GM Aerondor |
The effects of the Data Scourge attacks are still felt across Absalom Stations and the Pact Worlds, and the First Seeker is constantly seeking solutions. After hearing a rumor of Scourge-resistant technology on a distant world seeking Pact Protectorate status, Ehu Hadif arranges for a team of Starfinders to accompany the delegation of Stewards and Xenowardens to review the world's petition. On the record, the Starfinders are concerned with evaluating the planet's ruins, but Ehu hopes they can learn about the mysterious technology supposedly being developed by the colonists. Missions are rarely so straightforward, however, and the PCs must contend with an overreaching church, their fellow diplomatic delegates, and dark secrets buried just beneath the surface of the colony's outwardly placid society. Will this world reach its ambition and become part of the Pact Worlds, and does it really have access to technology that could help combat the Data Scourge? Most importantly, will the assigned agents survive their "diplomatic mission?"
Feel free to post or just dot in
Kat5e |
The android Kat5e scans her palm-implated subdermal Starfinder insignia as she moves through the front doors of the lorespire complex. She wears her signature battered leather jacket over her tight fitting armour, and sports a fairly shiny Arc rifle slung over her shoulder. Tattoos cover her exposed skin. The android circuitry across her face and hands glows softly as she moves through the entryway and up to the reception desk. "Just back from Aballon, want to put my status back to active duty. Got any work for me?... Yeah, I'll wait."
She moves over to an empty chair and dumps herself in it, arms crossed and scowling. Her eyes dart back and forth across the various groups as they pass by her in the lobby - her exocortex feeding her constant data about each person. Not just people watching, people scanning.
GM Aerondor |
“Good morning, Starfinders!” expedition leader Bennock Gunstrel says from the viewscreen. His familiar smile is welcoming, and his graying hair is tied in its usual ponytail. “Here’s today’s update: Thanks to the vagaries of Drift travel to the vast, we’re running a little slower than our original projections. Still, we should reach our destination in the next week or so. I’m sure you know the mission documents front to back by now, but today’s a good day to review them one more time anyway. Also, I’m sending out team assignments as I speak. Please spend a little time this morning getting to know the agents you’ll be working with once we arrive; you’re going to be spending a lot of time together once we get planetside.”
“That’s all the announcements for today, Starfinders,” he concludes. “Have a great day, relax, and get yourselves ready for action. I, for one, can’t wait!”
Blinky 'Bamboozle' Bluegum |
The furry mountain covered in sand-scoured armour and weapons (including a meaty axe) chomps his cigar and rubs behind an ear as he looks at the small chairs designed for humans "I'll stand I reckon", he looks back at the small chairs, clearly working out how much weight they could 'bear'. A small brand new looking medical bot carrying a medkit accompanies the giant bear, it wanders over to plug itself into the wall.
"Blinky Bluegum, friends call me 'Bamboozle'. Spend most of my time on Akiton. Archaeologist, prefer the great outdoors to a stuffy library, much more interested in negotiating the tough desert sands. There's a lot of history and hidden life on Akiton and I take various interested parties out in the sands for research projects - mostly people wanting to look at the many species of cacti, grasses and shrubs whose roots dig deep to find aquifers and sources of water and asses their viability for transplanting to other barren planets as a potential way to create organic water sources, as well as other scientists and adventure tourists wanting to look at some of the ancient wrecks, not much call to go find thasteron deposits anymore. Occasionally we get the Ysoki scrappers needing a guide as they hunt down a payday out in the wastelands"
He pulls a large thermos and a few cups from his pack and begins pouring.
"Anyhow, this flying around on a starship has been an interesting change from my usual work in the outback of Akiton. Still got red dust through everything, don't think it is ever coming back out" He takes a chug of strong black tea with heaps of sugar and a few odd leaves in it.
He pours out another cup and puts it down in front of Kat5e.
Hef Sadir |
Hef arrived on the ship and settled into his bunk room. His collection of items stayed unpacked though, only removing what is needed from day to day, always ready to go.
