from underground fire pits scattered throughout the fields. Your job is to find one and dig it up to release the smoke!"

The rest of the yetis chant, "Smoke-HOLE! Smoke-HOLE! Smoke-HOLE! Smoke-HOLE! Smoke-HOLE!"

From the yetis' description, you figure that the narcotic smoke the tribe enjoys is sourced from underground fires. Your job is to locate one of these fires and dig it up (presumably so that the yetis can get high off your labors). To locate a smoke hole, a DC14 Perception, Physical Science or Survival check is needed and will take 1-2 hours followed by a few minutes of digging once located. Please go ahead with your rolls and describe how your characters apply their skills to locating the smokehole!

Wayfinders

Male N Halfling Field medic Envoy 4 | SP 27/27 HP 26/26 | RP 7/7 | EAC 14 KAC 15 | Fort +3; Ref +7; Will +5 | Init: +2 | Perc: +8, SM: +6 (+bonus) | Speed 30ft | Active conditions: Sneaky.

Perception: 1d20 + 6 ⇒ (8) + 6 = 14

The halfling takes a long time to try to locate a smoke hole. But he has no scientific skill to do the job and he also lacks at skill to survive in the wilderness. In the end, desperate he sit down before cry: he was just sitting on a fire somehow. Well the fire is under the ground but it is warm enough. Then he digs a while to proudly present his smoke-hole!!!

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

Physical science:1d20 + 4 ⇒ (20) + 4 = 24

Here!

And the solarian digs.

Easy this game.

Manifold Host

female LG uplifted bear soldier (blitz) 2 | SP 0/14 HP 20/20 | RP 4/5 | EAC 16; KAC 18 | Fort +3; Ref +2; Will +2 | Init: +9 | Perc: -1 (low-light), SM: -1 | Speed 40 ft. climb 10 ft. | Active conditions: Proud sponsor of Brainy Towels

"Are you sure it's really wise to make more of these? Okay..."

Survival: 1d20 + 5 ⇒ (15) + 5 = 20

Keyona grabs a shovel and ranger hat (from where? who knows!) and goes down on all fours, sniffing around for the telltale signs of underground smoke. How undignified - thank the ancients that Ippy can't see this! he muses as, instead of preventing forest fires, he eventually locates a spot where he can add to the combustibles in the village and out more yetis' brains on drugs.

This post has been a public service message.

Dataphiles

Male N Android Technomancer 5 (Themeless)Buffs: Armor is active,Telepathic Message.
Bot Me:
Get invisible and stay invisible in combat. Use Summon Creature II and Holographic Image spells to contribute and remain invisible
SP 35/35 HP 29/29|Resist Fire, Cold 5|RP 5/7|EAC 16 KAC 17 AC 25|Fort +3* (Yeti Boon) Ref +4 Will +6 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +10 SM:+0 darkvision,low-light vision|Speed 40 feet|Endure Elements(-50 F to 170F)
Resources:
Jump Jets (uses) 9/10| Laser Pistol 20/20|Battery 40/80|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 0/1 |Energize Spell 0/1| Spells (Technomancer) 1st 5/6 2nd 0/3|

George 09-23 smiles at this trivial scientific task. He explains to the party and the Yetis how it is possible to always be able to find a fire hole without the trial and error methods that the other members of his team have employed. The gasses released by the fires creates micro-fractures in the soil above and by a systematic examination of that soil it is possible to discover any fire pit located below the surface.

(Take 10 on Physical Science is 20)


Starship Actions ; Live Exploration Extreme!

Through Floquet's perceptively sensitive bottom and Keyona's nose for fire some fire pit locations are detected. George and Ji-Thil, however, look over the data points provided by Floquet and Keyona's work, then extrapolate that their two smokeholes are actually a part of a larger network. Breaking ground and digging in the right spot results in the party discovering one MASSIVE smokehole!!!

The digging has resulted in all four of you getting absolutely covered head to toe in dirt and grime and in George's case, layered above the mud from the previous initiation rite. Seeing the party looking filthy causes the yetis to again howl with laughter. But after a few minutes, they recover and marvel at the smokehole you've uncovered.

One of them says, "Wow, that's the biggest, darkest, deepest, smelliest smokehole yet!!! I just wanna shove my face up in there!!"

The party's particularly strong success has resulted in a release of exccesively large amounts of smoke, causing the yetis to react especially joyously! Inix in particular takes a noticeably friendlier tone with you as compared to before.

He says, "Well done! WELL DONE!!! WOW!!!" Although he expressed displeasure at his tribe lazing around all day, it seems he has no qualms about partying it up with everyone else during your initiation into the tribe!

