Farsurrwag the Bleachling |
"I'd prefer my belongings and possessions remain with me," Farsurrwag replies in protest to the drone.
"I believe we've outworn our welcome in this 'verse."
Jyskos Arabath |
Jyskos looks to the others, "Yep, time to go mates, I don't want to hand anything over to anyone, especially not this drone!"
"Now, where is the exit?" he says, looking around
Arboreal Blightborn |
Arboreal nods in a panic and places their empty hand on the key, the other still lightly gripping their pistol. "Back to Venture Captain Hilo then?"
They keep their eyes on the robots, making sure they don't make a move while Arboreal's back is turned.
GM Numbat |
As the team provide details of their observations, Hilo once again asks thoughtful questions and agrees with their speculations regarding the progress of non-drift space travel. He ponders on Myrrium’s provision of appropriate attire for the trip but neglect of VRIs. He goes as far as to suggest that there may be limits to the illusions the device can provide.
”I agree with your decision to protect the key and ensure your safe return. I wonder how the security bots report will be received,” he muses.
”Well, never mind. Time for you to enjoy a well-earned rest and explore other areas of the galaxy. I should have another assignment for you in the near future. Thank you, Starfinders. You are proving to be a most apt team.”
After being dismissed, the group are able to refresh themselves before heading their separate ways. The venture-captain is as good as his word though and before too long, they each receive another invitation to join him on Fairweather Foe.
They find themselves once again on board a transport to the mobile lodge, catching up and sharing speculation as to where they may be sent next.
The door to Venture-Captain Hilo Beruta’s office opens, revealing a dazzling, and now familiar orrery showcasing a still unfamiliar solar system. The venture-captain, a damai dressed in colourful robes, stands next to the orrery and observes its movements with great interest.
“Welcome back,” Hilo says with a practised smile. “Today, you will have a chance to look upon a world that it’s likely no other Starfinders will ever see. As you are aware, this device next to me is known as Myrrium, and it has the power to transport travellers to distant and unfamiliar worlds. What’s most puzzling about it is that many of the worlds it chooses appear to be part of other versions of reality entirely, where defining events of history have taken different paths. Your mission is to explore whichever world Myrrium shows you. Gather as much information as you can before you return.”
He produces a silver clockwork key and demonstrates using it to activate the orrery. “Remember, this is your ticket to another world and your way back home. Use it once you’ve gathered sufficient evidence about your destination,” his playful tone shifts into grave seriousness, “or if you face an immediate danger you can’t deal with. Please only activate the key in a true, life-threatening emergency, as Myrrium’s destinations appear random and once you return, that path may be lost to the next explorers.”
When ready, the Starfinders approach Myrrium and prepare to activate the artifact.
As the arms lower, the orrery begins to spin. The room does the same, faster and faster in a disorienting spiral. First comes a change in temperature. The controlled cool of the starship’s interior is replaced by the blaze of the sun over an arid desert. The sun is barely a sliver of orange over the horizon, yet the heat is already stifling. All around is sprawling sand. Flat patches extend and roll into dunes, without a sign of vegetation or water in sight. The silhouettes of cracked structures rise in the distance.
With expectation, the travellers examine their appearance and note that their outfits have this time transformed appearance into lightweight fabrics that cover the extremities and head coverings to protect them from the sun.
Each receive a +2 circumstance bonus to Fortitude saving throws made against hot weather.
In an attempt to get their bearings and learn what they can of their immediate environment, each character may attempt one of the following skill checks.
Life Science – to look for signs of plant or animal life
Physical Science – to make observations about the environment
Survival – to search for tracks
Istilnar |
Survival: 1d20 + 8 ⇒ (9) + 8 = 17
Arboreal Blightborn |
"I wonder where we are this time..."
Arboreal takes a look around, trying to see if they can catch any signs of life or a direction to go.
