[SF] GM Blazej's Crash Down (Inactive)

Game Master Zynete


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Prank War Map

Following work on Absalom Station your team was sent out into the Vast to work on some planetary surveys. Work goes smooth as the party is able to records interesting information on the planets within the system.

As you were returning back though, an information burst from Venture-Captain Arvin was transmitted into your system. It relayed a briefing and a new mission to another planet within the Vast.


Prank War Map

Once the message was loaded it gave you the details of your new mission as Arvin informed you of a system with a planet that had received little attention up until now.

Mission Briefing wrote:

Message Location Origin: Lorespire Complex

Message Sender: Venture-Captain Arvin
Message Begins:
“It’s a new era for the Society. We have a new guiding leader in First Seeker Ehu Hadif. He is determined to get Starfinders back to doing what the society was formed to do: explore, report, and cooperate. It is time to see what wonders the galaxy has in store. I have a stack of hundreds of worlds we have identified as sites of interest but never visited, and I’d like to empty that inbox. Let us see which world is next on the list...

“Looks like our next target is a world named Iski, after the agent who first recorded it. The planet orbits an old red-dwarf star out in the Vast. We know it is habitable. It has a standard atmosphere and gravity as well as a complex ecosystem. What we do not know is if it’s got any sapient life or settlements or... well, or anything else, really. My file on Iski is pretty thin.

“Your mission is to travel to Iski and conduct an orbital survey of the world with your starship. Gather as many scans as you can and bring that information back to the Lorespire Complex for further analysis. Tell us what is down there. Your ship has already been outfitted with a probe you can use to gather detailed information from the planet’s surface.

“You’re going to be in the Vast, and that means any transmission you send could take a few weeks to get here. But we are here for you if something happens out there. We are the Starfinder Society, cooperation is in the job description. So do your best out there, and if you run into a problem you cannot handle, return immediately or send us a signal and we’ll send support as soon as we can.

“Good luck.”
<END OF TRANSMISSION>

Mission Briefing and information on Venture-Captain Arvin on slides 4 and 5.

As it takes several days, in the best of situations, to get out into a destination in the Vast. You have time to run through your positions on the ship, get yourselves comfortable for the journey, as well as run some preliminary research on the information you have on Iski.

Each of you can make checks for Culture, Life Science, Mysticism, Physical Science, and Piloting to learn more about the planet.

In addition, you can choose as a group which ship you wanted to take to the Iski system. Typical options are the Pegasus (picture and interior map on slides 12 and 13) and the Drake (picture and interior map on slides 14 and 15.

In total it took two weeks before you reached the Iski system. How did each of you spend some of that time? What roles did you typically take on the starship as you traversed out here?

Cognates

Agender CG Ijtikri Scholar Vanguard 4 | SP 10/40 HP 17/34 | RP 3/5 | EAC 18 KAC 18 +1 if have EP| Fort +7; Ref +6 Will +1 Evasion | Init: +3 | Perc: +1, SM: +1 | Speed 30’ Swim 30’ | Reroll used | Reactive used| Active conditions: 1 EP

For a planetary survey I think the Pegasus is the better choice because of the better scanners, science lab, and tech lab.

Ikmanji allows others to take the scans, focusing on analysis of the data collected. He does ask for a few special scans of any large bodies of water on the planet.

Life Science: 1d20 + 8 ⇒ (16) + 8 = 24
Physical Science: 1d20 + 5 ⇒ (6) + 5 = 11

Profession Oceanographer, tools: 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23


Professional Hireling for Dirindi News Network: +7 Life Science, Mysticism, Physical Science ★ Professional Hireling for Chance: +7 Computers, Engineering, Physical Science

"Another mission?!" Research Rat's whiskers quiver in indignation. "No break! No shore leave where a hard-working rat can get a nice hot meal and a foot massage... No, it's go back to work, Research Rat. The Starfinder Society needs you, Research Rat. Well, I'm filing a complaint with the Hirelings Union!"

The little ysoki continues to stomp around the science area, working on his readings. "Did you know that I have completed my Professional certs? Where's my raise?!"

Research Rat's Life Science: 1d20 + 7 ⇒ (10) + 7 = 17
Research Rat's Mysticism: 1d20 + 7 ⇒ (10) + 7 = 17
Research Rat's Physical Science: 1d20 + 7 ⇒ (18) + 7 = 25

Cognates

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2386108-701 Host NG Shirren Healer Mystic 5 EAC 16, KAC 18|SP 25/35 HP 36/36|RP 5/6|Fort +2, Ref +2, Will +8|Init: +2 | Perc: +12| Speed 30 ft |Spells: 1st 3/5, 2nd 3/3| Active conditions: None.

Pegasus sounds good

Jek spends much of the travel time getting to know the ship's maintenance requirements and emergency procedures, making sure everyone is aware of the ship's emergency exits and damage control stations for fire extinguishers and hull breach patches.

for getting to know the ship
Profession maintenance worker with tool kit: 1d20 + 12 ⇒ (18) + 12 = 30

to the whole crew
"If you have a moment I'd like to give a tour of the ship's emergency evacuation and damage control stations. Djakar maybe we could even film a drill for a training video"

Culture: 1d20 + 5 ⇒ (18) + 5 = 23
Life Science: 1d20 + 7 ⇒ (17) + 7 = 24
Mysticism: 1d20 + 8 ⇒ (2) + 8 = 10

Sometimes when Jek can talk to Triage alone
"If you don't mind me asking, I think you were about to tell us about your mask when the Lorespires kitchen fire alarm when off, it sounds like it has an interesting story. If it's something you don't want to talk about just say I'll understand."

Jek to Research Rat
"We're all in the same boat no breaks for any of us, but one trick I learned for sore feet is to place them on the heat exchange coil in the engine room, the heat combined with the vibration of the engine does wonders. I actually like the downtime during drift travel it's one of the few times I'm free to think about whatever like without all the distractions from all the options available back on the station, here it's just me and my options, and the rest of the crew of course, and the mission, and learning the ships maintenance requirements. And congratulations on completing your certs that sounds like an important option for you."

