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

Game Master Zynete


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Prank War Map

AoO!
Claw vs Djakar KAC: 1d20 + 4 ⇒ (4) + 4 = 8
Slashing Damage: 1d6 ⇒ 6

The crab-like creature is focused on donkey, but as soon as Djakar passes by it snaps! The claw is off by a few feet though as Djakar passes by, but she now has the attention of the creature.

* * * *

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

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

"Reit... onnit."

Grognard and Donkey grab the remaining backpacks.


Prank War Map

Djakar Perception: 1d20 + 7 ⇒ (4) + 7 = 11

As Djakar heads into the tech workship, she finds that boxes and crates from the cargo hold have spilled throughout the hold and through the doors into this room. However she can't the separate undamaged equipment from the functioning gear at a glance. Nothing is powered on among the various crates.

However, after a moment in the room, she senses a pair of things in the area, each have the same electrical charge as the other crab-like creatures attacking the group. She can't see them, but she can tell there is one in this room as well as deeper. Both are hidden admits the cargo.

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 sees the extra crab creatures closing in on Grognard and his pistol flashes into his hands. He steadies his aim and fires a thin syringe right into Donkey's neck.

Basic Booster 4 Rounds:
+1 Enhancement Bonus to AC

"I think we're almost done here! We need to leave soon, the ship is sinking, fast!" The elf then moves into the starboard cargo space, taking one last look for supplies and getting ready to flee through this door if able.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Jek rushes to block the crabs from blocking Grognard in the crews quarters


Prank War Map

Triage Perception: 1d20 + 11 ⇒ (8) + 11 = 19

Triage gets into the science lab and finds in a similar state. Gear from rear of the ship has been scattered throughout the area. There is light and air from the outside flowing into the ship, large opening have been broken off this cargo bay making it another viable exit point from the sinking ship.

Triage is able to get a basic accounting of the gear, but he also notices a pair more of the crab-like creatures hiding themselves away within the room. They are using empty crates as hiding shells as they wait for prey.

Along with the two creatures, Triage sees some of the equipment in this room and the next.

This cargo hold and science lab hold:

At least one basic emergency raft (3 bulk each)
20 feet of adamantine alloy cable line (Light Bulk)
Multiple mass produced tents (1 bulk each)

Round 3
Triage
Jek
Ikmanji (1/20 SP)
Grognard
. Donkey (+1 AC for 4 rounds)
Crab-like creatures
Djakar

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

Ikmanji absorbs some of the first blow with his entropic energy.

Blocks 2 damage, so now at 3 SP
3 EP because that is the max
Spend 1 EP for +10 move, immediately get it back by double moving
If hit for more than 2 damage, will use EP to mitigate the damage

There are too many of them! I’ll check on Triage, the rest of you get out.

Saying that, they go speeding past Jek, Gronard, and Donkey to get to where Triage is.


Prank War Map

White full attacks Donkey
Crab-like White Claw, Full Attack vs KAC: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10
Slashing Damage: 1d6 ⇒ 2
Crab-like White Claw, Full Attack vs KAC: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
Slashing Damage: 1d6 ⇒ 6

Magenta moves and attacks Jek.
Crab-like Claw Magenta vs KAC: 1d20 + 4 ⇒ (8) + 4 = 12
Slashing Damage: 1d6 ⇒ 3

Magenta's movement provokes from both Jek and Grognard if they can take an Attack of Opportunity.

Orange and Green both come out hiding then rush toward Djakar and attack.
Crab-like Claw Orange vs KAC: 1d20 + 4 ⇒ (18) + 4 = 22
Slashing Damage: 1d6 ⇒ 1
Crab-like Claw Green vs KAC: 1d20 + 4 ⇒ (16) + 4 = 20
Slashing Damage: 1d6 ⇒ 2

Yellow comes out of hiding and attacks Triage.
Crab-like Claw Yellow vs KAC: 1d20 + 4 ⇒ (16) + 4 = 20
Slashing Damage: 1d6 ⇒ 3

Black comes out of hiding and throws the metal crate at Triage.
Crab-like Crate Black vs KAC: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12
Bludgeoning Damage: 1d4 ⇒ 2

6 damage to Donkey. 3 damage to Djakar. 3 damage to Triage.

