cmlobue |
@Antares No confirmation, all natural 20s are crits.
Antares sends a massive burst of electricity through the tentacle wrapped around her, and with a flash and the scent of singed hair, the creature releases her and drops to the ground.
Skip hits the other cat as it passes by, while Bonkers pulls out a needle and stabs it. It seems sluggish, but is still looking hungry.
Round 2 - bolded may go
Red (-15 HP, -1 attack for 6 rounds, -2 AC for 7 rounds)
Antares-1 (-9 SP, grappled)
Bonkers
Blue
Donovan (-8 SP)
Morbo
Norbert
Skip
Norbert Smallfoot1 |
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These things are pretty nasty in close like this. I really don't like being this close to nasty creatures.
Norbert will pull a Survival knife and try to Trick Attack Red.
Bluff to Trick Attack, with Specialization: 1d20 + 9 + 4 ⇒ (10) + 9 + 4 = 23
Attack KAC, Target Flat footed if Trick works: 1d20 + 4 ⇒ (2) + 4 = 6
Slashing Damage: 1d4 ⇒ 1
Trick damage if Trick Succeeds: 1d4 ⇒ 2
Donavaan T'aar |
Concentrating on a piece of debris that he sees, Donavaan uses the power of his mind to lift it and hurl it at red
1d20 + 2 ⇒ (13) + 2 = 15 telekinetic projectile
1d6 ⇒ 1 Bludgeoning
and the moves away
Did it take damage from his armor spell?
Skip Intro |
Skip backs carefully away from the cat again Guarded Step
He shields his eyes as a swirling ball of fire appears to envelope the animal.
Hazard, fire: 1d3 ⇒ 1
Casts 0 level spell Hazard. 5 foot burst covers the creature, Reflex negates. Maybe I should stick to kicking
cmlobue |
@Donovan Sorry, I didn't realize you wanted to activate the spell this turn. Didn't matter, though.
Norbert disorients the remaining zrulicat, and Skip, Donovan and Morbo combine to take it down.
Antares-1 (-9 SP)
Donovan (-8 SP)
Now that combat is over, the party can examine the cats. They look gaunt and underfed, but bits of flesh in their teeth and claws indicate that they have been hunting recently.
Plot continues tomorrow.
Bonkers123 |
medicine: 1d20 + 10 ⇒ (20) + 10 = 30
life science: 1d20 + 9 ⇒ (10) + 9 = 19
"Hmm... other than starving there is something wrong with their blood as well. I shall take samples and see if I can figure that out. However, their pelts are quite valuable. We should collect them!"
If he can, Bonkers will use his custom microlab to see if he can figure out why their blood isn't coagulating. If the adventure allows it. :)
Skip Intro |
Skip brushes off and straightens his clothing, muttering to himself. "Dreadful..... Dreadful indeed"
"Yes, that was quite the shock to be rushed by those animals. And it was all over so quick, I didn't even have a chance to pull my pistol. Great work everyone"
Skip tries to be discrete with his magic use and is kind of playing up that he didn't do anything during the combat.
cmlobue |
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Eventually, the tracks you followed merge to join with multiple sets of hooved footprints, all leading to a single location.
The forest gives way to a patchwork of tree-dotted fields, some fallow and some lush with dark-green grass. The fields encircle a cluster of mobile prefabricated modules that form a small settlement. A river runs through the ring of buildings, and a rope and plank bridge provides a path across the swift waters below. Dozens of hooved footprints flatten the grass throughout the meadow, but at first glance, the village appears deserted.
Norbert Smallfoot1 |
Norbert proceeds cautiously toward the village.
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
He quietly lets the others know There are beings in the buildings, and some of them have us covered with guns.
Morbo Rivers |
life science: 1d20 + 7 ⇒ (18) + 7 = 25
life science: 1d20 + 7 ⇒ (15) + 7 = 22
perception: 1d20 + 6 ⇒ (3) + 6 = 9
Morbo resonds telepathically.
"Very well, do you think we should let them know that we know? Try to see if they are willing to talk?"