Acquisitives

"Djakar" | 820-712 | Female NG Icon Dirindi Envoy 3 | SP 18/18 HP 22/22 | RP 5/5 | EAC 18; KAC 18 | Fort +1; Ref +5; Will +2 | Init: +3 | Perc: +7, SM: +5 +1d6 | Speed 30ft | Active conditions: Blindsense (Electricity), Darkvision, Low-Light; Resistance 5 to Electricity

Culture: 1d20 + 7 ⇒ (19) + 7 = 26
Piloting: 1d20 + 8 ⇒ (5) + 8 = 13

Oh my. I hope this is not why we crash...

Djakar happily films Jek's training video on Emergency Services. "Hello, Faithful Viewers! This is Djakar of the Dirindi News Network, and I am here with Jek of the Starfinder Society on a mission into the Vast. Jek has been maintaining our systems, and wanted us to share some of the safety features of the Pegasus with you! So... Jek, assume that I know nothing here."


Professional Hireling for Dirindi News Network: +7 Life Science, Mysticism, Physical Science ★ Professional Hireling for Chance: +7 Computers, Engineering, Physical Science

"Not a hard assumption to make..." Research Rat mutters under his breath.

Then he eases his aching feet on the vibrating coil that Jek mentioned. "Hey, that's not bad!"

Cognates

Agender CG Ijtikri Scholar Vanguard 4 | SP 10/40 HP 17/34 | RP 3/5 | EAC 18 KAC 18 +1 if have EP| Fort +7; Ref +6 Will +1 Evasion | Init: +3 | Perc: +1, SM: +1 | Speed 30’ Swim 30’ | Reroll used | Reactive used| Active conditions: 1 EP

Realizing that there aren’t many offering to take a shift as pilot, Ikmanji offers to take a shift. They carefully check that it is during one of Djakar‘s sleeping shifts so there wouldn’t be the additional pressure of a journalist coming in and filming as they are trying to control the ship.

Untrained piloting: 1d20 + 2 ⇒ (7) + 2 = 9

It probably would have been better if he had left it completely on autopilot the whole time.

Dataphiles

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NG Forlorn Elf Anesthesiology Biohacker 4 (He/Him) | Cyberborn | SP 24/24 HP 28/28 RP 7/7 | EAC 15; KAC 15 | Fort +4, Ref +3, Will +2 (+2 Enchantment) |Init: +2 | Perc: +14 | Speed 30ft | Biohacks 6/6 | Spark of Ingenuity 1/1 | Field Dressing 5/5 |

Triage will spend his time cataloguing the ship's medical supplies and ensuring that each of its current occupants are in fit shape before we make it to the new world.

He will then delve into the small file of information we currently have on Iski.

Culture: 1d20 + 9 ⇒ (9) + 9 = 18
Life Science: 1d20 + 10 ⇒ (3) + 10 = 13
Physical Science: 1d20 + 10 ⇒ (15) + 10 = 25

And last will offer a break to pilot the ship, knowing he does not have much experience in the matter, but wanting to be of use.

Piloting: 1d20 + 2 ⇒ (16) + 2 = 18

----------

"That is a long and complicated answer to that question Jek." He pauses to pull his thoughts together. "We remember the gap. Not in so much as remembering what happened during it, but elves live so long, there are many, many of my people who were alive well before the gap took place. Imagine hundreds of years suddenly gone from your memory, from your life. What must have been many lifetimes for other beings passed over us. The pain and the shock drove us home to Castrovel. To be with our own and to try and piece together some semblance of order from the chaos left over. We were betrayed. Left with holes in our minds and our hearts. And so we now don masks. As a way to hide our true selves to the outside world. Only our people will ever truly understand us and know us. This mask not only represents an emotional barrier, but a physical one as well. It reminds us that while we may find friends and family among the stars, our true home is Castrovel. The place where our ancestors lived and died, and where we will all, with any luck, one day return."


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Prank War Map

The information below is added to your knowledge on the slideshow on slides 6 through 11.

Djakar is able to plot a path into the Vast. The path through the Drift, in this case, is as smooth as can be expected. Same goes for the shifts Ikmanji takes, sometimes to run across the other ships during travels out this far, but aside from some lingering messages echoing through the Drift, you ship doesn't come across any other travelers along your path.

It seems as though the path Djakar set up through the Drift was a bit faster than normal. She knows that traveling to systems within the Vast can produce some wildly inconsistent travel times. This trip to Iski could have taken as little as five days and as many as thirty with most trips closer to the median.

The fourteen day trip is a bit under the average. At best Djakar feels she could cut down a few hours with some skilled micromanagement during the trip. Once the group finishes their survey work, they will be back at Absalom Station within the week if not just a few days.

Triage knows all of this as well and is able to keep the ship on course during the off hours. If he wanted, Triage could have pulled in data from the local infosphere as well before heading farther out of the Pact Worlds. The multiple day delay as transmissions are sent though the Drift, both to the Pact and then back, make it far harder to gain that information once groups head into the Vast.

* * * * *

Running through the primary survey data between most of your group is provides a bountiful amount of information. Iski is a home to a rich variety of life; plants, animals and insects. Even from the minimal scans you have you can find no common animals on the planet and anywhere else you are aware of in the galaxy.

Jeka and Ikmanji find one quite unusual aspect of this abundance of life is the star and orbit of the planet. Iski looks to have a tight orbit a red-dwarf star. It is unusual for life to evolve on a planet so close to such a star, and far more unusual for such a planet to have a diverse array of life that your data is showing.

* * * * *

Reviewing transportation and communication records for this section of the Vast doesn't reveal any information on civilization that might exist on this world. Iski isn't showing any signs of advanced technology and no communications have been ever detected from the planet. If it is host to sapient life-forms, they probably have not developed radio at the vest least.

Jek and Djakar are able to look deeper into related records of other nearby systems. There they find that there are reports of some of the other worlds in this area of space having ancient ruins. These remains date back from the Gap. However the research you have doesn't go much farther as there is no known information about those that might have left them behind.

* * * * *

Research Rat and Triage are able to run more data analysis on the orbit of Iski. Based on the data you have, Iski must orbit its star very close to be within the habitable zone. In addition, one of the reasons why life rarely develops on such planets is because of the occasional radiation bursts that red-dwarf stars release.