He steps into the galley and notices two of his group members sitting and chatting. He grabs a cup of coffee with a metal straw, pours a fair bit of cream in it and heads over to their table.
He is a tall, four armed, grey skinned, black eyed Kasatha. Dressed very simply in what appears to be station maintenance gear crafted for zero g maneuvering with a handaxe clipped to his waist. Criss-crossed across his back is a tactical spear and boring looking staff. Other than the weapons, he appears more suited for manual labor than an exploration group.
His traditional face covering slightly muffles his words, ”I am Hef Sadir. May I sit?”
Staar |
Staar is a very small lashunta woman, with a sickly visage. Her eyes are glowing red motes of fiery-red light which smolder and produce thin trails of white smoke. If you ever come close to her, you are pretty sure you can hear voices whispering from inside her head, though her mummified skin might distract you from noticing it...
She stands to the side, her obvious necrograft addiction making casual conversation a bit too uncomfortable.
Kat5e |
Updated Starfinder Society Dossier photo of Kat5e
Kat accepts the dark tea with a nod. "I've been to Akiton, once. Back when I first started with the Society. Cleaned sand out of my actuators for months after too. And don't get me started on thasteron. Tell me, did you act mostly as a guide or were you in the business of protecting your clientele too?"
She nods again at Hef. "Have a seat." As she sweeps her eyes over to the kasatha, her Exocortex picks up and feeds her data on the lashunta woman in the corner by herself. Cool, necrographs she thinks to herself and gives the girl a knowing nod. Kat is obviously highly modified as well and would appreciate the necro look more than most.
Blinky 'Bamboozle' Bluegum |
Blinky pours out some more tea for the new arrivals almost reflexively as he continues chatting to Kat5e, "Mostly guiding, and keeping people as comfortable as possible in the inhospitable terrain" he hands out the tea with a smile, emphasising the point "of course when some nasties manage to pop up seeking a fresh meal - or victims - I keep my tourists and myself alive by whichever means necessary. Sometimes being a large creature swinging an axe can be very advantageous"
"As much as I love being a guide and helping people survive off the land, it was just a handy way to subsidise my love of archaeology and being able to visit these remote locations - it can be really expensive!"
/Speaker for the Dead\ |
The distinctive tik-tik-tik of a clawed creature walking on a metal floor can be heard in the corridor outside before an unusual looking creature enters the meeting room. A member of the reclusive species known as embri, the creature is about four-feet-tall with mollusk-like physiology. A stern-looking metal mask covers its face. But the tone of its voice is surprisingly gentle. "This one greets these ones. This one's role is to speak for the fallen. This one will learn, remember, and retell should any of these ones fall."
@Kat5e: Cool pic!
@GM: I need to level up, and will do that ASAP.
GM Dennis |
**HOUSE GM ANNOUNCEMENT**
Alarms blare and warning lights flash as the ship makes a sudden, sickening lurch to one side. The artificial gravity cuts out just long enough to scatter unprepared Starfinders and their belongings into the air before slamming them down onto the deck. The swirling colors of the Drift have vanished from the viewports, replaced by the star-studded void of normal space. An unfamiliar planet looms, growing larger with each moment as the ship races toward impact!
Starfinders scramble to battle stations, rushing to regain control of the ship and assess the situation. “Captain!” one of the bridge officers shouts over the din, “We’re losing altitude quickly!”
“Engineering!” the captain calls into the intercom. “Get those thrusters online, now!”
“Working on it, Captain!” a voice crackles from the speaker. “Feedback from the Drift engine did a number on our systems. Axial controls should be coming back online now, but we’re still working to reboot the main thrusters!”
The whole ship rattles as it begins an uncontrolled descent into the atmosphere. “Pilot, use whatever power you have to flatten our descent!” the captain shouts. “We may not be able to prevent a landing, but with a little luck, we may be able to walk away from it!” Over the next few tense minutes, the flight crew work heroically to make the captain’s words prophetic. The ship quickly loses altitude, skipping hard off a hilltop before skidding to a violent stop through an alien forest.
