/blø/ |
The skittermander shoots toward the creature next to his teammates.
vs Green EAC: 1d20 + 8 ⇒ (14) + 8 = 22
Fire: 1d8 + 3 ⇒ (8) + 3 = 11
He then gets to the ladder and starts climbing.
Using hyper after the movement to start climbing, as Bleu has 6 hands, 2 are holding his rifle and 2 more can be used to climb.
Athletics to climb a ladder DC 5: 1d20 + 3 ⇒ (12) + 3 = 15
If I remember correctly, the ladder was 10 feet up so at half-speed he manages to get on top
He shouts “Almost there!”
cmlobue's pregen α |
Green becomes the new 'em for getting, and with no more way to block the enemy, Navasi actually starts shooting things.
Tactical Semi-Auto Pistol vs. Green: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Piercing Damage: 1d6 + 2 ⇒ (4) + 2 = 6
George 09-23 |
George 09-23 blinks and yet another of these creatures appear in front of him.
"Are there no end to these monsters?"
With a bit of effort (1 resolve point expended) the android recharges his dragon gland and breathes a cone of electricity over green before carefully stepping (guarded step) behind his teammate.
Breath Weapon, Electricity, Reflex DC 11 for half damage: 3d6 ⇒ (3, 3, 1) = 7
GM Valen |
The skittermander shoots toward the creature next to his teammates.
An earthtouched creature (green) is scorched!
Green becomes the new 'em for getting, and with no more way to block the enemy, Navasi actually starts shooting things.
The creature (green) takes another hit, though the impact is lessened by the stoney-plates covering its skin.
With a bit of effort (1 resolve point expended) the android recharges his dragon gland and breathes a cone of electricity over green before carefully stepping (guarded step) behind his teammate.
Earthtouched creature (green), Reflex: 1d20 + 6 ⇒ (20) + 6 = 26
The creature (green) remains standing after the shock, though barely.
INTRUDERS! - Round Three Cont'd!
PCs in bold may act
Ears (-1 RP)
Bleu (-1 RP; -1 damage to knife)
Don
Navasi -8 SP
George 09-23 (-1 RP)
Earthtouched creature (green) -24 HHP
Earthtouched creature (red)
Earthtouched creature (purple)
Ears |
static arc pistol v green, EAC, get'em: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 ... damage: 1d6 + 1 ⇒ (1) + 1 = 2
Navasi, look out!
Ears follows his warning with a frantic shot at the creature threatening the envoy.
Donovan Borde |
Donovan shouts at the nearest creature!
improved demoralize move action : 1d20 + 16 ⇒ (1) + 16 = 17
The item “grim trophies” also gives -2 to damage in case demoralized. And I don’t need to share a language.
He then makes a quick movement to feint and makes a clever attack to hit the nearest creature with his semi-auto pistol!
Standard action: clever attack with Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 + 1d6 ⇒ (13) + 13 + (6) = 32
plus attack with clever attack:
pistol +6, d6+2 : 1d20 + 6 ⇒ (12) + 6 = 181d6 + 2 ⇒ (6) + 2 = 8
GM, See Clever Attack as I’m not sure that you applied clever attack also for other Starfinders’s attacks. Text: You can make an attack that throws your enemy off-balance. As a standard action, you can make a single attack against a target within 60 feet and gain the benefits of clever feint (attempting a Bluff check against the target as normal). Apply the effects of clever feint before resolving your attack. You must have the clever feint envoy improvisation to choose this improvisation.
GM Valen |
Ears follows his warning with a frantic shot at the creature threatening the envoy.
The frantically fire shot fails.
Donovan shouts at the nearest creature!
The creature is unphased by the shout.
He then makes a quick movement to feint and makes a clever attack to hit the nearest creature with his semi-auto pistol!
Donovan strikes down the nearest creature (green).
GM, See Clever Attack as I’m not sure that you applied clever attack also for other Starfinders’s attacks. Text: You can make an attack that throws your enemy off-balance. As a standard action, you can make a single attack against a target within 60 feet and gain the benefits of clever feint (attempting a Bluff check against the target as normal). Apply the effects of clever feint before resolving your attack. You must have the clever feint envoy improvisation to choose this improvisation.
