| GM Valen |
George 09-23 sees Ears take action and he comes up behind him to peek into the cargo hold.
This large chamber was the ship’s cargo hold, which carried mostly well-used, high-end exploration gear; travel rations; medical supplies; and other equipment necessary for the crew’s pilgrimage.
Most of what’s left has been destroyed. Likely, smashed and broken in the crash.
Where to next, Starfinders?
George 09-23
|
George 09-23 searches the room finding the equipment noted.
"Impressive haul."
George 09-23
|
George 09-23 takes the equipment and spreads it around to those who might want it. He keeps the broad-spectrum scanning kit for himself. Now he feels like a real science officer!
He moves forward scanning with his new found toy and examines the galley.
/blø/
|
The skittermander tells Donovan “I’m Bleu, glad to meet you.” He puts his environmental protections on, which seals his helmet, making him a bit more frightening, if it was not for his 2 foot height.
That makes blue look more like the avatar I picked for him.
As George tries to focus the team, he agrees “Yes, yes the mision.”
I guess the broken starship core would have been a cue to put the protections on.
Bleu looks at the core intensely. With a worried voice, “That thing is not going to blow up, is it?”
Amongst the equipment, Bleu points out at the fire extinguisher and indicates “I know how to use that.” It is clear he wants the item but does not dare ask for it. He also gives the broad-spectrum scanning device thinking that the portable game looks a bit strange.
He assists in looking at the content of the galley.
Ears
|
"It might," Ears replies. " More likely it's poisoning us with volatile chemicals or radiation. That's a good reason to abandon ship."
GMValen, are the panels and loot labeled in common? Does the ship's construction show any indication of race or company of origin?
| GM Valen |
I guess the broken starship core would have been a cue to put the protections on.
It appeared to me that all of you had put on the environmental protections of your amor before entering the downed ship. If I am incorrect, please give me a Fortitude save for each PC that did not have protections on.
GMValen, are the panels and loot labeled in common? Does the ship's construction show any indication of race or company of origin?
Yes, common is used for the signage on the ship. Construction is consistent with a Pact Worlds design. To find out more, you must explore.
He moves forward scanning with his new found toy and examines the galley
The destruction in this galley is worse than in other parts of the ship. Plates, cups, and silverware lie smashed and scattered cross the room; splatters of food drip from the walls. It’s clear the wreck caused immense damage to this area.
George, Perception: 1d20 + 7 ⇒ (6) + 7 = 13
?: 4d20 ⇒ (8, 5, 12, 13) = 38
?: 3d20 ⇒ (8, 5, 11) = 24
George 09-23 spots a winged creature in one of the corners of the room.
Picture of creature now on Slides.
Initiative, Bleu: 1d20 + 5 ⇒ (14) + 5 = 19
Initiative, Don: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative, Navasi: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative, George 09-23: 1d20 + 6 ⇒ (16) + 6 = 22
Initiative, Ears: 1d20 + 6 ⇒ (18) + 6 = 24
Initiative, Winged Creature: 1d20 + 3 ⇒ (15) + 3 = 18
RUMBLE IN THE WRECK! - Round One Begins!
PCs in bold may act
Ears
George 09-23
Bleu
Winged creature
Navasi
Donovan
/blø/
|
Bleu was going to help look at the galley, so he was probably following George 09-23.
As Georges points out an hostile creature, the blue skittermander grabs his vacuum cleaner while moving in front of George.
Using Guardian, sharing square with George, who has a +1 shield to AC while Bleu has a −2.
As he points out his vacuum cleaner at the creature, the glammer dissipates as he shoots, revealing a laser rifle.
vs EAC: 1d20 + 8 ⇒ (18) + 8 = 26Laser/Fire: 1d8 + 3 ⇒ (2) + 3 = 5
Ammo 19/20
George 09-23
|
George nods appreciatively as the Skittermander springs into action.
"Thanks little guy."
George 09-23 examines the creature in the galley before unloading a full spread of magic missiles into it.
Life Sciences to identify creature: 1d20 + 11 ⇒ (13) + 11 = 24
George 09-23 has all the skills trained to identify creatures but this seems the most likely.