Starfinders all over the ship pick themselves up and slowly make their way onto the surface of the unknown world. Communits reveal the rest of the fleet is in similar straits, landed on the planet or in the process of doing so under various degrees of control. Bennock Gunstrel calls everyone’s comm units. “Starfinders! If you can hear me, rendezvous at the coordinates I’m sending you. We have a lot of folks who need help and need all available agents immediately!”
Table GMs, please begin Part 1.
Blinky 'Bamboozle' Bluegum |
Blinky stares at the wreckage "Again!? Not the first Starfinder vessel I have been in when it spudded into a planet with gusto"
Blinky turns and starts rattling off his thoughts with the calm patter of one who has been through all this before:
"Right, first crash-landing we had on Iski involved a stupidly long three-week walk back to anything resembling civilised, and the weather was trying to kill us the whole time - food and shelter are probably the big ticket items, but luckily I have a bit of that to spare"
"Are our scanning systems still online so we can tell what planet we are on? Did the Science officer manage to scan the surface so we can get a map?"
"Does this ship have escape pods? Those usually have food and shelter - tentage at least"
"Oh, and grab any batteries - we don't know how long we are staying or how far we are going, so if our powerplant is online make sure they are full"
GM Aerondor |
Choice time, you have to decide on a mission, have a look at the handouts. First to two votes gets going.
"Starfinders, there is a lot to do. Pick a job and get to it."
There are at least four obvious tasks that need to be handled immediately. (1) There is a freighter that is still in the sky, and in trouble. Help landing that would be good. (2) Scouting the nearby terrain for useful things would be helpful. (3) A ship that landed in a swamp needs help. And (4) Investigating a non Starfinder ship that has also crashed in the area.
Hef Sadir |
As the ship sirens kick off, Hef wastes no time and blasts the team with a protective spell.
Life Bubble on everyone, lasts six days.
He rides out the crash strapped into a safety seat, then checks on nearby starfinders. His opinion is then given as to where they should go, ”We protect our allies first, we should help the ship land then head to the swamp.”
Blinky 'Bamboozle' Bluegum |
Seounds good - let's get to helping land the ship
Kat5e |
"That was a hell of a ride." Kat mutters as she crawls from the wreckage. She runs a quick analysis, and agrees with Hef. "We stand to save more lives by helping that ship come down in one piece. If we have time we should try to investigate the unidentified shop too. It could be hostile, and give us clues as to what happened here."
Staar |
1 Wha'ts Out There; 2 Stuck and Sinking; 3 We're not Alone; 4 We're Going Down!
GM Aerondor |
“Starfinders, I’m glad you made it! One of our freighters is still in orbit, drifting without power and losing altitude quickly. Their engineer was injured in the lurch out of the Drift, and no one else can get power restored,”
Bennock says, pointing at one of the few intact shuttles parked nearby. “Hop in that thing and go see if you can help get the ship landed safely. Getting the crew evacuated is your first priority, but the ship is full of the sorts of supplies that are essential if we’re going to be stuck here for any length of time. If you can bring it down intact, we’ll all be better off. I just sent you their coordinates, so get moving!”
You quickly board the shuttle and head on up. You easily spot the light freighter, Leaving a Trail. Its edges are beginning to glow as it enters the upper atmosphere...
Round 1
Task: The approach
You need to get close to Leave a Trail.
There are a few skills you can use here. Everyone can try one check.
Once you have three successes hold off, as you can jump ahead to the next "round"
Piloting - only one person can do this.
Computers/perception - to help spot an attachment point/navigate to the ship.
You may choose to aid-another rather than lead checking, but that will count as your action.
Blinky 'Bamboozle' Bluegum |
Noting that we have several highly capable pilots in the group already, Blinky pays attention to potential attachment points...
Perception 1d20 + 11 ⇒ (9) + 11 = 20
Hef Sadir |
Hef usually starts heading to the piloting station, but often gets bumped to the side. This time is no different. Used to it, he slips into the copilot chair and points out any dangers he sees.