The earthtouched creatures have a Dex bonus of +1. Also, I believe there is a -8 penalty to the clever attack/feint as the targets have only animal intelligence. I may not noted the -1 AC to all of the allies attacks, but I know I haven't added the -8 penalty on your attacks. Given the tide of battle and the time-limit on this fight, I don't see a need to go back and retroactively apply these penalties to either side, but will try to remember to do so going forward.
Coughing comes from within the cloud.
Earthtouched creature (red), Fort: 1d20 + 6 ⇒ (16) + 6 = 22
Earthtouched creature (purple), Fort: 1d20 + 6 ⇒ (3) + 6 = 9
One of the creatures (red) emerges from the smoke.
Double move
The other (purple) coughs in the smoke.
INTRUDERS! - Round Three Cont'd!
PCs in bold may act
Ears (-1 RP)
Bleu (-1 RP; -1 damage to knife)
Don
Navasi -8 SP
George 09-23 (-1 RP)
Earthtouched creature (green) -30 HP
Earthtouched creature (red)
Earthtouched creature (purple)
cmlobue's pregen α |
Same, but Red.
Tactical Semi-Auto Pistol: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Piercing Damage: 1d6 + 2 ⇒ (1) + 2 = 3
George 09-23 |
George 09-23 fires a ray of cold at Red before moving away.
Energy Ray vs Red: 1d20 + 3 ⇒ (20) + 3 = 23
Cold Damage, Harmful Spells: 1d3 + 1 ⇒ (3) + 1 = 4
Critical Damage if applicable:
Critical Damage: 1d3 + 1 ⇒ (1) + 1 = 2
Ears |
"NOBODY PANIC!" Ears yells when the next creature steps from the smoke.
"Settle down, got time." Ears spits a plastic wrapped battery into his hand. "No, no, quantum spin goes deosil. All the spin goes deosil..."
Retrieve battery from mouth as swift action. Use energize spell as move action to cast supercharge weapon on arc pistol by draining the battery.
Donovan Borde |
Donovan shouts at the nearest creature!
improved demoralize move action : 1d20 + 16 ⇒ (15) + 16 = 31
The item “grim trophies” also gives -2 to damage in case demoralized. And I don’t need to share a language.
He then makes a quick movement to feint and makes a clever attack to hit the nearest creature with his semi-auto pistol!
Standard action: clever attack with Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 + 1d6 ⇒ (17) + 13 + (4) = 34
plus attack with clever attack:
pistol +6, d6+2 : 1d20 + 6 ⇒ (4) + 6 = 101d6 + 2 ⇒ (2) + 2 = 4 Hi GM, I checked the bluff skill and Clever Attack but could not see the -8 penalty for animal intelligence. It just says that it does not work on creatures lacking intelligence. Sorry Starfinder is not my expertise on rules. ;-) I just did not know if you were aware that even on a failed bluff check the target is flatfooted vs the envoys attack with clever attack.
GM Valen |
Navasi's shot is accurate, but the projectile barely scratches the earthtouched creature's stony armor.
George 09-23's ray is even more accurate and its energy more injurious.''
Ears energes.
Donovan causes fear to well-up within the animal attacker, then fools the furry foe. However, the projectile he fires fails to connect.
My apologies, Donovan. I could not confirm the -8 and think it may be have been a holdout in my mind from PF1 rules. It is hard to keep 3 different systems in your head.
INTRUDERS! - Round Three Cont'd!
PCs in bold may act
Ears (-1 RP)
Bleu (-1 RP; -1 damage to knife)
Don
Navasi -8 SP
George 09-23 (-1 RP)
Earthtouched creature (red) -7 HP (flat-footed, -2 damage, shaken[2 rds])
Earthtouched creature (purple)
/blø/ |
Bleu moves toward the turret, glad he managed to get to it, and uses it to shoot the creature out of the smoke.