Antares-1 |
Antares-1 can't help but glance around at Norbert's warning. She hadn't seen anything save for a deserted village. "Perhaps they are of the Startreader Herd? Should we hail them?" The android is still glancing around curiously, and nods at Bonkers' suggestion. "Yes. Though that presumes them to be peaceful as well."
Perception Check: 1d20 + 6 ⇒ (1) + 6 = 7
Skip Intro |
Skip smiles, and his smile seems to beam a little brighter. He moves to a few members of his crew and places a hand on their shoulders as he passes by. "Well friends, we've followed the hoofed prints this far. With a little it of luck this will be the herd, defending themselves for whatever attacker they've been threatened by out here. Come, let's try to speak with them. I'll step out first. Anyone coming with me? Anyone hanging back, keep your eyes peeled and your safeties off"
You're not sure if it's his confidence or something else, but it seems to be contagious. Skip casts 0 level spell "charming veneer" on himself, as well as anyone else coming to speak. Standard action casting time, so as he places a hand on the other starfinders shoulders he'll longer there for a moment to inspire them. +1 circumstance bonus to charisma based checks for 10 minutes.
"Wish me luck" he said at last, and steps from the forest and into the grassy feilds. He keeps his pistol in its holster, and keeps his hands open and at his sides. he raises his right hand and activates his Starfinder Subdermal graft, signalling that he is with the society. He calls out across the feilds to the buildings. "Hello there! We recieved a distress call and we are here to lend our aid!"
cmlobue |
A familiar voice answers them from a central building, shouting, “That’s close enough! Who are you and why are you here?”
Skip Intro |
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"Of course, where are my manners" Skip calls out to the voice. "I am Skip Intro, agent of the Starfinder Society. I and my team were aboard the ship Kagzala's Jewel when we received a broken distress transmission from Colrid of the Star Treader herd. First Seeker Ehu Hadif tasked us to investigate."
Skip, hoping name dropping will help the dice roller
Diplomacy: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
cmlobue |
Colrid pokes his head out the door and invites you inside the prefab building, which resembles a cinder block on wheels. "Thanks for coming. Our herd normally roams the meadow freely, but the recent string of unusual zrulicat attacks disrupted our routines. To make matters worse, some of our herd have gone missing without a trace over the past weeks. I was captured by poachers several years ago, and I'm worried that the missing herd members have suffered a similar fate. I long to fight back against the danger menacing my people, but fear and uncertainty temper my desire."
Morbo Rivers |
"That was a prudent choice, a leader must be present to leave no matter what actions they feel called to. We are here and ready to offer you any assistance you may need, we could not turn our backs on a fellow agent, even one who felt called to serve elsewhere. Can you share any other details about the missing herd members? How long ago did these attacks begin? And most importantly, what do you need us to do?"
Norbert Smallfoot1 |
Were there any commonalities in the disappearances? Location? Time of day? Are the zrulicat attacks coming from a particular direction, or area?
Skip Intro |
Skips listens and considers the questions the others ask, before adding his own. "Have you any reason to suspect poachers may be active in the area?"
cmlobue |
Sorry, forgot to add Colrid to the slides. Definitely not human.
“The wildlife attacks started a few months ago, and it’s only getting worse. Animals claw or peck at us wherever we go—it’s as if the entire planet is on edge. The zrulicats are the worst. They rarely troubled us before and were easy to avoid, but now they hunt us. Stranger still, when the zrulicats attack their prey, they no longer eat their kills. They just leave the corpses laying there to rot. I don’t understand it.”
“At first we thought Tansid got lost—he’s young and hasn’t mastered the art of navigation yet. Then, a few days later another was taken. Five members of our herd have disappeared over the past two weeks. The witnesses refuse to speak of what they saw, and my attempts to track the missing have failed.”
“Soorid, Trisu, and Mulrid all say they saw something strange. You should talk to them about what they witnessed, but you’ll need to earn their trust first.”
Bonkers123 |
Bonkers holds up a vial of blood from the beasts they killed. "If you have a biologist perhaps they can take a look at it. Something is definitely wrong with them."
Morbo Rivers |
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"Perhaps we should approach these individuals in smaller groups. Suddenly being confronted by 6 starngers might be intimdating. Colrid, can you tell us a bit about these 3 people so we have some idea of how to win them over."
cmlobue |
"Let us rest until morning. It is late enough that none are likely to be receptive. I will point them out when they emerge for the day."
