Dorm Argun |
Well... he waffles. Killing it would only signal to another that this territory is open. Maybe we do let it limp away? What do others think?
Argiss Calinox |
Argiss grumbles at the thought, "At least let me get some samples.
Bonkers123 |
Bonkers takes the opportunity to leave the claw and teeth portion of the evening.
"Why me? I thought all creatures liked the taste of Elf, not Ysoki!"
Withdraw.
Keskodai 20220306 |
"In my humble opinion, let it go. If it is no more hostile and it flees, its instinct is kicking in to keep itself alive," Keskodai comments but tries not to stay close to it if it still fighting them. "And yes, I mentioned the ship repair. We are strangers on this unknown planet, and it is in our best interest to let it be fixed first before we explore further. Just a precaution just in case things go out-of-control."
EbonFist |
1 person marked this as a favorite. |
The group lets the dromaeosaurid limp away. Just before it disappears into the underbrush it turns to look back, staring straight at Argiss for a moment. A sign of respect and thanks for his mercy? Or a murderous beast memorizing a target for revenge?
You're barely in camp before Bennock spots you.
“Starfinders, I’m glad you made it back! 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!”
As you fly the shuttle toward the coordinates, you spot the light freighter, Leaving a Trail. Its edges are beginning to glow as it enters the upper atmosphere. The PCs must race to the ship, restore power, and regain control before it crashes.
This is done as a series of Obstacles and rounds. Each PC can make one check per round. Each Obstacle must be overcome in order. PCs may act in any order in a round. A PC may spend their action aiding another as normal.
Obstacle 1—Approach: Piloting check to navigate through the debris field and line up with an air lock (only one character can perform this check.) Others can attempt Computer or Perception checks to help guide the pilot in.
Dorm Argun |
Yeah, maybe ship repair would be best next while we settle down from that... interesting hike.
Dorm Argun |
Dorms eyes widen when they return to the ship and are intercepted by Bennock.
Oorrrr, we'll do that!
In the shuttle...
I'll try to help line us up with their airlock!
Computers: 1d20 + 6 ⇒ (3) + 6 = 9 ... if it's possible. yuk yuk
Keskodai 20220306 |
"We better hurry," Keskodai says as he also sees the light freighter in trouble of being burned up in the atmosphere.
Perception to Aid: 1d20 + 8 ⇒ (13) + 8 = 21
Keskodai helps the pilot navigate the debris field by pointing out an area in the atmosphere that has no scattered debris whatsoever as they go up to save the day.
Argiss Calinox |
Perception (to Aid): 1d20 + 7 ⇒ (17) + 7 = 24
"This should be quite easy, I won't be doing the leg work, but we can guide you in." Argiss says looking it over with Keskodai, looking for any moving debris that could become a problem as they move through his path.
EbonFist |
Keskodai and Argiss do excellent jobs of finding a path through the debris though Dorm and Irres are less helpful.
Hagitha Piloting: 1d20 + 7 ⇒ (12) + 7 = 19
It's enough to allow Hagitha to make the approach and dock with the airlock, however.
Obstacle 2—Airlock:The airlock is locked, of course though it will be easy enough for anyone with Engineering skills to open them. Someone with better skill or luck in Physical Sciences or Sleight of Hand might be able to figure them out or an Athletic person might be able to just power them open with sheer physicality.
Round 1: Bonkers
Round 2: Everyone
Bonkers123 |
"Ah, yes, less liekylt o get eaten by the natives doing this... Now, Oh, let me double check that computation for you, Dorm."
Bonkers politely starts the process over...
computers: 1d20 + 9 ⇒ (11) + 9 = 20
Round 2:
"Ah. A locked door.."
engineering: 1d20 + 11 ⇒ (16) + 11 = 27
EbonFist |
Bonkers successfully starts the process of opening the airlock but it's not quite unsealed yet.
Once a set number of successes are completed at each obstacle we move on to the next but a round involves everyone making a check, so, if you're very successful you could get through an obstacle and part of the next (as happened here.)
Obstacle 2—Airlock:The airlock is locked, of course though it will be easy enough for anyone with Engineering skills to open them. Someone with better skill or luck in Physical Sciences or Sleight of Hand might be able to figure them out or an Athletic person might be able to just power them open with sheer physicality.
1 Success so far
Round 2: Everyone
Keskodai 20220306 |
Now this is hard for Keskodai. None of his skills is suited for this situation. He tries this time by trying to recall his stock knowledge about the mechanisms of airlock and apply it to this situation at hand.
