GM Aerondor
|
Bennock addresses your team.
“How would you folks feel about getting out of camp and doing a little exploration? It’s time we did some more scouting to find supplies.”
Bennock pauses, holding up his hands, “Now look, I don’t want anyone to panic or anything. We’re fine; we were well equipped for our planned dig. We have enough supplies to last a good while yet. Still... I honestly have no idea how long we’re going to be stuck here; none of us do. If we’re potentially going to need to survive for the long term, we’re going to need to find some local supplies. That means food, it means fresh water, it means fuel of some sort, and it means various materials to craft things we can’t buy. I’d like you to venture out for a few days, see what you can find. Bring back some samples of anything that seems useful, but don’t load yourselves down too much. We can send another team out better equipped for the job of hauling things back once you’ve identified some sources.”
You do get supplied with enough food for your trip as you head off through the dense forest.
And as you start off, can I please get either life science or survival check. Also a survival or perception check, and a physical science check. And scenic posts for travelling through dense forests and up into some foothills over a few days.
Staar
|
Staar moves ahead, her bone blade out, cutting through the jungle...
Survival to aid another: 1d20 + 2 ⇒ (11) + 2 = 13
Perception to aid another: 1d20 + 5 ⇒ (6) + 5 = 11
Physical Science to aid another: 1d20 + 4 ⇒ (1) + 4 = 5
Blinky 'Bamboozle' Bluegum
|
Blinky channels his spiritual guide
Survival + Aid 1d20 + 15 ⇒ (16) + 15 = 31
Survival 1d20 + 15 ⇒ (7) + 15 = 22
Physical Science 1d20 + 12 ⇒ (4) + 12 = 16
Blinky pushes out into the scrub, happy to be back in his favourite place - the great outdoors. "Well this isn't Akiton, no gritty red sand getting into everything, but at least there are plants and hopefully, wildlife"
He also starts checking the plants as he goes, slightly concerned that he might otherwise run out of tea.
Kat5e
|
Kat stuffs a nanite patch into her jacket. She looks around at her teamamtes as they set out to leave. "Bushwhacking isn't my specialty. I can't even download a new codec or subroutine to deal with it out here, so bear with me."
She moves through the trees rather clumsily at first, adding new at exciting character to her old leather jacket as branches rake across it. The first time they break for a quick rest she runs her hair through her swept-over mohawk and her fingers come away with leaves and small sticks, which she shakes off with a scowl. "No sand.... she grumbles. As the say goes on she seems to become a little more graceful, and is thankful to have packed lightly. She carries only her rifle and what she has attached to - or stuffed inside - her jacket.
Life Science: 1d20 + 4 ⇒ (2) + 4 = 6
Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Physical Science: 1d20 + 7 ⇒ (5) + 7 = 12
"I don't know what we're looking for out here. I'm going to pull security and keep watch"
Hef Sadir
|
Survival: 1d20 + 10 ⇒ (20) + 10 = 30 +4 with Navigation Tools
Perception: 1d20 + 16 ⇒ (14) + 16 = 30
No Physical Science
Hef is as a squared away traveler as Blinky has ever seen, even pointing out at least one thing their guide missed. But he doesn't ever act like it matters, focusing on the group and their mission.
He really shines at night though, getting a bit of a boost from his patron underneath the starry night.
Hef will use Stargazer if it applies while they travel. Though with two 30's...
GM Aerondor
|
As you travel through the forest, Hef repeatedly points out plants that look like they will bear edible fruit over the coming months. As you climb, Kat5e notices from a couple of vantage points, areas that the streams must flow - and that have relatively easy access from the Starfinder camp site.
Finally Blinky identifies some likely rock formations that could hide valuable mineral deposits which would be essential if you need to stay for a while.
Heading over the foothills you descend down into jungle where... it is time to make another perception check.
Blinky 'Bamboozle' Bluegum
|
Perception 1d20 + 11 ⇒ (5) + 11 = 16
Blinky is mostly interested in the fruits and leaves.
Hef Sadir
|
Perception: 1d20 + 16 ⇒ (9) + 16 = 25
Staar
|
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Staar observes Blinky observing fruits and leaves.