Colrid allows you to spend the rest of the night at their camp. In the morning, he indicates the three dromada he wishes you to speak to.
Mulrid kneels in one of the fallow fields sowing seeds. They kneel in one of the fallow fields sowing seeds, fretting aloud about completing their planting before dusk.
Soorid is relaxing near the river. She’s an elderly dromada with gray fur who acts unafraid of you. Soorid is one of the waterers responsible for maintaining irrigation of the meadows. She loves magic tricks.
Colrid does not see Trisu, but says that he may be lingering in the sleeping module. This is an open-air pavillion, and as you approach, you notice a shock of red fur move to behind a crate and emit a deep moaning sound.
Bonkers123 |
[are we doing this one at a time or all three at once for time sake? Posting them in order so.. either way. Take from the top or all at once. :) [/ooc]
Bonkers slowly approaches Mulrid, "I'm happy to help you with that."
life science: 1d20 + 9 ⇒ (2) + 9 = 11
"Ah, not quite the soil i'm used to. Perhaps one of my compatriots can do better."
As they approach Sorid, Bonkers lets someone else try it first...
If pretty much everyone fails he will shrug and try a simple trick.
sleight of hand: 1d20 + 2 ⇒ (10) + 2 = 12
When the group tries to find the last one and an odd sounds is heard...
life science: 1d20 + 9 ⇒ (15) + 9 = 24
"There, behind that crate. Don't worry, we're here to help. We are friends of Colrid and are happy to help his other friends..."
culture: 1d20 + 8 ⇒ (20) + 8 = 28
"Oh no! How long ago and which way? We will try to find your friend!"
Norbert Smallfoot1 |
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I will go ahead and roll all three as well, just to keep things moving
Mulrid, I can try to help.
Survival: 1d20 + 1 ⇒ (2) + 1 = 3
I'm afraid I'm not much help
Ooh, Soorid, watch this trick!
Bluff: 1d20 + 9 ⇒ (2) + 9 = 11
My tricks aren't usually that transparent
Trisu, are you OK?
Bluff: 1d20 + 9 ⇒ (9) + 9 = 18
We will definitely try to find your friend
Two 2s and a 9, not a great day for rolling.
Morbo Rivers |
Morbo starts by talking to Trisu, "Greetings Trisu, I am Morbo...
life science: 1d20 + 7 ⇒ (12) + 7 = 19
You seem upset. Do not worry we are friends and here to help. Perhaps you can tell me about what is troubling you.
diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22
"Let me tell you about some aliens I met on a planet far from here..."
cmlobue |
All at once, because it would drag things out for no reason to do them in sequence.
You have Soorid and Trisu's information. Anyone else want to try Mulrid?
Morbo Rivers |
Mobro next heads over to Mulrid. "Hmm I am not much of a farmer or gardener, but I seem to recall some school projects with a seed in a cup. The seeds were delicious...
"
Take 10 on life science for a 17
"As was their produce. I belive I got a B-."
Antares-1 |
Antares shares her knowledge of the life sciences with Mulrid, and though she has little practical knowledge of planting she has a wealth of education in chemistry and organic compounds to be of some service.
Life Science Check: 1d20 + 10 ⇒ (10) + 10 = 20
Skip Intro |
Survival: 1d20 ⇒ 10
Skip looks on over the fields that Mulrid is tending. He decides that his knowledge of gardening and farming is limited. Furthermore, it may get his loafers dirty.
Mysticism: 1d20 + 4 ⇒ (15) + 4 = 19
He makes his way to Soorid and sits beside her at the waters edge. He begins chatting in his usual way, trying to gain her trust. When the topic of magic comes up, Skip talks about his views as a Witchwarper. As he talks he plays with a small grey stone he finds at the water's edge. "Well, magic, like life and reality itself, is a subjective thing. It's all in the eye of the beholder. What might seem like a simple trick may be something much deeper. Take this small stone for example. It's been here for countess years, forged by pressure and time." He closes his hand around it as he speaks. "It has remained unchanged all this time. A constant. Or has it? Perhaps the simple act of observing it has shaped our perspective on it. What if we chose to perceive it differently. If we chose to believe a thing was so, could we manifest it?" He thinks for a moment, open his palm and extends a red rock to Soorid. "Or maybe it was red all along, and I'm just a rambling old man. How do you perceive it?" he asks with a laugh.