These bursts typically last many years though and can be predicted with advanced technology. Leveraging your ship's computer, the two are able to determine that Iski is currently in a safe period and the shouldn't be threat of solar radiation for a number of years.

Iski has an abundance of water and a few large oceans. Ikmanji is able to run scans and discover some interesting details about the variety of the oceans development given the lack of moon and near-star orbit. However one element that sticks out is that the weather patterns do not match what Ikmanji would expect given the oceanic currents. Those patterns appear show signs of artificial manipulation. At the very least something about the weather is not entirely natural.

* * * * *

After a lot of work running data analysis and reports, Research Rat is able to relax with only a few days travel left to the planet. As he is going through his gear, and errant lurch of the ship sends one of his spare camera lenses flying. The fall leaves it cracked through. The pattern of cracks though seems unusual to Research Rat though. The random breaks almost resemble a claw scouring across the lens.

The pattern can be discounted as random chance, but in a universe of magic, there is a feeling about it that gives the impression of foreboding about the current mission. Some unknown, powerful magical threat exists on Iski.


Prank War Map

With the long trip complete, the party is able to commence the survey of the planet. The process is not one new to most of you and typically takes a few days.

The first step is to use the ships sensors to perform a surface scan of the planet. Your Pegasus is equipped with specialized sensors for the purpose of these planetary surveys and will be helpful here.

The science officer on your ship can attempt a Computer check with a +3 bonus from your Pegasus ship to perform the scan. Anyone else can attempt another computers check to aid another on this check.

This information should produce a good lancing point to launch a probe to the planet. The planet seems to have some significant storms with considerable cloud cover and lightning that will complicate this.

The mobile probe your ship as equipped is about the size of a table and has an array of sensors. It has video, audio, atmospheric, various soil sensors, as well as sensors specialized in detecting and analyzing magical auras.

The storms should not provide any issue with communication as long as the probe lands safely. It has a planetary-comm unit installed that will allow it to send and receive transmissions through the planetary atmosphere to your ship.

It does not have any system though that will allow it to return to orbit. You will need to land to retrieve it after it finishes.

A gunner will be the one to launch the probe and a Piloting check will be able to guide the probe to the planet's surface safely.

Wayfinders

Male N Dwarf Precog 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 18; KAC 18 | Fort +2; Ref +6; Will +6 | Init: +5 | Perc: +9, SM: +9 | Speed 20ft | Paradoxes: 16 16

Grognard wanders by cursing. "Ach Djakar! Dae ya ken where tae find emergency inertial dampeners for Donkey?"

He looks over at the camera and shakes his head. "Doin' another of them news reports eh? What this time?"

Grognard opts to to rely on the old ways to scan for threats on the trip. Magic officer

Life Science: 1d20 + 4 ⇒ (1) + 4 = 5
Mysticism: 1d20 + 8 ⇒ (2) + 8 = 10
Physical Science (Hireling): 1d20 + 5 ⇒ (11) + 5 = 16
Piloting: 1d20 + 10 ⇒ (12) + 10 = 22

Cognates

2386108-701 Host NG Shirren Healer Mystic 5 EAC 16, KAC 18|SP 25/35 HP 36/36|RP 5/6|Fort +2, Ref +2, Will +8|Init: +2 | Perc: +12| Speed 30 ft |Spells: 1st 3/5, 2nd 3/3| Active conditions: None.

"Whos coming on the tour it's starting now."
Jek starts the tour at the command bridge, then goes room to room showing where first aid, emergency supplies, and damage control equipment are kept. At the bridge, Jek shows where the emergency distress beacon switch is located. Jek demonstrates how to use a fire extinguisher sweeping side to side. Then how to patch a small hull breach.
"It really not hard to patch a small hull breach, just take one of these square plastic alloy patches and place it over the whole, the vacuum of space does the rest sucking into place, the stress the vacuum creates causes the patch to harden into place.
As Jek finishes the tour showing where all the exits are, along the way points out useful items to grab, in case you have abandoned the ship. Jek holds up a common trash bag.
"Looks like a trash bag right? but it also could be a rain jacket or help keep you warm from wind chill, or you could use it to collect water, so take time to look around your stations for what would be useful in an emergency, there are options everywhere you look.

Wayfinders

Male N Dwarf Precog 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 18; KAC 18 | Fort +2; Ref +6; Will +6 | Init: +5 | Perc: +9, SM: +9 | Speed 20ft | Paradoxes: 16 16

Pair of Docs: 3d20 ⇒ (9, 9, 2) = 20

Grognard looks at the probe controls. "Ah can prob'ly fly one o these. Cannae be more tough than guidin' a drake. An ah mean the animal, not the starship."


Prank War Map

Map of your ship on slide 13. Rotated to fit the page. Forward of the ship is to the left.

Jek is able to give a run through of the ship throughout. The bridge where all the ship controls, computers, and weapons is at the far forward potion of the ship. Through that leads to the ships mess hall and thino the corridor's connecting the ship. Among them are crew quarters, life pods on the starboard, lavatories, medical, engineering, and ultimatly the cargo bays at the rear of the ship.

Dataphiles

NG Forlorn Elf Anesthesiology Biohacker 4 (He/Him) | Cyberborn | SP 24/24 HP 28/28 RP 7/7 | EAC 15; KAC 15 | Fort +4, Ref +3, Will +2 (+2 Enchantment) |Init: +2 | Perc: +14 | Speed 30ft | Biohacks 6/6 | Spark of Ingenuity 1/1 | Field Dressing 5/5 |

"Let's take a look shall we?" Triage makes his way to the science station and his hands fly across the screen as he attempts to penetrate the strange weather with his scans.

Computers: 1d20 + 10 + 3 ⇒ (10) + 10 + 3 = 23

Cognates

Agender CG Ijtikri Scholar Vanguard 4 | SP 10/40 HP 17/34 | RP 3/5 | EAC 18 KAC 18 +1 if have EP| Fort +7; Ref +6 Will +1 Evasion | Init: +3 | Perc: +1, SM: +1 | Speed 30’ Swim 30’ | Reroll used | Reactive used| Active conditions: 1 EP

Do you want me to launch the probe?