Kat5e
|
Perception: 1d20 + 11 ⇒ (16) + 11 = 27
GM Aerondor
|
Swinging almost silently through the tree tops, the Starfinder team is (mostly) surprised by the sudden arrival of four Large multilimbed ape-like creatures.
creatures: 1d20 + 1 ⇒ (11) + 1 = 12
Blinky: 1d20 + 10 ⇒ (5) + 10 = 15
Hef: 1d20 + 2 ⇒ (12) + 2 = 14
Staar: 1d20 + 1 ⇒ (13) + 1 = 14
Kat5e: 1d20 + 7 ⇒ (16) + 7 = 23
Speaker: 1d20 + 11 ⇒ (18) + 11 = 29
Speaker perc: 1d20 + 11 ⇒ (12) + 11 = 23
Status: Bold may post
Surprise! (single action only)
Speaker
Kat5e
Creatures
Round 1:
Speaker
Kat5e
Blinky
Hef
Staar
Creatures
(someone may want to suggest an action for Speaker)
Hef Sadir
|
Oof, a 25 didn’t see them? Damn those sneaky apes! I’d suggest Wisp Ally cast using covering fire vs the closest one OR harrying fire vs whoever Kat5e attacks.
Kat5e
|
Kat - ever vigilant for danger - calls out to her crew. "Contact, High!". Her Exocortex locks onto the closest creature and begins feeding her targeting telemetry data.
Move Action, Combat tracking
Hef Sadir
|
The Kasathan whispers a spell and is wreathed with even more shimmering sparkling energy than normal, ”Easy now, you don’t want to hurt us. It will only bring you pain. Stand down.”
More importantly, if any adjacent ally is attacked (first attack vs. anyone except Kat5e), he uses his Bodyguard Feat to boost their AC by 2. If it still hits he uses his Harm's Way feat intercept the attack. If Hef is hit from this or ANY melee attack the enemy takes 1d6 electricity damage.
GM Aerondor
|
The big beasts close range on the Starfinders.
Status: Bold may post
Speaker
Kat5e
Blinky
Hef
Staar
Creatures
Blinky 'Bamboozle' Bluegum
|
Amended my size :p
Blinky has no time or patience with this sort of business, and he decides to be a cranky bear about it.
Trick? 1d20 + 18 - 20 ⇒ (8) + 18 - 20 = 6 = CR or Lower tricked.
He then lashes at the thing with a meaty paw.
Attack 1d20 + 11 ⇒ (19) + 11 = 30 vs FF KAC
Damage 1d6 + 12 + 3d8 ⇒ (3) + 12 + (8, 5, 3) = 31
+Enemy flat footed.
"Anyone recognise these things?"
GM Aerondor
|
The meaty paw all but eviscerates the nearest creature. But not quite.
Status: Bold may post
Speaker
Kat5e
Hef
Staar
Creatures
green -31hp, FF
Blinky
/Speaker for the Dead\
|
Startled by the sudden appearance of the apparently dangerous creatures, Speaker for the Dead conjures a small glowing wisp to distract one of the foes.
Guarded step and then casting wisp ally to provide harrying fire on the southwest foe (next ally to attack it gets a +2 on the attack roll).
Life Science to Identify?: 1d20 + 6 ⇒ (16) + 6 = 22
Hef Sadir
|
Hef frowns, ”While they are acting very aggressively and most likely will attack, this is their planet. We should try not to harm them too much, unless we have no choice.”
He summons a second orb of distracting light to annoy another ape.
Wisp Ally vs Blue, covering fire.
More importantly, if any adjacent ally is attacked (first attack vs. anyone except Kat5e), he uses his Bodyguard Feat to boost their AC by 2. If it still hits he uses his Harm's Way feat intercept the attack. If Hef is hit from this or ANY melee attack the enemy takes 1d6 electricity damage.
Staar
|
Staar moves to intercept the red ape and forms her solar weapon - it envelopes her right arm from hand to elbow and looks like a gauntlet of erratic plasma (the electric & fire one), with “droplets” of energy falling from it but disappearing right before hitting the ground.
She also attunes photon and attacks:
Solar gauntlet vs. Red's KAC: 1d20 + 12 ⇒ (10) + 12 = 22
Bludgeoning damage: 2d6 + 16 + 1d4 ⇒ (5, 4) + 16 + (1) = 26
Kat5e
|
I forgot to specify which Kat was targeting with her combat tracking, it will be purple
Following her strict rules of engagement subroutine, Kat levels her rifle at the closing creatures. She waits for a sign of hostility before firing.
Overcharge, Static Arc Rifle Vs. Purple EAC: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29
Damage, E: 1d12 + 6 + 1d6 ⇒ (4) + 6 + (4) = 14
GM Aerondor
|
Speaker tries to identify the creatures. But they have never heard some anything quite like this. Still, they bear some resemblance to more common packworld animals.
Speaker of the Dead suspects that with those four arms, they would have an easy time immobilizing someone they grappled. And those muscles... well, someone immobilized by them could likely be quickly squashed to death.