Magic Missile, Harmful spells, Full round action: 3d4 + 4 ⇒ (3, 3, 4) + 4 = 14
I am posting my actions now but obviously if my character knows that the creature is immune to Magic Missiles or that their race are all saintly pacifists then I will revise my character's actions. I strongly doubt that either option will come up.
"Ears get in here. We have company!"
| GM Valen |
As he points out his vacuum cleaner at the creature, the glammer dissipates as he shoots, revealing a laser rifle.
The beam burns the winged creature.
George 09-23 examines the creature in the galley before unloading a full spread of magic missiles into it.
Correct skill is Mysticism, so the result is 13+7=20
George 09-23 identifies the creature as a ship glitch gremlin, a type of fey spirit intimately tied to technological malfunctions. The android is aware that the creature has spell resistance.
SR 12
You may attempt a spell resistance check or alter your actions. Also, George 09-23 knows another piece of information.
RUMBLE IN THE WRECK! - Round One Cont'd!
PCs in bold may act
Ears
George 09-23 (may choose alternative actions based on above)
Bleu
Winged creature -5 HP
Navasi
Donovan
George 09-23
|
George 09-23 decides to see if lady luck is smiling at him today.
SR check, CL 3: 1d20 + 3 ⇒ (12) + 3 = 15
And it looks like she is.
@GM Valen - Could you tell me if this creature has any energy resistances that I should know about?
Ears
|
"On my way!Ears draws his shock pistol while he hurries toward George.
Can't move Ears from my phone. Please move him toward George 6 squares.
When he can see it, he tries to identify the creature.
mysticism: 1d20 + 5 ⇒ (8) + 5 = 13
George 09-23
|
@Ears - I moved your character forward. Your character is not close enough to see the Glitch Gremlin yet. :)
| GM Valen |
The androids bolts drop the winged creature (blue).
Some noise in the corner reveals another (yellow) as the area beneath the android's feet become slick.
Bleu and George 09-23 must succeed as a DC 14 Reflex save or fall prone.
A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check.
RUMBLE IN THE WRECK! - Round One Cont'd!
PCs in bold may act
Ears
George 09-23 (Reflex save per above)
Bleu (Reflex save per above)
Winged creature (blue) -20 HP
Winged creature (yellow)
Navasi
?
Donovan
George 09-23
|
George 09-23 tries to keep his balance in the magical grease.
Reflex save: 1d20 + 2 ⇒ (15) + 2 = 17
"It looks like it is a creature feature!"
/blø/
|
Reflex save DC 14: 1d20 + 6 ⇒ (2) + 6 = 8
The skittermander starts to slide, manages to stop balance himself for a fraction of a second and just has his two feet slide up as he falls on his back.
| GM Valen |
Sorry, should have mentioned...
Ears recognizes the creature a ship glitch gremlin.
You know one fact.
The android keep his footing as the envoy rushes to the scene of the battle.
[The skittermander starts to slide, manages to stop balance himself for a fraction of a second and just has his two feet slide up as he falls on his back.
As the skittermander falls, the gremlin erupts in gleeful laughter. Its giggling seem to grow and it is soon evident that the creature is not alone as its laughter mixes with that of another.
The newly-appeared creature(red), looking much like the other two, flies from the corner into the center of the room.
"If you thought that grease was a shock, try this!" Another gremlin chides with glee.
Ranged energy ray v Bleu: 1d20 + 3 ⇒ (17) + 3 = 20
Damage (E): 1d3 ⇒ 2
Yet another creature (purple) joins in the laughter. This one is earth-bound. It lacks wings, but instead stands a few feet high, hunched over with long, rabbit-like ears drooping from its six-eyed head.
This is a vaigruuk gremlin! It can amplify the effect of radiation!
Amplified Radiation Aura (Su) A vaigruuk’s long, dangling ears act as radiation amplifiers. It emits low radiation within 20 feet, which it amplifies from harmless background radiation in the area. When within an area of low radiation, the vaigruuk emits medium radiation. In any environment where there is absolutely no radiation at all, such as certain shielded chambers, this aura doesn’t function. The vaigruuk can suppress its aura by wrapping its ears tightly around its body as a move action, but it is flat-footed during this time. Unwrapping its ears is another move action.