We still need to launch the probe, Piloting and Gunnery check


Prank War Map

Triage is able to run the scans and slowly the ship's computer is able to take that data to form a complete map of Iski. It is a slow process, but gives Triage time to review the results and calibrate the system configuration.

Reviewing the data there are not signs of advanced technology or any settlements on the planet. However that isn't to say it isn't without life. There is a flourishing ecosystem with a variety of diverse biomes on Iski, including forested mountains, a set of four oceans, deserts, river valleys, swamps, jungles, and grassy plains. The poles are easily identifiable on the planet by arctic conditions on the ends of the northern and southern atmospheres.

After a few hours the surface scan is only able to get through a portion of the planet's surface. There are a number of storms that move across the the planet that are hampering the progress. They block visibility and create interference that causes the scanning process to finish in little less than a day.

The results turn up one major site of interest. Within one of the jungles there is an anomalous cluster of dense material, either made of stone or metal, all set in a rigid geometric pattern. Despite the lack of settlements it does appear to be a building or some kind of structure. After review the location appears to be a perfect place to launch the ship's probe.

The probe has a location to be launched to, there just need to be a skill check to do so. The piloting would be the more important check to insure it makes it past the planetary storms safely.

As for roles, I wanted to know who is your current engineer. They would likely be playing a part in the next steps of the survey.

Acquisitives

"Djakar" | 820-712 | Female NG Icon Dirindi Envoy 3 | SP 18/18 HP 22/22 | RP 5/5 | EAC 18; KAC 18 | Fort +1; Ref +5; Will +2 | Init: +3 | Perc: +7, SM: +5 +1d6 | Speed 30ft | Active conditions: Blindsense (Electricity), Darkvision, Low-Light; Resistance 5 to Electricity

Djakar fires the Probe, trusting Grognard to pilot it.

Gunnery: 1d20 + 6 ⇒ (14) + 6 = 20

Our Engineer is likely Triage.

Wayfinders

Male N Dwarf Precog 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 18; KAC 18 | Fort +2; Ref +6; Will +6 | Init: +5 | Perc: +9, SM: +9 | Speed 20ft | Paradoxes: 16 16

"Alright... just like lookin' through the eyes of a bird."

Piloting: 1d20 + 10 ⇒ (11) + 10 = 21


Prank War Map

Perception: 1d20 + 8 ⇒ (2) + 8 = 10

Djakar is able to launch the probe to an area clear of the lightning storms and from there Grognard is able to take control and pass through the lower cloud cover to the planet.

As Grognard guides in he is able to see bits of a ruined structures as it comes in for a landing. He isn't able to get a clear view of the material of the structures, but the probe will be able to collect data from the area as you continue the survey.

While the drone comes in from the landing, erratic signals of a significant energy buildup begin feeding in through the ship's sensor readings. It starts out slowly but quickly begins filling the screen with more and more data as warning klaxons begin blaring across the ship bridge.

Science Officer!

The Science Officer has moments to attend to the computers and make any sense of the vast amount of telemetry data. Vast quantities of energy are being logged all around the ship!

The Science Officer, who I believe is Djakar, can make a Computers check to interpret this sensor data to identify what is happening and from where! All other characters can assist with Computers, a captain can assist with Diplomacy or Intimidate. Add +2 to the check from the Pegasus sensor systems.

DC 15 to 18 Computers:
You are able to identity the nature of the energy moments before it connects. It is a flare from the eletrical planetary storm that has erupted from Iski! The shields aren't able to the amount of energy, but you are able to calibrate them to absorb a fraction of the power as they cascade into the ships systems.

DC 19 to 22 Computers:
You are able to identity the nature of the energy several seconds before it connects. It is a flare from the energy planetary storm that has erupted from Iski! The storm appears to contain various elements swirling within the storm's maelstrom. Acid rain, freezing hail, and a firestorm. Right now though lightning is dominant within the storm, but it could rapidly change. This ship is is no position to avoid the storm, but you are able to adjust the shields to contain a portion of the energy from completely tearing through the ship.

DC 23+ Computers:
You are able to identity the nature of the energy long before before it connects giving the crew half a minute to brace for impact. It is a flare from the energy planetary storm that has erupted from Iski! The storm appears to contain various elements swirling within the storm's maelstrom. Acid rain, freezing hail, and a firestorm. Right now though lightning is dominant within the storm and based on the rate of molecular change within the storm, it will likely be one to three hours before another energy takes position as the dominant state of the storm. This flare is moving far to quickly for this ships to avoid it, but you are able to adjust the shields to contain a portion of the energy from completely tearing through the ship.

The energy flare envelops the ships and completely takes down the shields and sends error messages cascading through the consoles. The ship as a sudden shift that threatens to knock people to the ground as the ship begins falling out of orbit.


Prank War Map

As the ship begins to descend closer and closer to Iski. The mystically inclined in the party begin to sense unnatural wavering within the crackling energy storm even as it begins to arc into the frame of the ship. The ship lighting struggles as the planetary storm hammers your ship as it passes through.

The Mystically Trained!

One person, either the Magic Officer or one other person trained in Mysticism can attempt a Mysticism check. Anyone else trained in Mysticism can aid.

DC 20 to 23 Mysticism:
You sense an ancient, magical power in the storm. The weight of the energies flowing through the form indicate the age as one created before the end of the Gap.

DC 24+ Mysticism:
You are able to read through the arcing energies and parse this is an ancient, artificial storm. It is a magical effect that was created thousands of years ago. It is being fed by those ancient evocation magics and you see lines of transmutation magic that will certainly cause the storm to shift between various sorts of magical energy.


Prank War Map

This ship is taking massive damage in the moments after the flare connected with the ship. You all begin to feel the shift as the Iski's gravity is having more and more an effect on each of you.

Meanwhile the incredible electrical forces about you continue to mercilessly unleash a barrage of strikes against your ship. The engines, already staggered from the initial burst of energy, struggle to deal with the unyielding onslaught!

Engineer!

The ship's Engineer, Triage, has very little time to respond by making an Engineering check to control the damage. Anyone else can attempt to aid with Engineering, someone acting as Chief Mate can attempt an Athletics or Acrobatics to aid, the Captain can aid with Diplomacy or Intimidate.