He summons a wisp to distract the one ith slightly pink fur.
Hef tries a similar tactic, distracting the blue furred creature.
Technically for covering fire, you select an ally you are protecting, rather than an enemy you are impeding. But I think these are similar enough that I'll run with it
Star moves up to the red furred creature who strikes her as she closes.
AOO vs KAC 16: 1d20 ⇒ 19
ouch: 1d6 + 5 ⇒ (6) + 5 = 11
Staar quickly finds herself wrapped up in its massive arms!
You are pinned. However you still have a standard action you could use to try and escape the pin
Kat lets off her readied blast in the face of the red-furred monster. However the pink one takes advantage of her distraction to swat her too.
AOO vs KAC 18: 1d20 ⇒ 1
They are much less lucky and Kat easily ducks under the blow.
Status: Bold may post
Staar (pinned) (standard action only) 11 damage;
Creatures
green -31hp, FF
pink - wisp ally (+2 to first starfinder to attack it); used reaction
blue - wisp ally (-2 to first attack)
red - 14 damage; used reaction
Blinky
Speaker
Hef (body guarding blinky/Speaker)
Kat5e
Staar
|
Attempt to grapple back: 1d20 + 12 - 4 ⇒ (4) + 12 - 4 = 12
GM Aerondor
|
Staar finds the creatures hold very difficult to escape from. All those arms!
The red creature puts Staar into a headlock with one of its arms.
Using a free arm it tries to rend Kat53.
attack vs KAC18: 1d20 ⇒ 8
ouch: 1d6 + 5 ⇒ (5) + 5 = 10
It tries to grab Kat as well, but she dodges out of the grab at the last minute, with just a bruise to show for her trouble.
The creature with pink fur also attacks Kat.
multiattack vs KAC 18: 3d20 ⇒ (15, 9, 12) = 36
ouch: 1d6 + 5 ⇒ (5) + 5 = 10
It also fails to grasp hold off the agile Kat5e.
The one in blue steps forward to strike at Hef.
multiattack vs KAC21 (-2 to first atk): 3d20 ⇒ (10, 15, 2) = 27
But can't land a good claw on him.
Finally the last, badly injured, creature tries its luck with Blinky.
attack vs KAC24: 1d20 ⇒ 1
But the pain of its wounds is really distracting.
Status: Bold may post
Staar (pinned by red) 11 damage;
Blinky
Speaker
Hef (body guarding blinky/Speaker)
Kat5e 20 damage
Creatures
green -31hp, FF
pink - wisp ally (+2 to first starfinder to attack it);
blue - wisp ally (-2 to first attack)
red - 14 damage; has Staar in a headlock
Blinky 'Bamboozle' Bluegum
|
Blinky cracks the enemy once more with his mighty oversized paws, not only are they great for climbing, they are great for rending.
Trick? 1d20 + 18 - 20 ⇒ (17) + 18 - 20 = 15 = CR tricked.
He then lashes at the thing with a meaty paw.
Attack 1d20 + 11 ⇒ (11) + 11 = 22 vs FF KAC
Damage 1d6 + 12 + 3d8 ⇒ (6) + 12 + (5, 5, 8) = 36
+Enemy flat footed.
GM Aerondor
|
The enemy is not so much flat footed and flat backed. Blinky shows the creature how a Real Large person fights. Green lies down and contemplates the greenery. Or death. Given the amount of blood, either is a viable option.
/Speaker for the Dead\
|
Speaker's voice betrays concern over Staar's fate! "Fear not! This one will rescue that one!" Drawing upon his own soul-stuff, he sends a powerful bolt of energy at the four-armed monstrosity grappling her!
Guarded step back and casting Soul Surge. I take 6 hp and (if I hit--it may have cover) will do 6d8 damage to Red.
Attack vs EAC: 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14
damage (piercing, force): 6d8 ⇒ (4, 7, 6, 8, 6, 2) = 33
Kat5e
|
Kat prioritizes her teammate's safety over her current target. She takes a step back and brings her rifle to bear on the primate holding onto Staar. She knows it may lash out at her still with it's free arm, but she's run her combat algorithms and set herself on the best path to success.
"Sorry Staar!"
Overcharge, Static Arc Rifle vs Red EAC: 1d20 + 10 ⇒ (20) + 10 = 30
Crit Damage, E: 1d12 + 6 + 1d6 + 1d12 + 6 + 1d6 ⇒ (7) + 6 + (2) + (12) + 6 + (5) = 38
She sends a powerful overcharged blast over Staar's shoulder into the face of the creature grabbing her. This has the unfortunate side effect of causing the current to ground out into Staar as well Crit Arc: 1d6 ⇒ 5.