Corona Laser Rifle Turret vs Red EAC: 1d20 + 8 ⇒ (8) + 8 = 16
Fire damage: 2d6 + 3 ⇒ (3, 1) + 3 = 7
GM Dennis |
**HOUSE GM ANNOUNCEMENT**
”The energy seems to have plateaued, but it hasn’t started receding yet. Try to hold on just a little while longer!”
Defend Mission 1: Intruders! - Status: Yellow
Defend Mission 2: Planar Incursion - Status: Yellow
Defend Mission 3: Good Neighbors - Status: Yellow
GM Valen |
Ears lands a shot.
The injured creature (red) lumbers forward and reaches out toward the nearest Starfinder.
Step
Melee (slam), 10-ft. reach, w/shaken: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14
Damage (B) plus grab: 1d4 + 6 - 2 ⇒ (2) + 6 - 2 = 6
The other creature (purple) struggles in the smoke.
Fort: 1d20 + 6 ⇒ (8) + 6 = 14
Nonlethal damage: 1d6 ⇒ 5
INTRUDERS! - Round Four Begins!
PCs in bold may act
Ears (-1 RP)
Bleu (-1 RP; -1 damage to knife)
Don
Navasi -8 SP
George 09-23 (-1 RP)
Earthtouched creature (red) -14 HP (flat-footed, -2 damage, shaken[1 rds])
Earthtouched creature (purple) -5 HP (NL)
George 09-23 |
George 09-23 draws his laser pistol and fires it at red.
To hit: 1d20 + 3 ⇒ (20) + 3 = 23
Damage,Laser: 1d4 ⇒ 1
Critical Damage
Damage, Laser: 1d4 ⇒ 1
cmlobue's pregen α |
As long as Purple is stuck, no reason to ease off on Red.
'em: Getted.
Tactical Semi-Auto Pistol: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Piercing Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Ears |
Ears sights carefully down his pistol and fires at the exposed monster.
Static arc pistol v red, EAC, get'em, supercharged: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 ... damage: 1d6 + 1 + 4d6 ⇒ (3) + 1 + (2, 3, 1, 4) = 14
GM Valen |
George 09-23 draws his laser pistol and fires it at red.
The android causes a precise and acute burn.
As long as Purple is stuck, no reason to ease off on Red.
Navasi shoots the nearest creature, though its stone-like hide deflects a substantial portion of the strike.
Ears sights carefully down his pistol and fires at the exposed monster.
The furry fury finally finishes the foe.
INTRUDERS! - Round Four Cont'd!
PCs in bold may act
Ears (-1 RP)
Bleu (-1 RP; -1 damage to knife)
Don
Navasi -8 SP
George 09-23 (-1 RP)
Earthtouched creature (red) -32 HP (Get'em'ed, flat-footed, -2 damage, shaken[1 rds])
Earthtouched creature (purple) -5 HP (NL)
One more baddie to beat, gang! Then, we can move onto the next mission!
Ears |
Nicely alliterative.
Ears holds up both hands and shakes them a little while dancing a small victory circle. Then he remembers that there might be more.
"Did any get away to the right?"
Donovan Borde |
Don makes a quick movement to feint and makes a clever attack to hit the last creature with his semi-auto pistol!
Standard action: clever attack with Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 + 1d6 ⇒ (11) + 13 + (3) = 27
plus attack with clever attack:
pistol +6, d6+2 : 1d20 + 6 ⇒ (7) + 6 = 131d6 + 2 ⇒ (6) + 2 = 8
/blø/ |
The skittermander orients the turret toward the other creature and shoots.
vs EAC: 1d20 + 8 ⇒ (5) + 8 = 13
Fire: 2d6 + 3 ⇒ (5, 5) + 3 = 13
GM Valen |
Don makes a quick movement to feint and makes a clever attack to hit the last creature with his semi-auto pistol!
Don's target remains shrouded in the cloud of smoke.
Total concealment, miss chance<51%: 1d100 ⇒ 3Don's shot fails to connect.
Fortunately, from his vantage atop the wall, Bleu can see much of the creature and blows away a portion of its stoney-plating.