Perception: 1d20 + 16 ⇒ (7) + 16 = 23
”Bring us in slowly Kat5e, but not too slowly. I don’t know, fly normally.”
/Speaker for the Dead\ |
Speaker for the Dead tries to help with navigation.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Kat5e |
"Roger, Fly casual"
As the others point out anchor and docking points, Kat nudges the shuttle carefully in.
Piloting: 1d20 + 14 ⇒ (8) + 14 = 22
GM Aerondor |
The team spots a hatch and quickly manourvers closer to it. Of course getting through the airlock is another matter entirely...
Round 2
Task: The airlock
You need to open an airlock to get inside.
There are a few skills you can use here. Everyone can try one check.
Once you have three successes hold off, as you can jump ahead to the next "round"
Skills
Engineering (DC16) or
Physical Science/Sleight of Hand (DC20)
Staar, you have a spare action up your sleeve
Blinky 'Bamboozle' Bluegum |
Blinky gets to working on the door
Engineering 1d20 + 12 ⇒ (11) + 12 = 23
We should be able to get through this"
Staar |
Staar, who's only good at destroying enemies, aids another in Physical Science:
Physical Science: 1d20 + 4 ⇒ (8) + 4 = 12
That’s the only skill she got for this round
/Speaker for the Dead\ |
"Ah, this one remembers fondly speaking the life of the famous halfling con artist, Halimax Six Fingers . . ." observes Speaker for the Dead as he works on the airlock.
Not Trained in any of those skills, but I'll spend 1 RP to access the Akashic Record to get ranks equal to my level in Sleight of Hand.
Sleight of Hand: 1d20 + 5 ⇒ (6) + 5 = 11
Hef Sadir |
Unless Lone Wolf applies here, Hef is not trained in any of those skills.
Kat5e |
Kat sizes up the door.
Engineering: 1d20 + 14 ⇒ (5) + 14 = 19
"There are manual hydraulic releases here, and here."
GM Aerondor |
I'm happy with Lone wolf applying here.
That is two successes.. just need a third from Hef.
Staar can also make a second check if she wants, essentially you have a check left over from the first round.
Hef Sadir |
”Well, I am not a mechanic, but I’ve picked up a few tricks. Let me see if any work.”
Engineering (t): 1d20 + 2 ⇒ (5) + 2 = 7
”They did not. Anyone else want to try?”
Staar |
"Ah." Staar is hit by a sudden inspiration.
Physical Science: 1d20 + 4 ⇒ (19) + 4 = 23
GM Aerondor |
Between Staar Kat5e and Blinky the team quickly get the door opened. You have arrived at the lower decks. Now it is just a matter of finding your way to Enginering.
Round 3: Lower decks
Survival (DC16), Perception (DC20), or Culture (DC24) to find your way to engineering.
Again three success and you are there
Hef Sadir |
Perception: 1d20 + 16 ⇒ (15) + 16 = 31
”We should follow the arrows on the signs that say ‘Engineering’”
Blinky 'Bamboozle' Bluegum |
Survival - Autopass (+15 modifier)
"Yep, this way"
/Speaker for the Dead\ |
Speaker for the Dead skitters back and forth in the labyrinthine corridors. "This one thinks these ones should go this way! No wait . .. this way! Wait . . ."
Culture: 1d20 + 9 ⇒ (12) + 9 = 21
Staar |
"Hmm..." Staar is lost again.
Survival: 1d20 + 2 ⇒ (6) + 2 = 8
GM Aerondor |
Kat5e perception DC20: 1d20 + 11 ⇒ (14) + 11 = 25
The group works its way through the depths of Leaving a Trail led ably by Blinky. Soon you arrive at Engineering
Round 4: Engineering[b]
Here you are facing with the challenge of rebooting the the critical systems to restore power to the ship.
[b]Skills: Computers or Engineering (DC16) or Athletics/acrobatics (to reach those... hard to reach areas) (DC20)
Blinky 'Bamboozle' Bluegum |
Athletics 1d20 + 17 ⇒ (5) + 17 = 22
Even on an off day, the sheer physicality of the 11' koala is enough to get the job done.