"For the final initiation rite... and this is an easy one... Each one of you must take a deeeeep breath of smoke from a smokehole!!!

DC 13 Life Science or Medicine check:
You're able to analyze the smoke and find that the smoke is no more harmful than that from a typical campfire; the hallucinogenic properties seem to affect only the yetis

Everyone who breathes in the smoke must roll a DC14 Fortitude save.

If you fail the DC14 Fort save:
You suffer a coughing fit for 1d4 rounds!!

Wayfinders

Male N Halfling Field medic Envoy 4 | SP 27/27 HP 26/26 | RP 7/7 | EAC 14 KAC 15 | Fort +3; Ref +7; Will +5 | Init: +2 | Perc: +8, SM: +6 (+bonus) | Speed 30ft | Active conditions: Sneaky.

The halfling takes a while to analyze the smoke with his knowledge.

Medicine: 1d20 + 7 ⇒ (18) + 7 = 25

Then he takes a smoke.

Fort: 1d20 + 1 ⇒ (6) + 1 = 7

Cough, cough, cough. That’s a good one! Let’s have a try yourself.

Manifold Host

female LG uplifted bear soldier (blitz) 2 | SP 0/14 HP 20/20 | RP 4/5 | EAC 16; KAC 18 | Fort +3; Ref +2; Will +2 | Init: +9 | Perc: -1 (low-light), SM: -1 | Speed 40 ft. climb 10 ft. | Active conditions: Proud sponsor of Brainy Towels

Medicine: 1d20 + 6 ⇒ (6) + 6 = 12

"Eh, why not."

Fortitude Save: 1d20 + 2 ⇒ (8) + 2 = 10
1d4 ⇒ 3

"Haaaaack! Gack! Ptui! Uh, yeah, I see why you guys like this stuff!"

Dataphiles

Male N Android Technomancer 5 (Themeless)Buffs: Armor is active,Telepathic Message.
Bot Me:
Get invisible and stay invisible in combat. Use Summon Creature II and Holographic Image spells to contribute and remain invisible
SP 35/35 HP 29/29|Resist Fire, Cold 5|RP 5/7|EAC 16 KAC 17 AC 25|Fort +3* (Yeti Boon) Ref +4 Will +6 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +10 SM:+0 darkvision,low-light vision|Speed 40 feet|Endure Elements(-50 F to 170F)
Resources:
Jump Jets (uses) 9/10| Laser Pistol 20/20|Battery 40/80|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 0/1 |Energize Spell 0/1| Spells (Technomancer) 1st 5/6 2nd 0/3|

George 09-23 is an Android and does not breathe. He quickly realises that the smoke will not have any effect on their physiology (Take 10 on Life Science of 20). He pops open his suit and immerses his head in the gas for several minutes to show that at least he is trying to participate.

George shrugs.

"It smells like BBQ."

The android then seals himself back into his armor.

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

Fort:1d20 + 4 ⇒ (6) + 4 = 10

The formian doesn't find a great smell. And that has repercussion on the music.

Cough cough taktak cough cough taktak cough cough. Cough cough cough. Cough cough taktak cough cough taktak.


Starship Actions ; Live Exploration Extreme!

With George having no reaction to the smoke, a couple yetis encourage him to try again... and again... and again to no effect. But seeing Floquet, Keyona and Ji-Thil practically cough up a lung, (you guessed it!) the yetis laugh uproariously but also give you all a good-natured, gentle slap on the back.

"Welcome to the tribe!!!" declares Inix.

The rest of the yetis cheer loudly and pump their fists up in the air! Where they previously would not talk to you, ignored you or gave you a cold shoulder, you now experience, for better or for worse, a feeling of bromance exuding from the tribe...

Inix continues, "As official members of the tribe, you now have a voice! Your proposals will be heard and given as much consideration as any other member of the Muckfur tribe!" The rest of the yetis hoot and holler but instead of cheering at your expense or against you, they are now genuinely cheering FOR you!!

"And now we feast!!!!"

The cheers go up even louder! The yetis celebrate with more smoke inhalation, sharing of food, singing and dancing! They'll also direct you to safe spots along the river if you want to wash up. The party is welcome to hang out as long as desired - whether it be an hour or two, overnight or even longer!

The party may continue interacting with the yetis if you like. If you want to head to the gnolls, the swamp ghost or the temple, the yetis will point out on your map where to go - although the swamp ghost is in a general area, not a single specific location.

Wayfinders

Male N Halfling Field medic Envoy 4 | SP 27/27 HP 26/26 | RP 7/7 | EAC 14 KAC 15 | Fort +3; Ref +7; Will +5 | Init: +2 | Perc: +8, SM: +6 (+bonus) | Speed 30ft | Active conditions: Sneaky.