Earthtouched creature, Fort save v. smoke: 1d20 + 6 ⇒ (17) + 6 = 23
The animalistic creature (purple) shakes off the smoke and responds by climbing atop the wall to lash out at the skittermander.
Move/Climb
Melee, slam: 1d20 + 10 ⇒ (2) + 10 = 12
Damage (B) plus grab: 1d4 + 6 ⇒ (4) + 6 = 10
INTRUDERS! - Round Five Begins!
PCs in bold may act
Ears (-1 RP)
Bleu(-1 RP; -1 damage to knife)
Don
Navasi -8 SP
George 09-23 (-1 RP)
Earthtouched creature (purple) -18 HP (5 NL)
cmlobue's pregen α |
Navasi does her thing to Purple, hoping it is gotten.
Tactical Semi-Auto Pistol: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Piercing Damage: 1d6 + 2 ⇒ (1) + 2 = 3
George 09-23 |
George 09-23 moves in and lines himself up with the creature and then fires at the half of the large creature that is not in the smoke.
Laser Pistol, To hit: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d4 ⇒ 3
Critical damage
Damage: 1d4 ⇒ 2
/blø/ |
The skittermander grabs his knife with one of his arms, hoping it won’t come to that, and fire at the creature with the turret gun.
Hoping the attack of opportunity will not take Bleu out.
Laser Rifle, get’ em: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Fire: 2d6 + 3 ⇒ (5, 3) + 3 = 11
GM Valen |
Navasi does her thing to Purple, hoping it is gotten
Navasi encourages, but misses.
George 09-23 moves in and lines himself up with the creature and then fires at the half of the large creature that is not in the smoke.
George 09-23 hits with great precision, but causes only a few burns.
The skittermander grabs his knife with one of his arms, hoping it won’t come to that, and fire at the creature with the turret gun.
Hoping the attack of opportunity will not take Bleu out.
As Bleu swings the turret gun around, the creature tries to grip the skittermander.
Melee, slam: 1d20 + 10 ⇒ (19) + 10 = 29Damage (B) plus grab: 1d4 + 6 ⇒ (3) + 6 = 9
The earthtouched creature lands a considerable blow and manages to grab ahold of Bleu.
Bleu is grappled. He acnnot move or take two-handed actions; hetakes a –2 penalty to AC, most attack rolls, Reflex saves, initiative checks, and Dex-based skill and ability checks; and he cannot make attacks of opportunity. He can, however, make attacks. He hits EAC 16.
Bleu manages a killing shot.
COMBAT OVER
Reporting 1 Intruder success.
PARTY STATUS AFTER FIGHT
Ears (-1 RP)
Bleu -9 SP (-1 RP; -1 damage to knife)
Navasi -8 SP
George 09-23 (-1 RP)
After completing this mission, the PCs can take a 10-minute rest before beginning the next one. Moving onto Defense Mission 2: Planar Incursion. Please indicate in your next post if you are spending RP or performing any other healing or other action between missions.
Cries of alarm echo through the area as an earthquake shakes the camp. A jagged pillar of stone erupts from the ground, spewing a blob of green energy that quickly coalesces into a strange, stony figure. As the figure moves to attack the nearest structure, energy begins to gather around the pillar once more.
Pictures of each now on Slides.
A patchwork of tents, trailers, and converted storage units comprise the structures at the heart of camp. A jagged stone pillar juts from the ground, spewing greenish energy that sustains the rocky figure nearby.
**HOUSE GM ANNOUNCEMENT**
”The energy seems to have plateaued, but it hasn’t started receding yet. Try to hold on just a little while longer!”
Defend Mission 2: Planar Incursion - Status: Yellow
The buildup of planar energy in the area sustains the elemental figure.
Disable Mysticism DC 19 (disperse planar energy) or Physical Science DC 21 (crumble stone); three successes needed.
Earth Mastery (Ex) An earth elemental gains a +1 bonus to attack and damage rolls if both it and its foe are touching the solid surface of a planet or an asteroid. If an opponent is airborne or waterborne, the elemental takes a –2 penalty to attack and damage rolls. These modifiers apply to initiating or resisting.