Survival: 1d20 + 5 ⇒ (19) + 5 = 24
Farsurrwag the Bleachling |
Life Science: 1d20 + 9 ⇒ (20) + 9 = 29
Farsurrwag considers the local life forms for clues.
GM Numbat |
The team makes a quick assessment of the conditions, consulting with each other as they make their observations. The outcome is that they realise:
• Though desert biomes support life, there’s no sign of any plants or animals.
• Judging by the current air temperature, they only have a few hours until the sun fully rises and becomes a danger; getting to shelter mitigates the threat of heatstroke.
• A line of tracks that appear vaguely humanoid, though warped in some way, leads toward the structures in the distance.
As they set out toward the distant ruins one of them spots something buried beneath the sand. A quick investigation reveals a large insectoid husk surrounded by fragments that resemble mandibles and claws. Once unearthed, they skitter away with a gust of wind, producing a hollow rattle that lingers in the dry air.
Anyone looking at the ruins may attempt a Culture check to try to recognize anything about them. This is quite difficult at this distance.
As they slowly slog through the never-ending and rapidly heating sands, they see what looks to be a rock formation on their path. However, as they approach closer, the mound reveals itself to be a large skeleton of a massive, legless and armless creature, ravaged by the heat and sand. Surrounding it are shells with dozens of unique shapes, all worn smooth with time and bleached white by the sun.
Those examining these remains may attempt one Life Science check for the shells and another for the skeleton. Please identify which you are examining with each check.
Jyskos Arabath |
Jyskos, adjusts his headwear and squints, clearly not enjoying this vast sunlight.
Survival: 1d20 + 1 ⇒ (12) + 1 = 13
Jyskos sees if he can identify the ruins
Culture: 1d20 + 6 ⇒ (11) + 6 = 17
While the skeletons and shells look interesting, Jyskos didn't take Science Class on Apostae.
Farsurrwag the Bleachling |
"I'd say you could fry an egg in this heat, but there don't appear to be any oviparous animals around." notes Farsurrwag.
Spotting the ruins in the distance, the bleachling takes a gander.
Culture: 1d20 + 10 ⇒ (4) + 10 = 14
Spying the shell-like and skeletal remains, the gnome attempts to identify them.
Life Science to ID shells: 1d20 + 9 ⇒ (1) + 9 = 10
Life Science to ID skeleton: 1d20 + 9 ⇒ (3) + 9 = 12
Istilnar |
Istilnar, does his best to hide his sensitive skin from the rays of the sun.
He has no points in culture or life science.
Farsurrwag the Bleachling |
Ovipar ..... pardon? she asks.
"You're... EGGS-scused!" Farsurrwag replies before releasing a series of laughs. He pauses for a moment, as if in realization, "It would seem that the meaning of my words have gotten... scrambled!"
The gnome sinks into a torrent of laughter once again.
Zamba Zorbolo |
Life science to examine shells: 1d20 + 11 ⇒ (17) + 11 = 28
Life science to examine skeleton: 1d20 + 11 ⇒ (8) + 11 = 19
Catching up to the group, (you'd think someone with so many legs would move a bit faster) ZeeZee looks at the shells and the mountanious skeleton.
"You would think something of this size her in the desert would attack other creatures - either as food or shelter. I wonder what this is, and could it possibly provide us shelter from this hot sun?"
Arboreal Blightborn |
"I like a good sun bath as much as the next Ghoran but I don't think I'm really made for this dryness. I can't retain my water like a cactus can. We better get out of here before my vines start sprouting raisins."
Arboreal pulls a heavy plastic bottle from their pack and takes a very large drink before following Bordle off towards the ruins.
Joining the no Culture or Life Science Club here!
GM Numbat |
Although the Starfinders peer ahead, none of them can distinguish anything remarkable about the ruins at this distance. Most of them also have no clue about the remains until ZeeZee catches up with the group. The biohacker uses her expertise to determine that the large skeleton is that of a marine mammal, possibly a type of whale, while the shells are of the type normally found on seabeds.