Physical Science, Untrained: 1d20 ⇒ 19
Argiss Calinox |
Physical Science: 1d20 + 8 ⇒ (1) + 8 = 9
Argiss is quite impressed with Keskodai's knowledge and attempts to help.
Dorm Argun |
My locking onto the airlock didn't go so well, but this airlock door is right in front of me. Surely I can help figure it out...
Engineering: 1d20 + 7 ⇒ (14) + 7 = 21
EbonFist |
Somehow, Keskodai's primary school physical science classes come through for him allowing him to capitalize on Bonkers previous work and the old fashioned elbow grease method Hagitha uses.
The air lock opens before Argiss can offer up advice that wouldn't have been particularly helpful or Dorm can work his engineering magic.
The Starfinders find themselves in the lower decks of the ship and must navigate their way through.
Obstacle 3—Lower Decks: A Survival check, a Perception check, or a Culture
check will allow you to navigate the lower decks of the boarded ship to locate its engineering bay, quickly.
Round 2
Irres,
Bonkers,
Argiss,
Dorm
Dorm Argun |
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Does anybody know where we're headed in this thing?
Argiss Calinox |
Culture: 1d20 + 7 ⇒ (14) + 7 = 21
"This way, certainly this is the same layout of other ships we have travelled on." Argiss says with confidence, misplaced or not.
Bonkers123 |
Bonkers looks around, takes a step one way, looks again. Takes a step in the opposite direction. "I'm sure the fastest way to engineering is this way."
He confidently heads that way.
perception: 1d20 + 8 ⇒ (13) + 8 = 21
EbonFist |
Dorm realizes that he should have taken a left at the juncture marked "A1.buq.u3r.qu3".
But Argiss and Bonkers keep the party on the right track.
Botting Irres Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Irres manages to find the last corridor to get to Engineering.
Obstacle 4—Engineering: A Computers or Engineering check can reboot critical systems tor restore power to the falling vessel. An Athletics or Acrobatics check can give you access to difficult-to-reach locations to make crucial power connections needed to get the vessel under control.
Round 3: Everybody
Keskodai 20220306 |
Keskodai is not really useful in this kind of situation. He was just lucky with the airlock. He just cheers them as he tries to make himself useful by reaching those wires and all to connect them together. "We can do this! But time is running out."
Acrobatics: 1d20 ⇒ 12
Dorm Argun |
Now this game I know! Reboot it like it's Windows '95! Clean that slate!
Engineering: 1d20 + 7 ⇒ (8) + 7 = 15
EbonFist |
Argiss isn't quite able to get the right program running on the computer. But Bonkers and Irres manage to finesse the physical connections while Hagitha uses a more brute force method to connect some wires.
That was the halfway mark for this mission.
Obstacle 5—Corridors: With an Acrobatics check they can nimbly make their way through the debris and injured Starfinders that litter the corridors between engineering and the bridge. A Perception or Survival check can be used to navigate to the bridge. With a Medicine check you can quickly triage the wounded and provide first aid as you go.
Round 3 Keskodai and Dorm
Round 4 Everybody
Keskodai 20220306 |
Keskodai is also done for Round 3.
Keskodai readies his basic medkit and begins treating those who are wounded. If time permits, he also gives others first aid, those who have minor scratches and all.
Medicine: 1d20 + 5 ⇒ (13) + 5 = 18
Argiss Calinox |
Medicine: 1d20 + 9 ⇒ (4) + 9 = 13
"Emergencies means no time for waivers. Take this quickly! It might sting or you might grow a stinger." Argiss says quickly taking the opportunity to treat the wounded.
EbonFist |
Obstacle 4 was dealt with before Dorm or Keskodai performed their checks so they weren't needed. You only need 3 successes per Obstacle to get through them. There is a Round limit to this mission so this gives you a chance to apply your actions to the next obstacle instead of them going to waste.
With Irres help in finding the worst of the wounded, Keskodai is able to get them treated and get them out of the way.
Obstacle 5—Corridors: With an Acrobatics check they can nimbly make their way through the debris and injured Starfinders that litter the corridors between engineering and the bridge. A Perception or Survival check can be used to navigate to the bridge. With a Medicine check you can quickly triage the wounded and provide first aid as you go.
2 Successes
Round 3: Dorm
Round 4: Dorm
Keskodai
Bonkers
Argiss
Hagitha
Bonkers123 |
In the previous instance, "Oh, yes! Thank you always blue wire to blue!"
Bonkers stops to help the wounded in the corridor.
medicine: 1d20 + 11 ⇒ (1) + 11 = 12
It seems like he is having trouble getting his med supplies out of his bag. Damn zippers!