Initiative, Bleu: 1d20 + 5 ⇒ (16) + 5 = 21
Initiative, Don: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative, Navasi: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative, George 09-23: 1d20 + 6 ⇒ (6) + 6 = 12
Initiative, Ears: 1d20 + 6 ⇒ (19) + 6 = 25
Initiative, Jagged Pillar: 1d20 + 8 ⇒ (11) + 8 = 19
PLANAR INCURSION IN CENTRAL CAMP! - Round One Begins!
PCs in bold may act
Ears (-1 RP)
Bleu -9 SP (-1 RP; -1 damage to knife)
Jagged Pillar & Stoney Figure
George 09-23 (-1 RP)
Don
Navasi - 8 SP
Ears |
Mysticism, 1: 1d20 + 5 ⇒ (1) + 5 = 6
Mysticism, 2: 1d20 + 5 ⇒ (3) + 5 = 8
No healing or RP spending.
"Ya gotta be kidding me! This guy's more stoned than the last ones. George, think we take out the pillar or the walking sculpture?"
Delay. Maybe we'll get a plan. Diplomacy?
cmlobue's pregen α |
I'll try Diplomacy when it gets to me. No downtime actions except reloading the gun.
GM Dennis |
**HOUSE GM ANNOUNCEMENT**
”The energy spike is starting to subside! Hold on for just a little while longer, folks, we’re almost out of the woods here!”
Table GMs, this is your 1-day warning.
/blø/ |
Bleu takes the following 10 minutes to take a break, checking if the creature did not break any of his bone.
He also put a fresh battery in his rifle.
Spending a RP to recover stamina.
***
Bleu gets in cover then shoot toward the rocky part of the creature he can see. “I don’t think it wants to talk.”
Moved 5 ft.
Then fire the creature.
Laser Rifle: 1d20 + 8 ⇒ (11) + 8 = 19
Fire: 1d8 + 3 ⇒ (3) + 3 = 6
GM Valen |
Bleu gets in cover then shoot toward the rocky part of the creature he can see. “I don’t think it wants to talk.”
Bleu punctuates his conclusion with a line of flame, which scorches the stoney figure.
Green energy surges around the pillar and the injured figure, which soothes the new burns.
Some of the green energy near the pillar coalesces into a glob of acid that hurls toward Bleu!
Ranged (acid bolts): 1d20 + 10 ⇒ (19) + 10 = 29
Damage (A): 2d6 + 3 ⇒ (3, 6) + 3 = 12
The stoney figure (blue) then moves through the ground to appear before the skittermander.
Move x2
A second stoney figure (red) emerges from the ground.
PLANAR INCURSION IN CENTRAL CAMP! - Round One Cont'd/Round Two Begins!
PCs in bold may act
Jagged Pillar
Stoney Figure (blue) -2 HP
Stoney Figure (red)
George 09-23 (-1 RP)
Don
Navasi - 8 SP
Round Two
Ears (-1 RP)
Bleu -12 SP (-2 RP; -1 damage to knife)
George 09-23 |
George 09-23 checks his memory banks to see if he recalls anything about these strange creatures.
Mysticism,Pillar: 1d20 + 7 ⇒ (7) + 7 = 14
Mysticism,Stoney: 1d20 + 7 ⇒ (19) + 7 = 26
George 09-23 Aeon stone begins to spin rapidly (+1 retroactive bonus to a skill check to turn a failure into a success). He now understands the function of the pillar.
I have been eager to try this Aeon stone out. :)
"These earth elementals were created by the earthern pillar over there. It is healing them with planar energy."
George 09-23 fires a ray of cold energy at blue before stepping behind Don.
Energy Ray vs EAC: 1d20 + 3 ⇒ (6) + 3 = 9
Damage,Cold, Harmful Spells: 1d3 + 1 ⇒ (1) + 1 = 2
cmlobue's pregen α |
"I take it that elementals will not be persuaded to leave us alone?"