DC 15 to 18 Engineering:
The ship suffers a brief blackout, but you are able to restore emergency power. Even that is only barely as you are seeing systems continue to collapse one after another. The ship only has moments to safely land!

DC 19 to 22 Engineering:
There is a loss of power that sends the ship into a free fall, but you able to just restart the thrusters just in time for the pilot to avoid a high mountain peak tearing through the sky! Despite that success, you are seeing cascading damage throughout the internal systems. You must land the ship soon before the engines fail again.

DC 23+ Engineering:
Through your critical work the ship is able to retain power and thrusters as they fight against the planet's gravity. You don't have enough power to counter the momentum forcing you to the ground, but you have more than enough to initiate landing procedures.

Dataphiles

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NG Forlorn Elf Anesthesiology Biohacker 4 (He/Him) | Cyberborn | SP 24/24 HP 28/28 RP 7/7 | EAC 15; KAC 15 | Fort +4, Ref +3, Will +2 (+2 Enchantment) |Init: +2 | Perc: +14 | Speed 30ft | Biohacks 6/6 | Spark of Ingenuity 1/1 | Field Dressing 5/5 |

"Hold on tight! I do believe we are going down!" Triage kicks into high gear as he rushes to the nearest console and quickly tries to divert power to shields and thrusters.

Engineering: 1d20 + 9 ⇒ (14) + 9 = 23

"START LANDING PROCEDURES!" Triage yells towards the pilot. "We're going down a lot sooner than I'd like, but we have the time to do this safely. Just enough power to our main engine to keep us from crashing if we land NOW!"

Acquisitives

"Djakar" | 820-712 | Female NG Icon Dirindi Envoy 3 | SP 18/18 HP 22/22 | RP 5/5 | EAC 18; KAC 18 | Fort +1; Ref +5; Will +2 | Init: +3 | Perc: +7, SM: +5 +1d6 | Speed 30ft | Active conditions: Blindsense (Electricity), Darkvision, Low-Light; Resistance 5 to Electricity

Computers +2 from Pegasus: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21

Even in the chaos, Djakar turns towards the direction of the camera that Research Rat is holding up. "Hello Viewers, this is Djakar from the Dirindi News Network with your weather report!"

Djakar points to the screen behind her, showing turbulent and colorful storm patterns. "We've able to identity the nature of the energy several seconds before it connects. It is a flare from the energy planetary storm that has erupted from Iski! The storm appears to contain various elements swirling within the storm's maelstrom." She points with a finger to show the swirling energy types. "Acid rain, freezing hail, and a firestorm. Right now, lightning is dominant within the storm, but it could rapidly change. If you don't like the weather, wait five minutes! We're likely to see it all, folks."

She then returns to the work of her station, dramatically spinning dials for the viewers. "This ship is is no position to avoid the storm, but I was able to adjust the shields to contain a portion of the energy from completely tearing through the ship. Because... well, because ripping apart the ship seems like a bad idea! This is Djakar, signing out!"

If Triage aids me, we can get to the next success point here.


Professional Hireling for Dirindi News Network: +7 Life Science, Mysticism, Physical Science ★ Professional Hireling for Chance: +7 Computers, Engineering, Physical Science

"Hold on, Jek, I'm coming!" Research Rat puts down his camera and rushes to help his shirren buddy. "You did me a solid showing me where I could warm my feet, so here... Let me help you calibrate that Crystal Ball!"

Research Rat’s Mysticism to Aid the Magic Officer: 1d20 + 7 ⇒ (8) + 7 = 15

Research Rat gives Jek's roll a +2

Cognates

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Agender CG Ijtikri Scholar Vanguard 4 | SP 10/40 HP 17/34 | RP 3/5 | EAC 18 KAC 18 +1 if have EP| Fort +7; Ref +6 Will +1 Evasion | Init: +3 | Perc: +1, SM: +1 | Speed 30’ Swim 30’ | Reroll used | Reactive used| Active conditions: 1 EP

Ikmanji tears into the maintenance panel that Jek had spent so much time adjusting. Several tentacles lash out to enable overrides and engage bypasses on the power system. That is probably going to void the warranty…

Chief Mate w/ Athletics: 1d20 + 5 ⇒ (19) + 5 = 24


Prank War Map

Current outstanding checks:
1. Computer Aid attempt to assist Djakar on Sensors. Triage can do that even from his position at the engineering console.
2. Mysticism check from Jek, currently has a +2 from Research Rat aiding.

With critical time gained form Djakar's forewarning as well as perfect work from both Triage and Ikmanji to keep the ship from tearing itself apart, the ship is leveling out.

One of the consoles is lighting up with messages as the ship prepared to send a distress message out before you hit the ground.

You are are still losing altitude and the number given the verdant, untamed wilderness you are flying above, your choice for good landing zones is practically non-existent and shrinking with every moment.

You have gained critical moments to use the sensor data you gathered on your scan of the planet to find a spot to land!

Survivalists!

Any PC trained in Survival can make a Survival check to locate a good landing zone using the computer data for information. One person will lead this check and any other character trained in Survival can aid.

DC 15 to 18 Survival:
Going through the maps you are not finding any location with the time you have. It is only as you start hearing the tops of trees slamming against the bottom of the ship as you find a nearby marshy area where your ship should have some soft landing!

DC 19 to 22 Survival:
You are able to able to find a marshy landing spot that will dull the rapid impact the ship is bound to have with the ground. In addition there is a nearby river that leads away from the marsh that heads in the direction of the science probe you landed on the planet.

DC 23+ Survival:
You are able to able to find a marshy landing spot that will dull the rapid impact the ship is bound to have with the ground. In addition there is a nearby river that leads away from the marsh that heads in the direction of the science probe you landed on the planet.

As the pilot begins to guide the ship toward the marsh, the ship rockets past the landing point of the probe. It is only for a moment you see the landing sight where you spot signs of some structure; a tall ring-shaped monument.


Prank War Map

You gained precious moments as the crew has performed exemplary in this crisis, but the ship isn't gaining altitude and the engines are barely holding together. You have one chance to bring it in for a landing and avoid a destructive crash.

Altitude alarms are blaring as messages appear on all screens to brace for impact.

Pilot!