Happy to have found new friends the halfling is wondering if it would be possible to make of them honorary member of the Starfinder Society. But let's see this after the end of this.

So now do you agree that if we also convince the gnolls and the ghost to stays quiet you also will? At this point point the experiment should done. And we all can go home.

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

The formian nods to the words of the halfling.

For a good music we need good vibrations. And in a fight we get bad vibrations. So let's hope we can convince the others of the experiment to be in peace.

Manifold Host

female LG uplifted bear soldier (blitz) 2 | SP 0/14 HP 20/20 | RP 4/5 | EAC 16; KAC 18 | Fort +3; Ref +2; Will +2 | Init: +9 | Perc: -1 (low-light), SM: -1 | Speed 40 ft. climb 10 ft. | Active conditions: Proud sponsor of Brainy Towels

Keyona's vote is to go to the gnolls next, so we can have as much intel about the swamp ghost as possible before trying that.

Dataphiles

Male N Android Technomancer 5 (Themeless)Buffs: Armor is active,Telepathic Message.
Bot Me:
Get invisible and stay invisible in combat. Use Summon Creature II and Holographic Image spells to contribute and remain invisible
SP 35/35 HP 29/29|Resist Fire, Cold 5|RP 5/7|EAC 16 KAC 17 AC 25|Fort +3* (Yeti Boon) Ref +4 Will +6 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +10 SM:+0 darkvision,low-light vision|Speed 40 feet|Endure Elements(-50 F to 170F)
Resources:
Jump Jets (uses) 9/10| Laser Pistol 20/20|Battery 40/80|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 0/1 |Energize Spell 0/1| Spells (Technomancer) 1st 5/6 2nd 0/3|

George 09-23 takes the opportunity to clean up by the river. The android participates in the festivities for the next couple of hours. He then thanks their leader for their hospitality and promises him that they will find a way out for the entire tribe.

George turns to the talking bear.

"Yes, Keyona I agree. We should visit the gnolls next."


Starship Actions ; Live Exploration Extreme!

Inix replies to Floquet, "If I understand you correctly, you're proposing that we peacefully band together with the gnolls and the swamp ghost? If you can guarantee the gnolls will provide our tribe a steady supply of food, then we MIGHT consider an alliance..."

I'll need a diplomacy roll from Floquet to convince Inix. Others may assist - assist failures don't hurt.

DC 12 Perception:
You realize that the yetis are eating stored farm-grown foods but you have seen no evidence of yetis farming - only lazing about and enjoying narcotic smoke.

"But an alliance with the swamp ghost? All it knows is death and violence! It will murder more of our tribe given the chance! Perhaps it is best you meet the swamp ghost first and if you live, come back to us with a proposal to consider. We'll need proof that either the ghost will never attack our tribe again or you are strong enough to protect us from the ghost."

If the above diplomacy roll succeeds, you'll have Inix's agreement to ally with the gnolls. But Inix will not yet agree to allying with the swamp ghost.

-------------------

Because it looks like your visit with the yetis is soon to wrap up, I'm going to start up the scene with the gnolls. Map updated with the location of gnolls and swamp ghost as indicated by your fellow Muckfur tribesman.

You travel north in the direction indicated by the yetis until you see a small village built atop a low hill in the distance. A swift river borders the village to the west, its waters flowing from north to south. Fields of rice and substantial clusters of mushrooms grow from the hillsides around the town, and several figures are at work tending to the crops, their backs bent and hunched. The village itself has a short wall of piled dirt around its perimeter, and scraggly growth on top shows the beginnings of a protective hedge. As you move closer towards the village, you see that the figures have hyena-like heads and fur-covered bodies.

DC11 Life Science:
Yep, these figures are definitely gnolls all right! But this behavior is quite unusual for them. Gnolls are notorious carnivores and slavers, and they usually view manual labor to be a sign of weakness and subservience. An agrarian society of gnolls is practically unheard of!

Taking a pause here in case the party wants to say or do anything out here in the fields. If not, then the party can continue moving forward into the village itself.

Wayfinders

Male N Halfling Field medic Envoy 4 | SP 27/27 HP 26/26 | RP 7/7 | EAC 14 KAC 15 | Fort +3; Ref +7; Will +5 | Init: +2 | Perc: +8, SM: +6 (+bonus) | Speed 30ft | Active conditions: Sneaky.

Perception:1d20 + 6 ⇒ (3) + 6 = 9

Diplomacy, insight bonus: 1d20 + 10 + 1d6 ⇒ (6) + 10 + (2) = 18

Of course, of course. But if you can go from here you'll also find plenty of food somewhere else. For the ghost we'll see how to handle this.