Ears |
" We wish. I'm going to try to get a shot at the rock! If it's summoning and supporting them, maybe we can cripple them by destroying it."
Ears spins around and dashes on all fours behind a shipping container abode. Reaching the end of the container, he stands and draws his arc pistol before peeking around the corner.
Donovan Borde |
Don makes a guarded step forward quick movement to feint and makes a clever attack to hit the last creature with his semi-auto pistol!
Standard action: clever attack with Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 ⇒ (5) + 13 = 18
Reroll bluff for clever attack without expertise roll : 1d20 + 13 ⇒ (10) + 13 = 23
plus attack with clever attack:
pistol +6, d6+2 : 1d20 + 6 ⇒ (13) + 6 = 191d6 + 2 ⇒ (3) + 2 = 5
GM Valen |
George 09-23 checks his memory banks to see if he recalls anything about these strange creatures.
"These earth elementals were created by the earthern pillar over there. It is healing them with planar energy."
George 09-23 fires a ray of cold energy at blue before stepping behind Don.
The android calculates that once the pillar is destroyed, the recently appearing stone creatures can be more easily dispatched. He determines that the pillar can be destroyed or disabled by dispersing the planar energy or crumbling the stone.
Disable Mysticism DC 19 (disperse planar energy) or Physical Science DC 21 (crumble stone); three successes needed.Alternatively, the pillar has EAC, KAC, Saves, Hardness, and Hit Points and can be damaged/destroyed like any other creature.
George 09-23's ray misses.
Don fools the walking heap of stone and chips away at it with a projectile.
PLANAR INCURSION IN CENTRAL CAMP! - Round One Cont'd/Round Two Cont'd!
PCs in bold may act
Jagged Pillar
Stoney Figure (blue) -7 HP
Stoney Figure (red)
George 09-23 (-1 RP)
Don
Navasi - 8 SP
Round Two
Ears (-1 RP)
Bleu -12 SP (-2 RP; -1 damage to knife)
Ears |
Ears blew his knowledge checks. George, make us a plan. Ears is +7 on Physical Science. He's got 2 castings of supercharge weapon left. (regular spell and spell cache)
cmlobue's pregen α |
"I'm not at my best against inanimate objects. I'll cover oyu while you get rid of the pillar!"
Get 'Em plus shotting at Blue.
Tactical Semi-Auto Pistol: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Piercing Damage: 1d6 + 2 ⇒ (4) + 2 = 6
/blø/ |
Seeing the creature healed and as George confirms it, Bleu thinks the pillar need to be destroyed first. Navasi seems to agree too, so he takes a step back and shoots toward the pillar, hoping his laser rifle might damage it.
Guarded step before shooting
vs Pillar with cover: 1d20 + 8 ⇒ (11) + 8 = 19
Fire: 1d8 + 3 ⇒ (7) + 3 = 10
GM Valen |
Navasi misses, but Bleu blows off a chunk of the hard, rocky pillar.
Energy surges from the pillar to the damaged rock creature and its cracks begin to seal.
One of the stoney figures (blue) approaches and swings at a Starfinder.
Guarded Step
1 Bleu, 2 Don, 3 Navasi: 1d3 ⇒ 1
Melee (slam) w/ earth mastery: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
Damage (B) w/ earth mastery: 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13
The other one (red) moves closer.
Move x2
PLANAR INCURSION IN CENTRAL CAMP! - Round Two Cont'd/Round Three Begins!
PCs in bold may act
Jagged Pillar -6 HP
Stoney Figure (blue) -3 HP
Stoney Figure (red)
George 09-23 (-1 RP)
Don
Navasi - 8 SP
Round Three
Ears (-1 RP)
Bleu -21 SP | -4 HP (-2 RP; -1 damage to knife)
Ears |
Ears casts supercharge weapon and scampers behind the rock men toward the pillar.
Move as shown. I hope a new one doesn't pop up in front of me.
GM Dennis |
**HOUSE GM ANNOUNCEMENT**
After what seems like hours of frantic defense, the tide of planar energy finally, mercifully recedes. As the last sounds of chaos recedes and peace returns to the Starfinder camp, Bennock asks the surviving agents to gather in the central clearing.