If your result meets or exceeds a DC 18, you open the spoiler below:
Caustic Glob (Ex) As a ranged attack that targets EAC, a vaigruuk can spit a glob of nauseating poison at a single creature within 30 feet. The acid damage from this glob results from vapors that eat away at a creature’s tissues and sinuses like a fast-acting toxin; creatures immune to poison take no damage from the vaigruuk’s caustic glob.
As it emits a screeching cackle of a laugh, a pool of four, sickly-green lights appear around the android Starfinder.
Area indicated with green dots on Map.
As the long-eared creature approaches, radiation from these newly-appeared lights as well as the background radiation within the downed starship intensifies, threatening to harm the Starfinders!
Bleu, George 09-23, and Navasi must attempt a Fortitude save (DC 17) or suffer radiation sickness!
RUMBLE IN THE WRECK! - Round One Cont'd/Round Two Begins!
PCs in bold may act
Donovan
Round Two
Ears
George 09-23 (Fort save v. radiation)
Bleu -2 SP (prone; Fort save v. radiation)
Gremlin (yellow)
Navasi (Fort save v. radiation)
Gremlin (red)
? (purple)
Donovan
George 09-23
|
I had to reference the core rule book and of course the rules were spread out all over the place. :) Armor if the environmental seals are activated will provide everyone with a +4 circumstance bonus to the radiation attack. Radiation is considered a poison and radiation sickness is considered a disease. Androids receive a +2 bonus against both of these types of saves. Of course all this information is irrelevant with such bad rolling. :(
George 09-23 hopes that he is able to resist this vile attack! But alas he feels the burn.
Fort,armor,android bonus: 1d20 + 1 + 4 + 2 ⇒ (3) + 1 + 4 + 2 = 10
George 09-23 activates his jump jets allowing him to glide effortlessly over the greased squares. He lands close to the two new trouble makers (Red,Purple) and he attempts to electrify them both with his dragon breath.
Mysticism: 1d20 + 7 ⇒ (8) + 7 = 15
"My a vaigruuk gremlin."
Dragon Gland, Electricity, Reflex save DC 11 for half: 3d6 ⇒ (5, 2, 2) = 9
@GM Valen - The additional question that my knowledge check granted was about the ship glitch goblin and it involved their energy resistances. If they are resistant to Electricity I might revise my action. Dragon Breath is Exceptional ability so SR should not apply.
| GM Valen |
Of course all this information is irrelevant with such bad rolling. :(
Alas, that is true.
@GM Valen - The additional question that my knowledge check granted was about the ship glitch goblin and it involved their energy resistances. If they are resistant to Electricity I might revise my action. Dragon Breath is Exceptional ability so SR should not apply.
The databanks of George 09-23 list the starship gremlins as being resistant to cold and immune to cosmic rays, the environmental effect of vacuum, and to damage by fire.
Gremlin (purple), Reflex: 1d20 + 3 ⇒ (13) + 3 = 16
Gremlin (red), Reflex: 1d20 + 3 ⇒ (19) + 3 = 22
RUMBLE IN THE WRECK! - Round One Cont'd/Round Two Cont'd!
PCs in bold may act
Donovan
Round Two
Ears
George 09-23 (Fort save v. radiation sickness)
Bleu -2 SP (prone; Fort save v. radiation)
Gremlin (yellow)
Navasi (Fort save v. radiation)
Gremlin (red) -4 HP
Gremlin (purple) -4 HP
Donovan
/blø/
|
SP 21 -> 19
Fortitude save DC 17: 1d20 + 3 ⇒ (3) + 3 = 6
Even with the armor bonus, that’s a fail. Latent radiation sickness.
The skittermander stands up and shoots the closest gremlin.
Laser Rifle vs Purple EAC: 1d20 + 8 ⇒ (19) + 8 = 27
magic, fire: 1d8 + 3 ⇒ (8) + 3 = 11
18/20 ammo
If George 09-23 points out the thing is resistant to fire, the skittermander will target another creature.
| GM Valen |
The skittermander stands up and shoots the closest gremlin.
If George 09-23 points out the thing is resistant to fire, the skittermander will target another creature.