_______

Arriving near the gnolls the halfling hails them.

Hello, don't be afraid. We are friends. We come to talk.

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

The formian approaches without weapon in hand.

Yes we are here to talk to you.

Manifold Host

female LG uplifted bear soldier (blitz) 2 | SP 0/14 HP 20/20 | RP 4/5 | EAC 16; KAC 18 | Fort +3; Ref +2; Will +2 | Init: +9 | Perc: -1 (low-light), SM: -1 | Speed 40 ft. climb 10 ft. | Active conditions: Proud sponsor of Brainy Towels

==then==

Perception: 1d20 - 1 ⇒ (13) - 1 = 12

"I'm sure the others would be willing to share the food they grow with you. Is there something you can offer in trade? Or just lend a hand? Everything is better when people work together!"

==now==

Keyona grumbles, "I'm not sure I will ever get the smoke out of my uniform," while generally trying to look more like "Mama Bear" and less like "giant killing machine".

Dataphiles

Male N Android Technomancer 5 (Themeless)Buffs: Armor is active,Telepathic Message.
Bot Me:
Get invisible and stay invisible in combat. Use Summon Creature II and Holographic Image spells to contribute and remain invisible
SP 35/35 HP 29/29|Resist Fire, Cold 5|RP 5/7|EAC 16 KAC 17 AC 25|Fort +3* (Yeti Boon) Ref +4 Will +6 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +10 SM:+0 darkvision,low-light vision|Speed 40 feet|Endure Elements(-50 F to 170F)
Resources:
Jump Jets (uses) 9/10| Laser Pistol 20/20|Battery 40/80|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 0/1 |Energize Spell 0/1| Spells (Technomancer) 1st 5/6 2nd 0/3|

George 09-23 notices that the nature of the food stuffs consumed by the Yetis.

(Perception result of 16 with a Take 10).

He tries to help Floquet persuade the Yeti leader.

"The sooner we can complete this crazy assignment the faster we can all get out of here."

Diplomacy,Aid DC 10: 1d20 + 3 ⇒ (18) + 3 = 21

Later as they approach the small village George's mouth is slightly ajar as he sees Gnolls farming. This is unusual indeed and perhaps a good sign that they can be reasoned with.

(Life Science result of 20 with a Take 10).


Starship Actions ; Live Exploration Extreme!

Inix replies to Floquet and Keyona, "Very well! We'll agree to a peaceful alliance with the gnolls as long as they provide us a supply of food. We don't have anything to trade really. But let us know what the gnolls' terms are and we'll consider. Good luck!

"....and we hope the swamp ghost doesn't rip your heads off!!" The rest of the tribe nods in agreement at the last remark. A couple flash a thumbs up to the party.

And on that note, most of the tribe disperses to go take a nap...

-------------------

As you approach the gnolls out in the fields, most keep their distance and walk briskly back to town, glancing nervously behind them at you as they retreat away from you. One of them yells over their shoulder in Common, "Please leave me alone! Corev is our mayor, talk to her!" The gnoll then runs off.

As the party enters the village, a crowd of two dozen gnolls gather around to see what the fuss is all about but most of them keep their distance near the buildings. The buildings in this village are relatively low and squat, their walls formed from stacked bricks of peat. Most of the roofs have vegetation growing upon them, creating a soft, fuzzy look that is enhanced by the perpetual mist.

A female gnoll steps forward and addresses the party, eyeing you warily, "Hello, my name is Corev and I'm the mayor here. Just a word of warning - we're aware of your allegiance with the yetis. If you're here to take our land then be aware that, unlike last time, we're prepared to defend ourselves. State your business or please leave."


Starship Actions ; Live Exploration Extreme!

Forgot an important bit... Picture of Corev unmasked in the slides!!

Dataphiles

Male N Android Technomancer 5 (Themeless)Buffs: Armor is active,Telepathic Message.
Bot Me:
Get invisible and stay invisible in combat. Use Summon Creature II and Holographic Image spells to contribute and remain invisible
SP 35/35 HP 29/29|Resist Fire, Cold 5|RP 5/7|EAC 16 KAC 17 AC 25|Fort +3* (Yeti Boon) Ref +4 Will +6 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +10 SM:+0 darkvision,low-light vision|Speed 40 feet|Endure Elements(-50 F to 170F)
Resources:
Jump Jets (uses) 9/10| Laser Pistol 20/20|Battery 40/80|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 0/1 |Energize Spell 0/1| Spells (Technomancer) 1st 5/6 2nd 0/3|

George smiles and shakes his head.