The team find themselves struggling in the heat as they continue their march toward shelter.
DC 15 Fortitude save versus 1d4 ⇒ 2 nonlethal fire damage.
Despite the conditions, they trudge on, trying to stay alert.
Perception checks, please.
A larger than usual sand dune faces them, nearly blocking the ruins from sight. The heat is now pushing like a wall against them. They reach the pinnacle of the dune and the ruins are tantalizingly close but the heat is relentless.
Another Fortitude save this time DC 16 versus 1d4 ⇒ 3 nonlethal fire damage.
Farsurrwag the Bleachling |
Fortitude (DC 15): 1d20 + 3 ⇒ (6) + 3 = 9
Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Fortitude (DC 15): 1d20 + 3 ⇒ (18) + 3 = 21
The bleachling wipes sweat from his face, realizing that the makeup around his mouth is beginning to drip as he plods through the sand.
"At least, something is able to run in this gods' forsaken heat," he mutters. He scans the horizon looking for relief, then starts up the dune.
Istilnar |
Istilnar, drinks the last of his water from his canteen and continues on through the desert.
Fortitude Save: 1d20 + 2 ⇒ (12) + 2 = 14
Perception: 1d20 + 9 ⇒ (7) + 9 = 16
Fortitude Save: 1d20 + 2 ⇒ (10) + 2 = 12
The sun continues to beat down on Istilnar's sensitive skin and he continues to fall behind the rest of the group as the sunburn on the back of his neck begins to really bother him.
Zamba Zorbolo |
"The fact that such large sea creatures used to live here, and yet this looks no place like home. Is anyone else just feeling dry? My tentacles do not like this."
Fortitude (DC 15): 1d20 + 3 ⇒ (8) + 3 = 11
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Fortitude (DC 15): 1d20 + 3 ⇒ (16) + 3 = 19
"I think I am starting to cramp from the lack of moisture, cause I feel it in my appendages."
Arboreal Blightborn |
Arboreal passes their water bottle to the Ijtikri. "Yeah... I feel like I'm going to shrivel up at this rate. And I'm supposed to like the sun but this is overdoing it even for me."
Fortitude: 1d20 + 5 ⇒ (10) + 5 = 15
Perception: 1d20 + 0 ⇒ (3) + 0 = 3
Fortitude: 1d20 + 5 ⇒ (16) + 5 = 21
Though despite their complaints their partially fermenting state manages to keep them from being burned too hard. Instead Arboreal's fermenting wine-like scent swirls ever stronger around them in the desert heat.
Jyskos Arabath |
Jyskos hates life right now. The sun is awful, his skin feels on fire. He is just...disgusted by this.
As this is Bright Light, I was blinded for 1 round, and now I'm just basically Dazzled permanently cos we're still in Bright Light.
Fortitude: 1d20 + 1 ⇒ (9) + 1 = 10
Perception: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9
Fortitude: 1d20 + 1 ⇒ (6) + 1 = 7
Jyskos is so taken up by the fact the fire and sun is roasting him alive he doesn't even bother to look around properly, just one foot in front of the other as his Purple skin starts to peel and blister.
Jyskos takes 5 non-lethal Fire Damage
GM Numbat |
Arboreal: 1d20 + 3 ⇒ (17) + 3 = 20
Bordle: 1d20 + 1 ⇒ (1) + 1 = 2
Farsurrwag: 1d20 + 2 ⇒ (14) + 2 = 16
Istilnar: 1d20 + 2 ⇒ (9) + 2 = 11
Jyskos: 1d20 + 9 ⇒ (16) + 9 = 25
ZeeZee: 1d20 + 6 ⇒ (2) + 6 = 8
small bugs: 1d20 + 2 ⇒ (19) + 2 = 21
As the team slide to the base of the dune and continue their slow trek onwards, Farsurrwag and Istilnar spot movement behind them. They have just enough time to start to turn away as the large sloping dune explodes, showering everyone in sand.