The vaigruuk gremlin does not prove to be immune to fire like the others.
RUMBLE IN THE WRECK! - Round One Cont'd/Round Two Cont'd!
PCs in bold may act
Donovan
Round Two
Ears
George 09-23 (Fort save v. radiation sickness)
Bleu -2 SP (prone; Fort save v. radiation sickness)
Gremlin (yellow)
Navasi (Fort save v. radiation)
Gremlin (red) -4 HP
Gremlin (purple) -15 HP
Donovan
| GM Valen |
We're less than 48 hours from the end of Part 1 of the special, so I am going to try and move things along a bit more quickly...
BOTTING Ears - Putting Ears on Delay to up our pace for Part 1.
One of the gremlins (yellow) flaps from one corner to another.
"Whoever dealt it, should melt it!" The creature cries out at the android before collecting the heat generated by nearby bodies and devices and venting it outward in a thermal wave that catches the Starfinder in cone-shaped burst.
Overheat affecting only George 09-23. George may attempt a reflex save (DC 14) for half damage.
Overheat Damage (F): 2d8 ⇒ (1, 6) = 7
RUMBLE IN THE WRECK! - Round Two Cont'd!
PCs in bold may act
Ears (Delayed)
George 09-23 -7 SP (Fort save v. radiation sickness; Reflex save to halve damage)
Bleu -2 SP (prone; Fort save v. radiation sickness)
Gremlin (yellow)
Navasi (Fort save v. radiation)
Gremlin (red) -4 HP
Gremlin (purple) -15 HP
Donovan
George 09-23
|
Reflex save: 1d20 + 2 ⇒ (6) + 2 = 8
George 09-23 is unable to dodge the wave of flame and is slightly singed in the process.
Ears
|
"Who's got a big gun?" Ears shouts, but he doesn't wait for a reply. Instead he wheels and turns down the hall to open a second front on the creatures. When he reaches the break in the bulkhead he levels his arc pistol at the most obvious target and fires.
Move as shown.
static arc pistol v red EAC: 1d20 + 5 ⇒ (13) + 5 = 18 ... damage: 1d6 + 1 ⇒ (5) + 1 = 6
Really would like to know who's packing a gun and can use it well. Supercharge weapon is a beautiful thing.
George 09-23
|
George 09-23 reflexively looks down at his tiny and very shiny pistol.
"Not me."
Granted I am new to this game but I do not get the appeal of this spell at all. The action economy is terrible or you need to coordinate with a teammate. Also the attack can miss completely negating the spell. Magic Missile on the other hand is generally auto-hit and auto-damage with a nice range. Of course if it is about style then I get it and it certainly seems cool. :)
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.
| GM Valen |
Within the midst of battle, your comm units chime with a text message, which reads, "I hope I am not interrupting anything, but you may be pleased to know that we have come across a cache containing spare batteries, healing serums, and nanite patches. You are welcome to choose one upon your return to base camp. See you then!
P.S. Unfortunately, we still appear to be low on soap, so if you happen to find any in that wrecked starship, stop by my tent first. I will make it worth your while!"
Emergency Supplies Located: Upon returning to base camp after their current mission, each PC receives a battery and their choice of a mk 1 serum of healing or a mk 1 nanite patch.
Ears zaps a gremlin.
RUMBLE IN THE WRECK! - Round Two Cont'd!
PCs in bold may act
George 09-23 -7 SP (Fort save v. radiation sickness)
Bleu -2 SP (Fort save v. radiation sickness)
Gremlin (yellow)
Ears
Navasi (Fort save v. radiation)
Gremlin (red) -10 HP
Gremlin (purple) -15 HP
Donovan
/blø/
|
The failed fortitude DC 17 was for the radiation sickness. Do you mean we do one every round?
Ears can see a laser rifle in the Skittermander hands, now that its glammer is deactivated.
| GM Valen |
The failed fortitude DC 17 was for the radiation sickness. Do you mean we do one every round?
The failed save was for exposure. The currently requested save is for the sickness and progression.
George 09-23
|
George 09-23 tries to resist the effects of radiation sickness.