The ship's Piloting needs to make a Piloting check to perform a smooth, or remotely similar, landing. The Captain and one other crew member, acting as co-pilot, can attempt to aid.

I've moved the map of the ship to slide 1. Donkey is good where they are if Grognard wants them there. Everyone else can position themselves where they want on the bridge as they brace for landing!

Cognates

2386108-701 Host NG Shirren Healer Mystic 5 EAC 16, KAC 18|SP 25/35 HP 36/36|RP 5/6|Fort +2, Ref +2, Will +8|Init: +2 | Perc: +12| Speed 30 ft |Spells: 1st 3/5, 2nd 3/3| Active conditions: None.

Jek feeling something mystically is out of place checks the ship's magic officer station sensor readings with help from Research Rat

Mysticism: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22

Jek over the intercom "This doesn't look good these energies hitting us appear to be older than the end of the gap"

When Jek hears Triage say START LANDING PROCEDURES! Jek starts looking for a safe landing zone

Survival: 1d20 + 8 ⇒ (14) + 8 = 22
waites to see if Jek gets aid or use my role as aid for someone else

"This looked easier in the training video."

Wayfinders

Male N Dwarf Precog 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 18; KAC 18 | Fort +2; Ref +6; Will +6 | Init: +5 | Perc: +9, SM: +9 | Speed 20ft | Paradoxes: 16 16

Grognard barks out, "Jek! Look out for swayin' branches. They'll give when we crash doown."

Survival (aid): 1d20 + 8 ⇒ (18) + 8 = 26

"Reit... brace fer impact laddies, lassies and Donkey!"

Pilot: 1d20 + 10 ⇒ (13) + 10 = 23

Acquisitives

"Djakar" | 820-712 | Female NG Icon Dirindi Envoy 3 | SP 18/18 HP 22/22 | RP 5/5 | EAC 18; KAC 18 | Fort +1; Ref +5; Will +2 | Init: +3 | Perc: +7, SM: +5 +1d6 | Speed 30ft | Active conditions: Blindsense (Electricity), Darkvision, Low-Light; Resistance 5 to Electricity

Djakar leaps in the co-pilot seat. "Let me help you ease this down!"

Piloting Aid Another: 1d20 + 8 ⇒ (12) + 8 = 20


Prank War Map

Adjusted some character's positions to be on the bridge. The bridge is the most exciting place to be during a crash landing and you wouldn't want to miss that.

As you come down the automated ship systems launch a distress message out. You recognize bits of the waving from drift travel as the transmission is sent out back through the Drift toward Absalom Station. In a few days they will get notice of it, but your priority remains in surviving in the moment.

Grognard is able to give a relatively soft landing into the marshy ground. The front view screen explodes inward, followed by a flood of mud and water flowing it the broken hull. Despite the damage the ship shows, all of you are suffering no more than headaches and some minor scrapes due to each of your immediate and expert responses to the emergency.

There isn't a moment though for a rest as you feel a subtle shift in the ship as it lists to the starboard. Adding to the deluge of troubles, a pair of squat crab-like creatures with blue coloration that flow into the ship through the opening at the front. They are each only three or four feet tall with a matching width and depth. They seem only confused for a moment before they respond very aggressively snapping their claws and move to attack with a focused aggressive behavior.

That is still not the end though as you feel the ship starting to sink down into the ground. The ship is already twisted to one side with the forward and starboard sunk below the liquid. The ship's engines are dead after the landing and there is no way for you to slow the sinking. The ship will be buried in the swamp in less than a minute. If you are not out of the ship by then, you will be pulled down with it.

Because of his previous review of the ship, Jek knows there are various supplies stored throughout the ship. If you are going to recover them, this will be your only chance before the ship is lost! With a reminder to everyone else, the supplies are on the bridge you are in, the crew areas in the mid section of the ship, the cargo bays at the rear of the ship, and in engineering right in front of the ship engines.

Initiative:

Grognard: 1d20 + 4 ⇒ (9) + 4 = 13
Ikmanji: 1d20 + 2 ⇒ (16) + 2 = 18
Djakar: 1d20 + 3 ⇒ (3) + 3 = 6
Jek: 1d20 + 1 ⇒ (19) + 1 = 20
Triage: 1d20 + 2 ⇒ (19) + 2 = 21
?: 1d20 + 3 ⇒ (6) + 3 = 9

GM Screen:

Grognard: 1d20 + 2 ⇒ (3) + 2 = 5
Ikmanji: 1d20 + 1 ⇒ (2) + 1 = 3
Djakar: 1d20 - 1 ⇒ (11) - 1 = 10
Jek: 1d20 + 3 ⇒ (17) + 3 = 20
Triage: 1d20 - 1 ⇒ (4) - 1 = 3

Round 1
Triage
Jek
Ikmanji
Grognard
Crab-like creatures
Djakar

All doors on the ship are open!

Bolded must act!


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Perception:

Grognard: 1d20 + 8 ⇒ (18) + 8 = 26
Ikmanji: 1d20 + 1 ⇒ (3) + 1 = 4
Djakar: 1d20 + 7 ⇒ (19) + 7 = 26
Jek: 1d20 + 8 ⇒ (8) + 8 = 16
Triage: 1d20 + 11 ⇒ (4) + 11 = 15

Amidst the chaos, almost all of you still notice the bits of equipment that is scattered across the bridge. You have all your personal gear with you already, but it will take time to gather anything else you see around here.

You can pick up any single equipment listed below as a move action from anywhere as long as you are on the bridge. Be aware of you carrying capacity as you pick up gear.

If you are carrying an amount of bulk, including your current gear, greater than half your Strength score, you will become encumbered and your speed will be reduced by 10 feet. If you are carrying more bulk than your strength score, your speed becomes 5 feet.

Scattered across the bridge you see:
A sturdy datapad with a spell-chip that is embedded. Light Bulk
A basic medkit. 1 bulk
Clear spindle aeon stone, rolling across the floor, this sustains a creature by negating the need for food or water. No bulk


Prank War Map

DC 15 Life Science to Identify the Creatures:
This is an entirely new species of creature you are unfamiliar with. The appear to be hyper-aggressive creatures. In addition, their blue coloration seems to be linked to the current lightning storm and they are both resistant to electricity. They appear to be able to change this though quickly and can take on a resistance to acid, cold, or fire as well. They will be able to do this once per round.