Reflex saves, please
I have placed you at the top of the map. You may rearrange into your trudging order, you were headed up, the dune is behind you.
Istilnar |
Reflex Save: 1d20 + 2 ⇒ (11) + 2 = 13
I placed Istilnar off to the right since I said he was falling behind the group because of heat exhaustion.
Farsurrwag the Bleachling |
Reflex: 1d20 + 2 ⇒ (1) + 2 = 3
Eternal Hope reroll, Reflex: 1d20 + 2 ⇒ (4) + 2 = 6
"We're dune for!" cries the bleachling as he observes the sand exploding, yet finds little avenue of escape.
Arboreal Blightborn |
I kind of assume Arboreal was towards the front since they were handling the heat the best but I also put myself next to Zamba since I was trying to pass them some water.
Reflex: 1d20 + 5 ⇒ (4) + 5 = 9
"What's going on? Why is the sand exploding?"
Bordle |
Bordle was backing off a bit to help Isilnar. She also was contemplating conjuring up a lot of water from an alternate reality.
Still ..... hot orange sun, dry seabed that used to have whales, ..... were they millions of years in the future for the Pact Worlds? Or on another system all together. Both theories seemed plausible
.
Zamba Zorbolo |
I moved ZeeZee to close to the base of the dune, since she was inspecting it I figured she would be close to it. If I am incorrect, please adjust.
Reflex Save: 1d20 + 2 ⇒ (10) + 2 = 12
"None of the information I have on this would indicate it has explosive properties!"
GM Numbat |
Reflex-Jyskos: 1d20 + 7 ⇒ (13) + 7 = 20
I forgot to mention that Farsurrwag and Istilnar received a +2 bonus on the reflex save. I have counted that in.
The only token I moved was Istilnar to reflect lagging behind and still coming off the dune you had just clambered over.
Half the team find the assault of the sand too much, leaving them effectively sightless temporarily. blinded for one round
The rest of the Starfinders see a number of small bugs burrow out of the sand, approaching rapidly. They have an air of intense focus on the life forms in front of them.
Round 1 those in bold may act
Jyskos -5NL
Red(1)
Green(2)
Blue(3)
Yellow(4)
Arboreal (blind)
Farsurrwag -2NL (blind)
Istilnar -5NL
ZeeZee -2NL
Bordle (blind)
Jyskos Arabath |
"Wait, what is happening? I can't see very well in this damn sunlight" say Jyskos, hearing exploding sand and turning to look.
"WHAT ARE THOSE THINGS!?" Jyskos shouts, not knowing anything about them.
Jyskos will move 5ft away from the creatures while pulling out his Diffraction Perforator Pistol and while doing this Trick Attack "Blue".
Bluff Trick Attack vs Blue CR: 1d20 + 15 ⇒ (12) + 15 = 27
CR7 or below is Tricked and Flat-Footed
Diffraction Perforator Pistol vs Blue Flat-Footed EAC: 1d20 + 5 ⇒ (16) + 5 = 21
Penetrating Sonic Damage: 1d4 + 1d4 ⇒ (1) + (3) = 4
"Yeah, take that you damn bug!" Jyskos yells in the direction of "Blue" thinking "Man, I hate this planet..."
GM Numbat |
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 7 ⇒ (1) + 7 = 8
Jyskos reacts quickly to the approaching bugs, shooting the one posing the most immediate threat to a teammate, and doing noticeable damage. The bugs, however, continue to scuttle toward the Starfinders and try to attach themselves to various members.
Jyskos, Farsurrwag, and Istilnar each find themselves hosting one of the creatures. ZeeZee felt one try to attach but it slid off, landing beside her.