I do not know if the armour provides a +4 bonus or not for this particular roll so I will leave it out and the GM can add/not add it in as needed.
Fort vs Radiation Sickness,Android bonus: 1d20 + 1 + 2 ⇒ (20) + 1 + 2 = 23
GM Dennis
|
**HOUSE GM ANNOUNCEMENT**
“Starfinders” Bennock’s voice announces, “we have what we need for now. Finish up what you’re doing and head back to base.”
Table GMs, this is your 1-day warning.
| cmlobue's pregen α |
Fortitude Save: 1d20 + 1 ⇒ (5) + 1 = 6
Navasi orders the crew to get the Red creature, then tries to demonstrate herself.
Tactical Semi-Auto Pistol: 1d20 + 5 + 5 ⇒ (12) + 5 + 5 = 22
Piercing Damage: 1d6 + 2 ⇒ (5) + 2 = 7
| GM Valen |
Navasi orders the crew to get the Red creature, then tries to demonstrate herself.
Navasi's shot finishes red.
The vaigruuk gremlin (purple) spits a glob of nauseating poison at the android. The acid glob releases vapors that eat away at a creature’s tissues and sinuses like a fast-acting toxin.
Ranged caustic glob: 1d20 + 5 ⇒ (17) + 5 = 22
Damage (A): 1d4 + 2 ⇒ (1) + 2 = 3
Due to rapidly approaching time limit, I will move the last gremlin ahead in the order so that all PCs may act.
The other remaining gremlin (yellow flies toward the android attempting to attach itself to him.
Fly
Melee (attach): 1d20 + 3 ⇒ (13) + 3 = 16
It grabs ahold tightly.
No damage, but the gremlin adheres to its target. Once attached, the gremlin gains a +4 bonus to its AC (from cover) and a +2 circumstance bonus to melee attacks, but it can attack only the creature to which it’s attached. An attached creature can’t move on its own (though it moves with its target), take actions that require two hands, or make attacks of opportunity. An attached creature can be removed with a successful Strength check (DC 12) made as a move action, or it can remove itself from its target as a move action.
RUMBLE IN THE WRECK! - Round Two Cont'd/Round Three Begins!
PCs in bold may act
Donovan
Round Three
George 09-23 -10 SP (radiation sickness [1 success])
Bleu -2 SP (Fort save v. radiation sickness)
Gremlin (yellow) (attached to George 09-23)
Ears
Navasi (Fort save v. radiation sickness)
Gremlin (red) -18 HP
Gremlin (purple) -15 HP
Donovan
/blø/
|
Fortitude DC 17 save for radiation sickness progress: 1d20 + 3 ⇒ (16) + 3 = 19
The skittermander shoots the closest gremlin before moving.
Azimuth Laser Rifle vs Purple EAC: 1d20 + 8 ⇒ (16) + 8 = 24 for Magic, Fire: 1d8 + 3 ⇒ (8) + 3 = 11
He then tries to move out of the grease and strange green light area, while drawing his survival knife with one of his many free hand.
Acrobatics: 1d20 + 10 ⇒ (20) + 10 = 30
Autosuccess so half speed, round down so 10 ft.
That was very good rolls for this post.
| GM Valen |
The skittermander shoots the closest gremlin before moving.
A gremlin (purple) goes down.
RUMBLE IN THE WRECK! - Round Two Cont'd/Round Three Cont'd!
PCs in bold may act
Donovan
Round Three
George 09-23 -10 SP (radiation sickness [1 success])
Bleu -2 SP (radiation sickness [1 success])
Gremlin (yellow) (attached to George 09-23)
Ears
Navasi (Fort save v. radiation sickness)
Gremlin (purple) -26 HP
Donovan
George 09-23
|
George is at quite a loss at what to do. Generally he relies on his dragon breath or spells to deal with a combat situation. Then he remembers his high tech knife which he draws and then attempts to stab yellow with.
"Well, it works well enough to clear branches and vines."
Tactical Knife: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d4 ⇒ 2
"Pesky gremlins, not so much."
This is the first time that this character has used an actual weapon in combat and I hope it will be his last. :)
Donovan Borde
|
Donovan moves in and looks at the first enemy!