Cognates

Agender CG Ijtikri Scholar Vanguard 4 | SP 10/40 HP 17/34 | RP 3/5 | EAC 18 KAC 18 +1 if have EP| Fort +7; Ref +6 Will +1 Evasion | Init: +3 | Perc: +1, SM: +1 | Speed 30’ Swim 30’ | Reroll used | Reactive used| Active conditions: 1 EP

Life Science: 1d20 + 5 ⇒ (10) + 5 = 15

We will want to hit them with multiple types of energy. Right now they resist electricity, but can change that!

Having said that, they rush up and attack the blue crab. Unfortunately the pilot’s seat is in the way.
Entropic Strike: 1d20 + 5 ⇒ (1) + 5 = 6
Acid Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Is there a black box for this ship? We will want that!

Cognates

2386108-701 Host NG Shirren Healer Mystic 5 EAC 16, KAC 18|SP 25/35 HP 36/36|RP 5/6|Fort +2, Ref +2, Will +8|Init: +2 | Perc: +12| Speed 30 ft |Spells: 1st 3/5, 2nd 3/3| Active conditions: None.

Jek garbs the sturdy datapad and Clear spindle aeon stone.
"I can't carry much more, someone grab the med pack, I'll stay here and help Ikmanji with the Crab-like creatures. There are more supplies we could use in the crew areas, engine room, and cargo bays, you can exit from the cargo bays if needed."

Dataphiles

NG Forlorn Elf Anesthesiology Biohacker 4 (He/Him) | Cyberborn | SP 24/24 HP 28/28 RP 7/7 | EAC 15; KAC 15 | Fort +4, Ref +3, Will +2 (+2 Enchantment) |Init: +2 | Perc: +14 | Speed 30ft | Biohacks 6/6 | Spark of Ingenuity 1/1 | Field Dressing 5/5 |

There's a groan as Triage stands and holds his head. He shakes it, then his eyes focus on the creatures ahead and Jek's directions.

"I'll take the back and work my way foreword. Keep them busy!" He quickly realigns his own Aeon Stone, then dashes towards the rear of the ship to gather supplies.

Triage runs straight back into the Engine Room.

Cognates

Agender CG Ijtikri Scholar Vanguard 4 | SP 10/40 HP 17/34 | RP 3/5 | EAC 18 KAC 18 +1 if have EP| Fort +7; Ref +6 Will +1 Evasion | Init: +3 | Perc: +1, SM: +1 | Speed 30’ Swim 30’ | Reroll used | Reactive used| Active conditions: 1 EP

Can someone tell me if the doors still work? Locking these crabs in the bridge might be a good idea.


Prank War Map

Triage Perception: 1d20 + 11 ⇒ (7) + 11 = 18

A glance at the datapad confirms it was connected to the computer systems up until the crash. The system should have all the data related the final flight data.

As Triage runs through the ship he sees signs of hull breaches on both sides of the ship. From the life pods he hears the rush of water flowing into the ship. To the port he sees light pouring in from the where the airlock was. The entire outer airlock door has been ripped from the ship and Triage can see the jagged bits of metal where the metal was sheared apart. It seems to be a clear path off of the ship as it holds up above the water line outside.

Finishing the run to the other end of the ship the biohacker finds the room in disarray. The engine gives a low thrum as the last bits of power are fading away and the gear in the room has been tossed throughout the room during the rapid descent.

Same rules for the bridge, if you are in the room with the item, you can grab and stow it as a move action. Keep aware of your bulk limits.

It is difficult to find equipment among the mess, but Triage sees scattered across the exposed panels in the engine room the following:
* Chemalyzer, a small sampling device that can aid in analyzing various chemical substances. Light bulk
* Zipstick and ion tape set, a simple tool set used to create impromptu bindings or connections with a variety of flexible applications. Light bulk
* Fusion seal, an object that binds to an improves a weapon. This one takes the form of a fridge magnet in the shape of a skittermander wearing goggles, a rain jacket, and boots. No bulk

Remaining on the bridge is a:
* Basic medkit 1 bulk

Round 1
Triage
Jek
Ikmanji
Grognard
Crab-like creatures
Djakar

A glance at the doors show they are non-function, but likely could be forced closed while adjacent to one with engineering or athletics using the manual overrides.

Wayfinders

Male N Dwarf Precog 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 18; KAC 18 | Fort +2; Ref +6; Will +6 | Init: +5 | Perc: +9, SM: +9 | Speed 20ft | Paradoxes: 16 16

Figuring the medkit isn't any better than what Triage carries, Grognard gets off of the bridge as quickly as possible and hops onto Donkey's back.

Paradox Survival DC 20-3=17: 9 + 8 = 17
New Paradox: 1d20 ⇒ 2

"Tae the cargo holds donkey!"

He casts a spell to facilitate communication, then spurs donkey on toward the cargo holds, assuming the bulk of the useful gear will be there.


Prank War Map

One clarification I do want to make about the crab-like creature's energy resistance. It is reactive and applies to whatever attack hits it, and not after. So if Ikmanji deals acid damage, their resistance will switch and apply to the damage Ikmanji dealt. If someone shoots them with electricity immediately after though, they will not be able to protect against that second attack.

Grognard Perception: 1d20 + 8 ⇒ (16) + 8 = 24

While heading to the cargo hold, Grognard is able look inside and see there are a number of Starfinder branded backpacks. He has seen ads for them throughout Society zines, they are capable of holding large quantities of gear without any of the added bulk! Based on a vague inventory done during the previous mission each are likely loaded with some small, simple camping gear.

It takes a move action to pick up one of the Starfinder backpacks.

Throughout the crew quarters there are:
* Six Starfinder backpacks loaded with assorted small gear. 1 Bulk each

Meanwhile at the fore of the ship, at the broken display port, the crab-like creatures show no hesitation as they swing with everything they have into Ikmanji. They are ruthless as they snap out with their heavy, scissor like claws.