Staar is the closest creature. My bad. Move Action Guarded step; up, Standard mechanic trick Overcharge. Tagline updated.
Hef Sadir
|
Ill wait to see if the Crit takes out that enemy before posting.
GM Aerondor
|
Speaker for the dead tries, but can't get a clear line of fire on the red creature.
Miss due to cover
Kat5e seems to have less issue, striking the large creature with an impressive bolt of electical goodness. Starr, firmly in its grasp thinks that perhaps Kat5e could have picked a less conductive weapon!
As she fires, the creature lashes out with one of its many arms
AOO vs KAC18: 1d20 ⇒ 10
ouch: 1d6 + 5 ⇒ (6) + 5 = 11
Maybe it just wants to be friendly, as it pulls her close as well. And then again, maybe it was just too dump to realise it was already dead. It falls, and Staar manages to roll out from under it.
Status: Bold may post
Staar 16 damage;
Hef (body guarding Blinky/Speaker)
Creatures
pink - wisp ally (+2 to first starfinder to attack it);
blue - wisp ally (-2 to first attack)
Blinky
Speaker (6 damage)
Kat5e 31 damage
Hef Sadir
|
Hef steps in close and reaches out to touch the blue striped primate, ”You are tired friend. Wouldn’t you rather head home and rest up for another fight tomorrow?”
Guarded Step, Cast Fatigue, Fatigued vs. EAC: 1d20 + 7 ⇒ (19) + 7 = 26 if hits, Fort Save DC 15 or Fatigued for 6 rounds
GM Aerondor
|
fort DC 15: 1d20 ⇒ 5
The blue primate looks tired. Probably sad too. Given that two of his allies seem to be dead. Not a good day.
Status: Bold may post
Staar 16 damage;
Creatures
pink - wisp ally (+2 to first starfinder to attack it);
blue - wisp ally (-2 to first attack); fatigued.
Blinky
Speaker (6 damage)
Kat5e 31 damage
Hef (body guarding)
Staar
|
Staar stands up and draws her starknife.
GM Aerondor
|
The blue creature takes out its frustrations and sadness with a tired swing at Hef
attack vs KAC 21, fatigued,wisp : 1d20 - 1 - 2 ⇒ (15) - 1 - 2 = 12
ouch: 1d6 + 5 - 1 ⇒ (2) + 5 - 1 = 6
It squeaks in pain as Hef "bites" it back.
zap: 1d6 ⇒ 6
The one with pink fur steps forward and attacks
who: 1d4 ⇒ 1 Staar.
Staar wonders at the perfume she put on (or failed to put on) this morning. Seems to be popular with the many handed.
attack vs KAC 16: 1d20 ⇒ 10
ouch: 1d6 + 5 ⇒ (5) + 5 = 10
And drags her close into a furry hug.
Status: Bold may post
Staar 16 damage; grappled (again)
Blinky
Speaker (6 damage)
Kat5e 31 damage
Hef (body guarding) 6 damage;
Creatures
pink - wisp ally (+2 to first starfinder to attack it); grappling Staar.
blue - wisp ally (-2 to first attack); fatigued. 6 damage;
Blinky 'Bamboozle' Bluegum
|
Blinky shows that not only does he hit hard, he moves fast too.
Base 60' move speed
He then circles around and picks his time to punch the creature in the back of the head.
"Put my friend down, idiot"
Wisp ally used
Trick? 1d20 + 18 - 20 ⇒ (17) + 18 - 20 = 15 = CR tricked.
He then lashes at the thing with a meaty paw.
Attack 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24 vs FF KAC
Damage 1d6 + 12 + 3d8 ⇒ (5) + 12 + (8, 3, 6) = 34
+Enemy flat footed.
/Speaker for the Dead\
|
Speaker falls back further and decides to try his trust pulsecaster against one of the rampaging beasts!
Pulsecaster vs Blue EAC: 1d20 + 4 ⇒ (11) + 4 = 15
damage (E, nonlethal): 1d4 + 2 ⇒ (4) + 2 = 6
Staar
|
Attempt to grapple back: 1d20 + 12 ⇒ (5) + 12 = 17
Hef Sadir
|
Hef simply stabs at the blue hugging foe, ”If you will not listen or pay attention to reason, then you are simply an animal attacking and I am required to strike you down.”
Returning Cold Iron Tactical Spear vs. KAC: 1d20 + 7 ⇒ (18) + 7 = 25 for Magic/Cold Iron/Piercing + W.S.: 1d6 + 3 + 6 ⇒ (1) + 3 + 6 = 10 (if hits, gets +1 AC vs. that target)
Kat5e
|
Kat brings her rifle back over to her original target, takes a careful step back away from it's wildly swinging arms and fires.