"No, we are not interested in your land. We are looking for a way out of this place and the best way to do that is to come to a peace agreement between all the groups living here so we can all return to the surface and our old ways of life."

"Now, is there anything that the Yetis could do for you?"

Wayfinders

Male N Halfling Field medic Envoy 4 | SP 27/27 HP 26/26 | RP 7/7 | EAC 14 KAC 15 | Fort +3; Ref +7; Will +5 | Init: +2 | Perc: +8, SM: +6 (+bonus) | Speed 30ft | Active conditions: Sneaky.

Or is it something that you would like from the third part in the agreement? I mean each one could get something from someone else. That’s also an exchange principle.

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

And we can play music.

Tchi tchou, tchi tchi tchou. Touktouk touktouk touktouk. Tchi touch.


Starship Actions ; Live Exploration Extreme!

George, Floquet and Ji-Thil: Please roll diplomacy and/or diplomacy assist rolls to go along with your previous statements.

Also, map of the village unmasked in the slides. Haven't bothered with putting tokens on but will do so later if needed.

Corev raises an eyebrow, "So you're not here to attack us? How do I know you're telling the truth? The yetis have attacked us unprovoked and driven us from our lands before - and you all are allied with the yetis. I think I'll need a bit more explanation about who you are, where you came from and why you've allied with those treacherous yeti."

For those who respond to Corev, please roll additional diplomacy/intimidate/bluff checks (whichever it is you're trying to do) and/or assists as appropriate.

DC11 Sense Motive:
Although Corev is obviously skeptical of your intentions, you deduce from her body language and expression that she is certainly interested in a peaceful arrangement.

Wayfinders

Male N Halfling Field medic Envoy 4 | SP 27/27 HP 26/26 | RP 7/7 | EAC 14 KAC 15 | Fort +3; Ref +7; Will +5 | Init: +2 | Perc: +8, SM: +6 (+bonus) | Speed 30ft | Active conditions: Sneaky.

Diplomacy:1d20 + 10 + 1d6 ⇒ (13) + 10 + (3) = 26

Sense motive:1d20 + 5 + 1d6 ⇒ (7) + 5 + (4) = 16

No, we are not here to attack you. We are Starfinders sent by the Starfinder Society to investigate this vault. That's the reason why we entered. Now we are now stuck inside. To be able to come out the trap here you must get a tribe ruling the others or to get everybody fine together. We opted for the last one. So we met the yetis who agree with this point of view. So now we hope that the gnolls will agree as well as I feel you would like too.

Wayfinders

Formian Solarian 3 | SP 24/24 | | HP 25/25 || RP 4/4 |EAC 15 KAC 16 Comb man 23 | F: +4, R: +4, W: +2 | Init: +3 | Perc: +3, SM: +3 | Speed 30ft | Active conditions: None.

Diplomacy:1d20 + 9 ⇒ (11) + 9 = 20

He's right. Listen to him.

Manifold Host

female LG uplifted bear soldier (blitz) 2 | SP 0/14 HP 20/20 | RP 4/5 | EAC 16; KAC 18 | Fort +3; Ref +2; Will +2 | Init: +9 | Perc: -1 (low-light), SM: -1 | Speed 40 ft. climb 10 ft. | Active conditions: Proud sponsor of Brainy Towels

"The Muckfurs may have been aggressive before, but only because they didn't see a way out of this. Now they are willing to cooperate."

Diplomacy, Aid: 1d20 ⇒ 11

Dataphiles

Male N Android Technomancer 5 (Themeless)Buffs: Armor is active,Telepathic Message.
Bot Me:
Get invisible and stay invisible in combat. Use Summon Creature II and Holographic Image spells to contribute and remain invisible
SP 35/35 HP 29/29|Resist Fire, Cold 5|RP 5/7|EAC 16 KAC 17 AC 25|Fort +3* (Yeti Boon) Ref +4 Will +6 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +10 SM:+0 darkvision,low-light vision|Speed 40 feet|Endure Elements(-50 F to 170F)
Resources:
Jump Jets (uses) 9/10| Laser Pistol 20/20|Battery 40/80|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 0/1 |Energize Spell 0/1| Spells (Technomancer) 1st 5/6 2nd 0/3|

George 09-23 listens carefully to the Corev's words. He is encouraged that perhaps she can brought around.

Result of 13 on a Take 10 with Sense Motive.

"We are only looking to get out of here with as little violence as possible. I really hope that we can all find a way out together."

Diplomacy, Aid DC 10: 1d20 + 3 ⇒ (8) + 3 = 11

51 to 100 of 192 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / gameplay thread All Messageboards

Want to post a reply? Sign in.