* * * * *

There is a flurry of activity across the ship as the party is attacked on all fronts. One of the creatures focuses on Donkey, attempting to use claws to tear apart Donkey's carapace. Only one of the blows hits though.

From right behind it the other crab scuttles forward and tries to strike a Jek, but the blow doesn't have the weight behind it to penetrate Jek's armor.

At the rear of the ship, all of the crab-like creatures erupt from their hiding spots and lunge forward. The pair nearest Djakar just barely clip the reporter.

The one near Ikmanji and Triage strikes at the party's biohacker and deals a minor blow.

Meanwhile the other outside pauses for just a moment as it holds the crate in its claws. Very briefly Triage sees it attempting to bend or cut the metal box; testing it. This ends after a moment as it clumsily throws the box at the doorway.

At the fore of the ship, you all hear the banging of the rocky claws against the metal of the bridge doors.

The ship continues to sink deeper, but at the rate it is going you may have fifteen to twenty seconds before the openings in the hull are buried under the marsh.

* * * * *

Perception Djakar: 1d20 + 7 ⇒ (16) + 7 = 23

Djakar notices similar equipment to what Triage spotted on the other end of the ship. Heavy packed life raft, tents, and a line of cable.

This cargo holds, science lab, and medical lab hold:
A few basic emergency rafts (3 bulk each)
20 feet of adamantine alloy cable line (Light Bulk)
Multiple mass produced tents (1 bulk each)

Round 3
Djakar (15/18 SP)
Round 4
Triage (9/12 SP)
Jek
Ikmanji (3/20 SP)
Grognard
. Donkey (+1 AC for 3 rounds; 24/30 HP)
Crab-like creatures

Everyone is up!

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

Drat! Think we need to get rid of at least a couple of these things if we are to get away!

Having said that, they winds up and attempt to smack the crab next to them using only blunt force.
Move action, spend two EP for bonus damage
Entropic Strike: 1d20 + 5 ⇒ (14) + 5 = 19
Blunt Damage, spend 2 EP: 1d3 + 3 + 2d4 ⇒ (1) + 3 + (2, 2) = 8

Triage, if you can get the raft inflated outside the ship!

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

"Jek! Fall back behind Donkey!"

Donkey seems to be reading Grognard's mind as she squeezes down the hall. When they come to the juncture he looks up at their friendly neighborhood DNN field correspondent. "Djakar... need a hand? Or are ye tryin tae interview the loacal fauna?"

He turns on his blinker and squeezes down the hall towards Ikmanji. He grabs a tent and throws it onto Donkey's back, then tries to slip off.

Survival DC 17 Quick Dismount: 1d20 + 8 ⇒ (5) + 8 = 13 Nope. Next round...


Prank War Map

Ikmanji's strike connects with the stone hard shell of the creature. They can feel the crab-like creature trying to adapt to the resist the punch, but it entirely unable to. The blow cracks the creature's shell open as it slams into the metal wall behind it. It is instantly killed by the powerful strike.

Crab-like Creature Yellow is dead.


Prank War Map

Two AoO attacks against Grognard
Crab-like White Claw: 1d20 + 4 ⇒ (15) + 4 = 19
Slashing Damage: 1d6 ⇒ 5

Crab-like Magenta Claw: 1d20 + 4 ⇒ (11) + 4 = 15
Slashing Damage: 1d6 ⇒ 5

As Grognard falls back the ship's aft, the pair of native creatures each take a swing. One of them is able to pierce through Grognard's armor.

5 damage to Grognard.

Round 3
Djakar (15/18 SP)
Round 4
Triage (9/12 SP)
Jek
Ikmanji (3/20 SP)
Grognard (13/18 SP)
. Donkey (+1 AC for 3 rounds; 24/30 HP)
Crab-like creatures

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

jek moves past the door and then shuts it behind them.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Profession maintenance worker with tool kit: 1d20 + 12 ⇒ (1) + 12 = 13
to shut the door

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

Djakar, leave that stuff and come here! We have enough rafts in this hold.

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

"Alright, then!" Djakar triggers an Attack of Opportunity from one crab as she double moves towards the rest of the team.