“Great job, everyone! The extraplanar energy levels are dropping fast. The monitoring team says the planar energy is finally diffusing into the planet, which should prevent another buildup like today’s.”
Bennock’s comm unit chimes to indicate an incoming message, but he ignores it to continue his speech. “I can’t tell you how proud of this group I am. When things got tough you all stepped up in a big way, just like you have since we first landed on this planet...well, I say ‘landed,’” he adds with a grin and some air quotes. “I don’t know how long it will be before the Society can come get us, but I know that with you all here, working together and watching out for each other like you did today, we’ll be just fine.”
Before Bennock can continue, his comm unit chimes again, and then again. He rolls his eyes, apologizes, and pulls it from his pocket. He stares at it for a long moment, then looks up at the assembled Starfinders once more as a wide grin spreads across his face. “Scratch that. I do know how long it will be! A dozen Starfinder ships just arrived in system! They’ll be here in a couple days with supplies, reinforcements, and, most importantly, a ticket home!”
The crowd burst into a cheer, which quickly swells to and echoes throughout the camp! Jubilant Starfinders celebrate in a dozen different ways. Some share long-hoarded food or beverages rescued from their crashed ships, others bursting into song and dance in dozens of different styles. Some even rush to begin packing, eager to be ready to leave the moment the convoy makes orbit.
-------------
The next few days pass quickly as Starfinders celebrate and prepare to depart. On the day the Starfinder flotilla is due to arrive in orbit, Bennock asks the camp to assemble one last time.
“I’ve been in contact with the fleet, and they’ve been able to tell me a little bit about what’s been happening in the wider galaxy. It seems we weren’t the only ones to have Drift troubles a few months ago. In fact, it sounds like the Drift itself crashed, and hurled out just about everyone traveling through it across the whole galaxy all at once! Some clever folks finally got some measure of Drift travel working again after a while. I’m sure you can read all about it on the way home.”
Bennock pauses to look fondly around the camp. “I know this place wasn’t what any of us had in mind when we set out on this trip, but honestly, it’s grown on me a bit.” He turns his attention back to the assembled Starfinders. “I can’t speak for anyone else, but this place and all of us here together...it’s been more than just a place to weather the storm. It’s been home.”
After one last glance around the camp, he claps his hands and grins. “Now, who’s ready to get out of here?”
-------------
The journey home through the partially-restored Drift is anything but uneventful. Power to ships’ drift engines fluctuates erratically, making the trip far longer than normal. At one point, the ships of the convoy experience a strange magnetic field and turbulence from an unknown source. Later, a portal to the plane of fire opens suddenly, far too close for comfort!
Eventually, though, despite many close calls and harrowing moments, the whole convoy arrives back at Absalom Station. Grateful Starfinders–and your new Weydanite friends–eagerly disembark. Drift travel may not be safe and reliable as it once was right now, but for today at least, your journey is at an end!
That’s the end of the adventure! Thank you everyone for playing, and a huge thank you to all of our table GMs whose hard work is what makes a special like this happen. Also, thanks to our intrepid backup GMs, a crucial and sometimes overlooked role in making a PbP special possible.
Table GMs, please report your tables in a timely manner and close out your tables when you’re done.
GM Valen |
Aboard the returning fleet, the Starfinders learn that Drift travel continues to be unreliable. To make matters worse, the ships have to fight several displaced and enraged creatures floating through the Drift. Despite the nervous chatter that travels through the fleet, every last Starfinder vessel eventually makes it to Absalom Station. A consensus arises among all who make the unsettling journey, one the Starfinders hear echoed in the gossip that flourishes on Absalom Station: it would be best to avoid Drift travel for the time being.
For more on how this novel Drift Crisis shakes the universe, check out Starfinder Drift Crisis, the Drift Crashers Adventure Path, and the scenarios from Starfinder Society Year 5 marked with the Drift Crisis logo.
Thanks all for playing! I will have chronicle sheets available shortly.