I know I am late to the party now, I've been trying to type that up all morning with constant distractions! Just wanted to have some Witchwarper fun.
cmlobue |
Now that you have all the information from the herd, Colrid begs you to investigate the disappearances, starting with the cave Mulrid mentioned.
Mulrid’s directions lead you along a series of game trails that begin at the edge of the meadow and meander deep into the forest. Massive tree trunks the size of small starships rise above the trail, blocking your view of the sky above. A rainstorm passes over the forest, filling the air with mist as stray droplets trickle through gaps in the leaves. After the storm, faint shafts of sunlight refract into beautiful rainbows in the misty air.
At the edge of a small clearing, a 30-foot-high granite ridge rises above a collection of boulders, forming a series of caverns at its base. A reinforced steel door bars the way to the compound’s inner chambers.
You can attempt to hack the door console with Computers or use it to try to Bluff security into letting you in.
Bonkers123 |
"Agreed. Want to take lead Antares, I'll assist."
computers, assist: 1d20 + 8 ⇒ (18) + 8 = 26
Always on the assist... heh
Antares-1 |
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Antares nods and gets to work, finding that Bonkers is an admirable assistant in trying to hack the gate. In fact, she appears to be having great difficulty with the computer code in this particular instance...
Computers Check: 1d20 + 10 ⇒ (4) + 10 = 14
Yup! That's about the way of it sometimes! Yeesh...
Morbo Rivers |
Morbo checks his comms for a moment "Um yes can you give us any advice on dealing with an S47-19J model computerize lock..uh huh...uh huh... ok let me try that"
computers to assist from ally boon: 1d20 + 6 ⇒ (12) + 6 = 18
cmlobue |
With some timely advice from Morbo and Bonkers, Antares is able to bypass the security on the console and open the door.
A granite cliff rises above a small clearing, surrounded by large boulders and scree that form a cave opening. Heavy blast doors within the cave mouth open to reveal a long hallway flanked by holding cells. Within these cells, emaciated zrulicats alternately pace within the enclosures and throw themselves against the transparent cell doors.
Morbo Rivers |
Morbo looks around the room with his flashlight(but off for now) and tactical baton ready.
"This feels too much like feeding time with us as the meal. Does anyone see any cameras or traps?"
perception: 1d20 + 6 ⇒ (20) + 6 = 26
cmlobue |
Morbo locates a pressure plate just past where the group is standing attached to a turret in the ceiling. Engineering DC 18 to disable.
Bonkers123 |
"This is unsettling? Oh, a trap? I shall assist again.."
engi assist: 1d20 + 10 ⇒ (12) + 10 = 22
and again.. I really felt a '1' coming there.
"It really bothers me that someone is doing this on purpose."
Skip Intro |
Skip is useless here, untrained in computers and engineering. I am checking in regularly still.
Skip watches the cats in the cells as the crew works, a little uncomfortable with the creatures so close in the tight quarters.
"Has anyone checked the locks by any chance?"
Perception: 1d20 ⇒ 2 Skip will check to see what the locking mechanism on the cages are, if they're electronically controlled or padlocks, just to make sure
Antares-1 |
It's a good thing that Antares-1 feels no sense of performance anxiety as she gets to work on the turret, trying to disable it - along with the help of Bonkers as well as Morbo's tech assistant.
Engineering Check: 1d20 + 10 ⇒ (19) + 10 = 29
Compared to the lock, this one is child's play, and she glances over at Skip. "We should leave them be for now, I think. It appears that whoever is in charge here are purposefully starving the animals and then setting them free in the wilds where their malnourished state would certainly make them aggressive and unpredictable. It is no surprise that attacks have been on the rise. Perhaps we can find a source of food for them and undo the damage that has been done to them through this maltreatment."
Bonkers123 |
"Agreed, leave them be for now. We should check those locks though. Just to be sure."
perception: 1d20 + 8 ⇒ (4) + 8 = 12