“You will regret this move !“
intimidate demoralize : 1d20 + 16 ⇒ (13) + 16 = 29
Also -2 to damage due to grim trophies.
| GM Valen |
The androids knife strike goes knowhere.
The remaining gremlin shakes the android's leg.
RUMBLE IN THE WRECK! - Round Three Cont'd!
PCs in bold may act
George 09-23 -10 SP (radiation sickness [1 success])
Bleu -2 SP (radiation sickness [1 success])
Gremlin (yellow) (attached to George 09-23; shaken [2 rounds])
Ears
Navasi (Fort save v. radiation sickness)
Donovan
| cmlobue's pregen α |
Fortitude Save: 1d20 + 1 ⇒ (10) + 1 = 11
Navasi continues to ask the others to get Yellow, and gets it herself.
Tactical Semi-Auto Pistol: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Piercing Damage: 1d6 + 2 ⇒ (5) + 2 = 7
| GM Valen |
Navasi continues to ask the others to get Yellow, and gets it herself.
Even with the android's body now providing cover to the gremlin, Navasi's shot connects.
RUMBLE IN THE WRECK! - Round Three Cont'd!
PCs in bold may act
George 09-23 -10 SP (radiation sickness [1 success])
Bleu -2 SP (radiation sickness [1 success])
Gremlin (yellow) -7 HP (attached to George 09-23; shaken [2 rounds])
Ears
Navasi (radiation sickness)
Donovan
GM Dennis
|
**HOUSE GM ANNOUNCEMENT**
Expedition leader Bennock Gunstrel gathers the whole Starfinder contingent to the clearing in the center of camp. “Well friends,” he says, stepping onto crate that serves as a makeshift dais, “here we are, even if we may not know where here is. We’ve weathered the first storm, and we should all be proud of that.
“We haven’t been able to make any contact with the Society, or with anyone else for that matter, so we’re probably stuck here for a while. This camp is our home for now, so let’s make the most of it. Each of you has been assigned to a team, and we’ve spent the last few days triaging and prioritizing tasks. The initial list of tasks is ready,” he says, pointing to a makeshift bulletin board on which a hand-scrawled list is posted. A pen hangs from a string nailed to the top of the board. “Please, gather with your team and decide which task you want to start with. Be sure to mark it off the list so we don’t duplicate efforts. Whenever you’re done, come back and grab another. If you notice anything that needs doing and isn’t on the list, send it my way and we’ll include it in the next round of prioritization.
“I won’t say this will be easy, Starfinders, but it could be a lot worse. Working together, I’m confident we can make this camp a home to be proud of, for however long we’re here. With that, I wish you good luck, Starfinders. May the Accidental God smile upon us all!”
Table GMs, Part Two has begun.
Ears
|
Ears slips into the room past George. "DON'T PANIC! " The ysoki continues on toward Bleu.
"You want me to boost your gun or your knife?!"
Move as shown. Supercharge whichever weapon Bleu wants. That'll give you a 4d6 bonus on damage.
| GM Valen |
The party manages to finish off the remaining gremlin and return to camp to collect their loot.
Emergency Supplies Located: Upon returning to base camp after their current mission, each PC receives a battery and their choice of a mk 1 serum of healing or a mk 1 nanite patch.
Please indicate your choice in your next post.
By now, the Starfinders stranded on Rucabi-2 have weathered the immediate crisis, established a base camp, and spent a few days adapting to their new environment. At this point, Bennock Gunstrel and the other leaders of the Starfinder camp organize the agents into working groups and assign them a variety of tasks, such as improving and fortifying the camp, and gathering supplies for what may be a long stay.
The party can choose from one of six Build Missions. These missions can be attempted in any order, and represent the efforts of the Starfinders to improve and fortify their camp. These missions represent the efforts undertaken over the course of several months, and you will have several weeks between each mission to rest and recover. PCs can recharge batteries, and purchase ammunition, batteries, and healing supplies from the quartermaster between missions.
See Handout #2: Build Mission List.