Static Arc Rifle: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30
Damage,E: 1d12 + 6 ⇒ (3) + 6 = 9
If pink is dead she will instead fire at the remaining creature without the -2
GM Aerondor
|
With the tide fully turned, the last of the big creatures turns to flee. It looks like you have dealt with the alpha predators in the area... at least for now.
You return to the starfinder camp full of new knowledge about the area.
Last one was no real threat and this is a days long mission so heaps of time to heal up.
"Well done... but there is still more to do."
Which mission would you like next? Slide two!
Staar
|
1. Gather Supplies (Survival and combat)
2. Transport Materials (Transport and combat)
3. Repair Work (Technical repair and combat)
4. Guard Duty (Camp defense)
5. Making Friends (Diplomacy)
6. Improve the Camp (Construction)
Hef Sadir
|
2. Transport Materials (Transport and combat)
1. Gather Supplies (Survival and combat)
3. Repair Work (Technical repair and combat)
4. Guard Duty (Camp defense)
5. Making Friends (Diplomacy)
6. Improve the Camp (Construction)
2nd
Blinky 'Bamboozle' Bluegum
|
Sure, 2nd, let's rest-recover-go :)
Kat5e
|
Kat approaches Staar as the group rests. "Sorry if I caused you any pain back there. I calculated the risks, and I was mostly sure that it would be less fatal than being assaulted by those primates."
Good with that order!
GM Aerondor
|
The camp’s quartermaster, Jorbullo, a morlamaw greets you as you report to the supply tent.
Good morning!” says Jorbullo.
“You look like you’re ready for a change of scenery. I mean, I suppose we’re all ready for a change of scenery, if that means going back home. I can’t offer that, but I do have a task for you that will at least get you out of camp for a while! "
“A previous survey team found a deposit of the mineral mekerite a few hours’ drive from here. I’m no scientist, but I’m told by some of the brainier bunch in camp that mekerite used to be processed into fuel, and it’s possible we could revive that practice to keep the lights on around here. The last team was on foot, and weren’t well‑equipped to bring much mekerite back with them. That’s where you come in. I’ve asked the motor pool to prepare vehicles for you, and I’ve set aside some basic mining gear that should be enough to get a couple of carloads of the stuff out of the ground. I’d like you to drive out there and load up enough mekerite for us to give processing it into fuel a shot. Not the most glamorous job, nor the easiest, I know, but hey, at least it beats being cooped up here, right?”
After several hours of off-road vehicle travel you arrive back at the minerals you spotted earlier. The deposit is located in a sheltered hollow ringed by a steep, rocky embankment. After backing up your vehicles next to the deposit, you begin the arduous job of extracting and loading enough mekerite for a proof of concept.
Let's have a fort save from each of you to see how tired you are when... something (might) happen. Feel free to give an an initiative roll as well :-)
/Speaker for the Dead\
|
"This one did not know Starfinders engaged in heavy mining!" confesses Speaker.
Fort save: 1d20 + 3 ⇒ (8) + 3 = 11
Init: 1d20 + 1 ⇒ (1) + 1 = 2
Hef Sadir
|
”We pretty much do anything we have to do, depending on the mission. Why this one time we…”
Hef, not unused to manual labor or driving carts, is quite happy to be on this mission. You can’t see a smile obviously, but he just keeps chattering about all sorts of things on the drive.
Upon arrival he unloads the tools and starts digging, taking breaks to get water using a long straw.
Fort + Toughness: 1d20 + 4 + 4 ⇒ (11) + 4 + 4 = 19
Initiative: 1d20 + 2 ⇒ (18) + 2 = 20
Blinky 'Bamboozle' Bluegum
|
Fort 1d20 + 6 ⇒ (18) + 6 = 24
Init 1d20 + 10 ⇒ (13) + 10 = 23
Blinky seems quite suited to the labouring "Reminds me of the Thasteron mines of Akiton" Blinky remarks "Just without all that red sand getting into everything"
Staar
|
Fortitude: 1d20 + 6 ⇒ (17) + 6 = 23
+1 enhancement bonus vs. death effects, disease, mind-affecting, paralysis, poison, sleep, and stunning; +1 enhancement bonus on saves against fear effects, language-dependent effects, and effects that cause confusion or sleep; +2 racial bonus to Will save vs. mind-affecting effects; +2 enhancement vs. pain effects; +1 untyped (theme) bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning.
Initiative: 1d20 + 1 ⇒ (12) + 1 = 13