EbonFist |
Bonkers isn't able to provide any significant medical assistance.
Obstacle 5—Corridors: With an Acrobatics check they can nimbly make their way through the debris and injured Starfinders that litter the corridors between engineering and the bridge. A Perception or Survival check can be used to navigate to the bridge. With a Medicine check you can quickly triage the wounded and provide first aid as you go.
2 Successes
Round 3: Dorm
Round 4: Dorm
Keskodai
Argiss
Hagitha
Argiss Calinox |
Medicine: 1d20 + 9 ⇒ (19) + 9 = 28
Argiss keeps at it with the wounded, needles and capsules galore.
"Take this, it will make your blood clot quicker when exposed to the open air. It also makes it glow a bright blue color and smell like junker exhuast ..."
Keskodai 20220306 |
Medicine for Obstacle 5: 1d20 + 5 ⇒ (10) + 5 = 15
Keskodai joins Argiss in patching up more wounded people. He tries to make it as fast as possible to accommodate many of them.
Dorm Argun |
I'm guessing Argiss got that, but anyway...
Dorm follows closely behind his Dragonkin friend, trying to treat patients as they go along.
He didn't give you anything weird, right?
Rounds 3,4,5:
Medicine: 1d20 + 6 ⇒ (16) + 6 = 22
Medicine: 1d20 + 6 ⇒ (8) + 6 = 14
Medicine: 1d20 + 6 ⇒ (12) + 6 = 18
EbonFist |
Argiss does, indeed treat a final patient leaving you free to access the Bridge. The crew there is in a panic and an uproar as you plummet toward the surface of the planet.
Obstacle 6—Bridge: A Diplomacy or Intimidate check can direct the ship’s remaining crew to operate critical flight stations. A Physical Science check can account for the buffeting winds as the ship tumbles through the atmosphere. A Piloting check can pilot the ship safely to the ground.
This is the last obstacle, almost there!
Round 3: Dorm
Round 4: Dorm
Keskodai
Hagitha
Dorm Argun |
Dorm tries to be useful for the last time.
Rounds 3-6, lol
Physical Science: 1d20 + 3 ⇒ (1) + 3 = 4
Physical Science: 1d20 + 3 ⇒ (1) + 3 = 4
Physical Science: 1d20 + 3 ⇒ (17) + 3 = 20
Physical Science: 1d20 + 3 ⇒ (1) + 3 = 4
wow. THREE nat-1s....!!! The rng had better reward after this.
Keskodai 20220306 |
Diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9
"Okay, time to move now. Get back to your stations and we will all return to the ground safely if you all cooperate," Keskodai implores the crew to keep their minds focused on their tasks to save everyone on the ship.
EbonFist |
Dorm is stymied by the combination of atmospheric conditions on this planet and is unable to assist in bringing the ship down (at least for the moment.)
Keskodai's phrasing makes the crew wonder if they're being hijacked in addition to crashing.
Obstacle 6—Bridge: A Diplomacy or Intimidate check can direct the ship’s remaining crew to operate critical flight stations. A Physical Science check can account for the buffeting winds as the ship tumbles through the atmosphere. A Piloting check can pilot the ship safely to the ground.
This is the last obstacle, almost there!
Round 4: Hagitha
Round 5: Hagitha
Keskodai
Argiss
Bonkers
Irres
GM Dennis |
**HOUSE GM ANNOUNCEMENT**
Starfinders have worked diligently to gather emergency supplies from as many downed ships as possible, amassing a sizeable cache of items that the quartermaster is beginning to distribute.
Table GMs, the Emergency Supplies Located condition on page 5 is now in effect.
Bonkers123 |
Bonkers checks the science station.
"Hagitha! Bad wind shear in half a mile, nose up a bit and a few degrees starboard to miss the worst of it!"
physical science: 1d20 + 10 ⇒ (11) + 10 = 21
EbonFist |
Hagitha has a hard time riding the ship through the turbulence until Bonkers tosses out his advice. Once she knows it's coming, she's able to take advantage of the wind shear.
Obstacle 6—Bridge: A Diplomacy or Intimidate check can direct the ship’s remaining crew to operate critical flight stations. A Physical Science check can account for the buffeting winds as the ship tumbles through the atmosphere. A Piloting check can pilot the ship safely to the ground.
2 Successes
This is the last obstacle, almost there!
Round 5: Keskodai
Argiss
Irres
Argiss Calinox |
Physical Science: 1d20 + 8 ⇒ (13) + 8 = 21
"It seems rather simple, these winds should be easy to turn into our favor. Or we crash. Again."