Claw vs Ikmanji, Full Attack: 1d20 + 4 - 4 ⇒ (18) + 4 - 4 = 18
Slashing Damage: 1d6 ⇒ 3
Claw vs Ikmanji, Full Attack: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
Critical Slashing Damage: 2d6 ⇒ (2, 6) = 8

Claw vs Ikmanji, Full Attack: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
Slashing Damage: 1d6 ⇒ 2
Claw vs Ikmanji, Full Attack: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
Slashing Damage: 1d6 ⇒ 6

With 15 hitting, they hit twice and crit once for 3, 8, and 6 for a total of 17 damage to Ikmanji.

Round 1
Djakar
Round 2
Triage
Jek
Ikmanji (3/20 SP)
Grognard
Crab-like creatures

Everyone is up!

Acquisitives

"Djakar" | 820-712 | Female NG Icon Dirindi Envoy 3 | SP 18/18 HP 22/22 | RP 5/5 | EAC 18; KAC 18 | Fort +1; Ref +5; Will +2 | Init: +3 | Perc: +7, SM: +5 +1d6 | Speed 30ft | Active conditions: Blindsense (Electricity), Darkvision, Low-Light; Resistance 5 to Electricity

"Cheer up, Ikmanji! I want to interview you after this fight!" Djakar restores 14 stamina to Ikmanji, and then runs towards the back.

Cognates

2386108-701 Host NG Shirren Healer Mystic 5 EAC 16, KAC 18|SP 25/35 HP 36/36|RP 5/6|Fort +2, Ref +2, Will +8|Init: +2 | Perc: +12| Speed 30 ft |Spells: 1st 3/5, 2nd 3/3| Active conditions: None.

Jek moves to get ready to shut the door behind Ikmanji, grabs a wrench, and works to free up the door.

Profession maintenance worker with tool kit: 1d20 + 12 ⇒ (11) + 12 = 23
"Ready when you are."

Cognates

Agender CG Ijtikri Scholar Vanguard 4 | SP 10/40 HP 17/34 | RP 3/5 | EAC 18 KAC 18 +1 if have EP| Fort +7; Ref +6 Will +1 Evasion | Init: +3 | Perc: +1, SM: +1 | Speed 30’ Swim 30’ | Reroll used | Reactive used| Active conditions: 1 EP

+1 EP for each hit doing 4 or more damage, +1 EP for Crit, total 4 EP
Spend 1 EP for +10’ movement

Ikmanji picks up the medkit and flees out of the bridge.
I believe they get AoOs

Dataphiles

NG Forlorn Elf Anesthesiology Biohacker 4 (He/Him) | Cyberborn | SP 24/24 HP 28/28 RP 7/7 | EAC 15; KAC 15 | Fort +4, Ref +3, Will +2 (+2 Enchantment) |Init: +2 | Perc: +14 | Speed 30ft | Biohacks 6/6 | Spark of Ingenuity 1/1 | Field Dressing 5/5 |

Triage quickly pulls off his backpack and shoves inside the Zipstick and ion tape set, as well as the fusion seal. “The hull is busted out here! We have a way to slip out. Hopefully the creatures aren’t smart enough to run around!!”

Full round action to grab both items. Next turn I’ll join in the cargo bay grabbing backpacks.

Cognates

Agender CG Ijtikri Scholar Vanguard 4 | SP 10/40 HP 17/34 | RP 3/5 | EAC 18 KAC 18 +1 if have EP| Fort +7; Ref +6 Will +1 Evasion | Init: +3 | Perc: +1, SM: +1 | Speed 30’ Swim 30’ | Reroll used | Reactive used| Active conditions: 1 EP

The Starfinder Backpacks are in the crew quarters.

Wayfinders

Male N Dwarf Precog 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 18; KAC 18 | Fort +2; Ref +6; Will +6 | Init: +5 | Perc: +9, SM: +9 | Speed 20ft | Paradoxes: 16 16

Grognard telepathically insinuates the importance of the packs to Donkey who moves in to grab a couple.

Donkey's free move to go to the packs, double move to grab 2 of them. If Donkey is already up next to them as a result of last round's movement, grab 3 instead.


Prank War Map

Crab-like AoOs vs Ikmanji
Claw vs KAC: 1d20 + 4 ⇒ (16) + 4 = 20
Slashing Damage: 1d6 ⇒ 6

Claw vs KAC: 1d20 + 4 ⇒ (20) + 4 = 24
Critical Slashing Damage: 2d6 ⇒ (6, 4) = 10

The crab-like creatures sense vulnerable and immediately lash out as Ikmanji falls back, thankfully bolstered by Djakar's offer of follow interviews. The damage is devastating, but as soon as Ikmanji is through door, Jek uses their maintainence skill to pull on the manual overrides and force the door shut.

That is 6 and then 10 damage from a hit and a crit to Ikmanji before any potential mitigate.

After Jek shuts the door, you all hear the sound of both the creature slamming their bodies against the barrier as they attempted to get through the door before it was shut.

Even with them cut off though, another pair of the crab-like creatures scuttle from the waterlogged life-pod room. As soon as they move into the corridor and catch sight of Grognard and Donkey. The creatures slam the claws against the metal ground before lunging forward, their claws ready to snap at armor and carapace!

Ship Supplies!

Throughout the crew quarters there are:
* Three Starfinder backpacks loaded with assorted small gear. 1 Bulk each.

Left within the engine room is:
* Chemalyzer, a small sampling device that can aid in analyzing various chemical substances. Light bulk

Remaining within the cargo hold Top right corner of the ship are the only remaining portable equipment on the ship.

Round 2
Djakar
Round 3
Triage
Jek
Ikmanji (1/20 SP)
Grognard
Crab-like creatures

Art of the creatures on slide 14 currently.

Everyone is up!

Acquisitives

"Djakar" | 820-712 | Female NG Icon Dirindi Envoy 3 | SP 18/18 HP 22/22 | RP 5/5 | EAC 18; KAC 18 | Fort +1; Ref +5; Will +2 | Init: +3 | Perc: +7, SM: +5 +1d6 | Speed 30ft | Active conditions: Blindsense (Electricity), Darkvision, Low-Light; Resistance 5 to Electricity

Djakar races through the hallway, triggering an Attack of Opportunity from one of the crabs. "Follow me! The survival gear is more important than fighting these creatures!"

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