Round 1 continues - those in bold may act
Jyskos
Red(1)
Green(2)
Blue(3) -4
Yellow(4)
Arboreal (blind)
Farsurrwag -2NL (blind)
Istilnar -5NL
ZeeZee -2NL
Bordle (blind)
Round 2 commences
Jyskos -5NL
An Attached creature may be removed with a successful Strength check made as a move action.
Zamba Zorbolo |
First ZeeZee will use her custom microlab attempt to identify the bugs, and pass that information on to the group.
Life Science: 20 + 11 = 31
Then she will take a small, 5 ft., step back towards the group and away from the one that was trying to hug her.
Farsurrwag the Bleachling |
"It seems that you've become rather attached to me!" Farsurrwag laughs as the creature latches onto the bleachling's body in search of a host. The Bleachling Who Laughs releases a string of laughter.
"Why, its almost as if we were FAMILY!" he continues to laugh for a few moment. As he does so, Farsurrwag quietly slips on his injector glove, bringing it towards him.
His expression then turns suddenly dark and dour.
"Well, if that's going to be the case, then I certainly hope this hurts you more than it hurts me!" growls Farsurrwag as he blindly plunges the injection glove towards what he hopes is the creature's form.
Melee (injection glove): 1d20 + 1 ⇒ (4) + 1 = 5
Miss chance<50%: 1d100 ⇒ 50
Damage (P): 1d4 - 1 ⇒ (1) - 1 = 0
Arboreal Blightborn |
"Oh man I have sand in my eyes and I can't even cry it out of them in all this dryness. What bugs? What is happening?"
I don't really have a good way of seeking out the bugs while blind since none of them are attached to me and I didn't even see them appear so Arboreal just spends their turn trying to clear all the sand from their face.
Jyskos Arabath |
Jyskos tries to shake the thing off of him.
As it's a Move Action, we can attempt this twice right?
Strength Check: 1d20 + 0 ⇒ (7) + 0 = 7
Strength Check: 1d20 + 0 ⇒ (8) + 0 = 8
He does not succeed.
Bordle |
Bordle is also doing what she can to get the sand out of her eyes, mostly by irrigating them with water from an alternate reality, or her water bottle if that doesn't work.
It is also interesting she's dressed like a Victorian explorer, shirt, shorts, even a Victorian pith helmet.
GM Numbat |
ZeeZee makes a quick and efficient examination of the creature near her and determines it is a Swarm Dredger, one of the smaller members of The Swarm. These creatures are known to share a hive mind, so that what one knows or senses the others are aware of too. These look to be responding to vibration as much as sight and given their demonstrated burrowing abilities it is highly likely they have some form of darkvision. The exoskeletons look like they would provide protection from acid. Similarly, their hive mind and low intelligence would likely make them immune to fear effects. ZeeZee quickly transmits the gist of this as she carefully steps away from the creatures.
Farsurrwag demonstrates his ability to maintain his humourous prattle even during trying circumstances but is completely ineffective at swatting the bug attached to him.
Arboreal spends their time slowly clearing the sand from their eyes.
Jyskos jiggles around swatting at the bug attached to him but is unable to remove it.
Bordle finds that no matter how well dressed you are, sometimes the environment wins. Thankfully the water is slowly helping clear the sand and restore her sight.
Round 1 continues - those in bold may act
Jyskos
Red(1)
Green(2)
Blue(3) -4
Yellow(4)
Arboreal (blind)
Farsurrwag -2NL (blind)
Istilnar -5NL
ZeeZee -2NL
Bordle (blind)
Round 2 commences
Jyskos -5NL
An Attached creature may be removed with a successful Strength check made as a move action.
Slide 7
Istilnar |
Istilnar, sneers in anger and frustration as the bug attaches himself to him. Knowing all too well that it plans to make a meal of his innards he pulls a spell gem from a pouch attached to his utility belt and uses its power to insert a magically enhanced command word flee into its primitive mind. Command, DC 14 will save or the bug runs away from Istilnar for one round.