Staar |
Finally having a chance to put her muscles to use, Staar excels at the task:
Athletics: 1d20 + 13 ⇒ (13) + 13 = 26
Kat5e |
Thanks for Botting, busy day yesturday.
Kat moves to the closest terminal and wirelessly connects to the system to try and stabilize the ship's systems.
Computers: 1d20 + 14 ⇒ (10) + 14 = 24
"I'm in..... Enhance...." she mutters to herself as she works.
Hef Sadir |
1 person marked this as a favorite. |
Hef comes out of the restroom to find his allies have the job well in hand, ”Toilets work.”
GM Aerondor |
Round 5: Corridors
With the engines restarted, it is time to search through the corridors for a route to the bridge, and maybe help any injured starfinders you meet along the way.
Skills: Acrobatics (DC15) to maneuver around the wreckage, Perception/Survival (DC20) to find the way, or Medicine (DC24) to help injured folk you come across.
Hef/Speaker get two tries.
And given you seem to be acing things, if you get to three successes in the corridors.
Round 6: The bridge
Here folk are panicked and all over the place. Somebody need to bring order to this mess.
Skills: Diplomacy/intimidate(DC16), to get the crew to their stations
Computers (DC24) To find some helpful records, or Piloting (DC24) to help actually land the ship.
Staar |
Round 5:
Acrobatics DC 15: 1d20 + 4 ⇒ (20) + 4 = 24
Round 6:
Intimidate DC 16: 1d20 + 8 ⇒ (2) + 8 = 10
Sidereal Influence if possible (insight bonus to Intimidate, requires 1 minute of meditation): 1d6 ⇒ 3
Well, if anyone needs an Aid Another in Intimidate for round 6...
Hef Sadir |
Perception Round 4: 1d20 + 16 ⇒ (6) + 16 = 22
Perception Round 5: 1d20 + 16 ⇒ (8) + 16 = 24
”I’ve flown this type of ship before, I know where the bridge is located. Follow me before it is too late!”
He dives into the pilot seat and immediately grabs the yoke, pulling up.
Piloting Round 6: 1d20 + 14 ⇒ (16) + 14 = 30
Kat5e |
Kat moves to find a way through the wreckage.
#5, Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Once they make it to the bridge, she attempts to access the computer again to assist Hef.
#6, Computers: 1d20 + 14 ⇒ (6) + 14 = 20
Yeeeeesh
/Speaker for the Dead\ |
"This one will help those ones injured in the emergency!" Speaker skitters over and begins providing medical assistance.
Medicine: 1d20 + 8 ⇒ (11) + 8 = 19
Once on the bridge, he tries to encourage the crew to get back to their stations.
Diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12
GM Aerondor |
Staar and Hef head you quickly to the bridge. Hef once again takes the lead, slipping intp the pilots seat with a natural flow.
Staar has a hard time making herself heard over the bustle in the bridge.
Speaker and Kat5e the team already hit the three successes, so you can have another try on the bridge if you wish.[
Round 6/7: The bridge
Here folk are panicked and all over the place. Somebody need to bring order to this mess.
Skills: Diplomacy/intimidate(DC16), to get the crew to their stations
Computers (DC24) To find some helpful records, or Piloting (DC24) to help actually land the ship.
Status:
Staar and Hef have already acted in round 6. However you have a couple of rounds up your sleeves so you can try again if you wish.
Speaker and Kat can try again as their R5 actions were not necessary.
Blinky has three rounds of actions
Kat5e |
Kat tries again to access the computers.
Computers: 1d20 + 14 ⇒ (2) + 14 = 16
...but still can't manage to access the system.
Staar |
Staar takes a moment to compose herself and tries to calm the crowds again, with an unfriendly pep talk:
Intimidate DC 16: 1d20 + 8 ⇒ (8) + 8 = 16
GM Aerondor |
That is two successes. Kat and Staar can also try their R7 checks as well if you want.