The available Recovery Missions (and a clue as to their nature) are as follows:
□ Improve the Camp (Construction)
□ Gather Supplies (Survival and combat)
□ Transport Materials (Transport and combat)
□ Guard Duty (Camp defense)
□ Making Friends (Diplomacy)
□ Repair Work (Technical repair and combat)
Rule of Two applies. Two votes for one mission moves us along. I also suggest, to save time, that the party agree on an order for tackling the remaining missions.
Ears
|
Ears will take the healing serum.
My suggestion is 'making friends'. Give our 2 envoys a chance to shine. Afterwards I suggest Repair Work, Guard Duty, Transport Materials, Gather Supplies and Improve the Camp.
| GM Valen |
Venture-Captain Bennock asks to join you at dinner in the mess tent one evening.
“How are you holding up? I know it’s not what we planned, but I’m proud of the work we’ve all done to get set up here, and I appreciate all of your help. Now that we’re at a stable point,” Bennock says between bites, “I’d like your help in following up on a loose end. As you may remember, a ship that wasn’t one of ours crashed the same time we did. We found some evidence that it belonged to a group of Weydanite clergy on some sort of pilgrimage, but we haven’t had a chance to contact them yet. I think you folks are the perfect group to go say hello."
“Their tracks indicate they headed east from their ship after they crashed. I’d like you to find their camp and establish contact. Try to convince them we’re all best off if we stay in contact, share information, and help each other out. I hope that wouldn’t take too much convincing, but with some of the Society’s image problems in recent years, who knows?"
“I don’t know how long it will take you to find them, so I’ve asked the quartermaster to pack you supplies for three weeks. With any luck, you’ll find them in a day or two, and can give them your extra supplies as a gesture of goodwill. Either way, it’s a good chance to check out more of the area around us. Happy trails, Starfinders!”
Setting out the next morning, you travel north to the crash site before turning east in search of the Weydanites.
Finding the Weydanite’s campsite quickly requires diligent searching and skillful tracking, represented by two rounds of skill checks. In each round, each PC can attempt an DC 17 Survival or Perception check to find tracks or other signs of the Weydanite’s passing, representing several days of effort.
Upon arrival, you find the Weydanite camp is in a wide cave below a hill, providing shelter from the elements.
A makeshift barricade at the entrance of the cave prevents wildlife from wandering into camp.
An augmented shirren woman wearing armor embossed with the holy symbol of Weydan is keeping watch at the entrance when you arrive, and nearly a dozen figures move about within the cave.
Picture of shirren woman now on Slides.
What do you wish to do, Starfinders?
George 09-23
|
George 09-23 uses the broad-spectrum scanning kit he found on the last mission to help find the camp site more quickly. Little dials turn and lights blink on the handheld device and the results of the scan is dumped to a readout display.
Round 1:
Perception,bonus on searching from scanner: 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27
Round 2:
Perception,bonus on searching from scanner: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25
I will take the healing serum as well. If anyone would like a fire extinguisher we have two as well as ion tape and a zip stick. My character will hold on to the advanced medkit as his medicine skill total is the highest in the party.
/blø/
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Bleu grabs the battery, and put it in his rifle immediately, the spare goes into his backpack. He grabs a mk 1 serum of healing. He hold onto the fire extinguisher and if no one else wanted them, the ion tape and the zipstick.
He thanks whoever heal him of radiation sickness, he heard bad stories about that.
Bleu loves making friends and incite the others toward the mission. He’s not into construction too much, aside from trying to lift something, he does not think he can help, he does not have any power armor yet.
He tries to help however he can, but it’s clear he has no idea what he’s doing.
Round 1 Perception/Survival: 1d20 + 1 ⇒ (14) + 1 = 15
Round 2 Perception/Survival: 1d20 + 1 ⇒ (14) + 1 = 15
Nice rolls but not enough to help. I’ll post, hoping the other will be able to help more.
The skittermander can’t help be in wonder at the Shirren’s hat. “Hi, I’m Bleu and we’re Starfinders that crashed here too. That’s quite the nice hat you have.” He pauses to let her answer. “Do you have time for a talk?”
| cmlobue's pregen α |
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Navasi has little difficulty finding her way to the camp. Once there, she approaches the shirren woman. "Good day to you, friend. I am Navasi, and I am representing the Starfinder Society, who has also found themselves stranded here. I was hoping we could discuss mutual assistance."