GM Numbat |
1d20 + 2 ⇒ (16) + 2 = 18
1: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 1d6 + 3 ⇒ (2) + 3 = 5
2: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 1d6 + 3 ⇒ (4) + 3 = 7
3: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21 1d6 + 3 ⇒ (2) + 3 = 5
4: 1d20 + 7 ⇒ (6) + 7 = 13 1d6 + 3 ⇒ (4) + 3 = 7
Having been unsuccessful at dislodging the bug, Jyskos now feels the creature's claws dig in. 5 damage
Farsurrwag, his sight now returning, sees the bug attached to him fail its attempt to apply claws in a similar fashion.
Istilnar attempts to make his bug flee, only to have it grip harder and dig in with its claws. 5 damage
ZeeZee sees the bug she moved away from pursuing her but rather than try to attach it simply lashes out with its claws, narrowly missing her.
With the eyes now mostly clear of sand, the Starfinders find themselves facing off against a very small portion of the Swarm and realising that once attached these small bugs are a challenge.
Round 2 continues - those in bold may act
Jyskos
Red(1)
Green(2)
Blue(3) -4
Yellow(4)
Arboreal
Farsurrwag (-2NL)
Istilnar -5 (-5NL)
ZeeZee (-2NL)
Bordle
Round 3 commences
Jyskos -5 (-5NL)
An Attached creature may be removed with a successful Strength check made as a move action.
Slide 7
Farsurrwag the Bleachling |
Now able to see the unpleasant thing, Farsurrwag places a biohack into his
glove and goes for another stab.
"Stay still!" he shouts at the creature. "Good Ole Uncle Farsurrwag will supply all you needle."
Melee (injection glove): 1d20 + 1 ⇒ (15) + 1 = 16
Damage (P): 1d4 - 1 ⇒ (4) - 1 = 3
If successful hit, creature takes -2 penalty to AC.
Zamba Zorbolo |
ZeeZee calls out to Arboreal, "This may sting a bit! as she pulls out her liquidator caustoject and shoots Arboreal, hoping that improving her senses may help her overcome the blinding sand.
GM Numbat |
ZeeZee calls out to Arboreal, "This may sting a bit! as she pulls out her liquidator caustoject and shoots Arboreal, hoping that improving her senses may help her overcome the blinding sand.
** spoiler omitted **
The Blind condition was only for one round so everyone has recovered. Would you like to do something else this round?
GM Numbat |
Farsurrwag perseveres, honing in on the bug with his gloved hand, slapping it hard.
Round 2 continues - those in bold may act
Jyskos
Red(1)
Green(2) -3 (-2AC)
Blue(3) -4
Yellow(4)
Arboreal
Farsurrwag (-2NL)
Istilnar -5 (-5NL)
ZeeZee (-2NL)
Bordle
Round 3 commences
Jyskos -5 (-5NL)
An Attached creature may be removed with a successful Strength check made as a move action.
Slide 7
Istilnar |
Istilnar, grimaces in pain as the bug bites him and stumbles back toward the rest of the group. This time he unleashes an assault on the bug's mind, hoping to destroy is entirely.
Mind Thrust (DC 14 Will save for 1/2 damage): 2d10 ⇒ (10, 7) = 17
Bordle |
Bordle reaches into another reality and tries to really needle both blue and green
Yeah. I thought that they needed a little needling she calls back to Farsurrwag Hopefully they'll get the point
Casting Puncture Veil as a full round action.
piercing: 1d4 ⇒ 4 green
piercing: 1d4 ⇒ 3 blue
You grasp onto a space-time filled with microscopic needles and use them to pierce into your reality. One creature takes 1d4 piercing damage and gains bleeding 1 for 3 rounds.
You can cast this spell as a full action. If you do, you have two options. You can target two creatures within 20 feet of each other with the effect described above, or target only one creature, who takes 2d4 piercing damage and gains bleeding 2 for 3 rounds.