Prank War Map

AoO!
Claw vs Djakar KAC: 1d20 + 4 ⇒ (11) + 4 = 15
Slashing Damage: 1d6 ⇒ 1

Djakar falls back to join the rest of the group at the corner of the ship, barely avoiding a blow from one of the aggressive creatures.

Jek tries to force the door closed, but it seizes part way and they aren't able to close seal quickly.

The door isn't closed, Jek can attempt again next turn to close it.

Round 4
Triage (9/12 SP)
Jek
Ikmanji (3/20 SP)
Grognard (13/18 SP)
. Donkey (+1 AC for 3 rounds; 24/30 HP)
Crab-like creatures
Djakar (15/18 SP)

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 hears the advice of Ikmanji and runs past the creature, grabbing the raft on the way. He ducks and slides out the door while pulling on the string to inflate the raft.

I have Mobility, +4 to AC when taking AoOs.

"Maybe grab the cable too! Meet me outside!"


Prank War Map

Claw White vs Jek KAC: 1d20 + 4 ⇒ (14) + 4 = 18
Slashing Damage: 1d6 ⇒ 2

Claw Green vs Jek KAC: 1d20 + 4 ⇒ (5) + 4 = 9
Slashing Damage: 1d6 ⇒ 3

As Jek works at the doors the several creatures press forward, their claws snapping as they attempt to tear Jek apart.

2 damage to Jek

Across the ship Jek can see the bridge doors shuddering as creatures work their claws into the gaps in the doorway.

Claw Black vs Triage KAC: 1d20 + 4 ⇒ (16) + 4 = 20
Slashing Damage: 1d6 ⇒ 2

Triage is able to grab a package containing the life raft and pulls it outside. As Triage looks for the activation button the raft, the creature hesitates a moment before lunging forward, striking at Triage and attempting to slice open his armor.

2 damage to Triage

As the group moves into the lab, quickly the group is able to sort through the functioning equipment on this end of the ship.

This cargo holds, science lab, and medical lab hold:
One more basic emergency rafts (3 bulk)
20 feet of adamantine alloy cable line (Light Bulk)
3 mass produced tents (1 bulk each)

Round 4
Djakar (15/18 SP)
Round 5
Triage (7/12 SP)
Jek (12/14 SP)
Ikmanji (3/20 SP)
Grognard (13/18 SP)
. Donkey (+1 AC for 2 rounds; 24/30 HP)
Crab-like creatures

Triage's raft isn't activated yet and will take another move action to activate.

The ship is continuing sinking, Djakar is just ahead of everyone else, but if anyone doesn't want to go down with the ship, they will want to make certain they have a clear path out at the end of their action.

Everyone is up!

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

Jek withdraws and bugs out double speed flanking the crab

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 hauls out the other raft and activates it.


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

"Wai-i-it for me!" Research Rat flees down the hallway. "Those crabs think that I'm appetizer-sized!"

Yes, I know that Hirelings don't get targeted in combat.... But Research Rat would absolutely run in terror from the crabs.


Prank War Map

Several of the Starfinders and allies fall back from the starship as the scuttling horde presses forward.

Remaining in the ship:
20 feet of adamantine alloy cable line (Light Bulk)
3 mass produced tents (1 bulk each)

Round 5
Triage (7/12 SP; off-ship)
Jek (12/14 SP; off-ship)
Ikmanji (3/20 SP)
Grognard (13/18 SP)
. Donkey (+1 AC for 2 rounds; 24/30 HP)
Crab-like creatures
Djakar (15/18 SP; off-ship)

Cognates

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Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

@ Research Rat "Nothing to fear Research Rat I think they are skipping the appetizers and going straight for the all-you-can-eat buffet, and this buffet comes with an extra side of fight!

Jek attacks the crab

Telekinetic Projectile
Projectile: 1d20 + 2 ⇒ (16) + 2 = 18
Bludgeon damage: 1d6 ⇒ 4

think this might be the first time Jek has done combat damage!

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 tries his best to dodge the creatures as he activates the raft. He climbs inside and pulls out a knife, ready to defend his comrades and friends from the crabs while they climb aboard.


Grognard quickly grabs a tent and cable before urging Donkey to move towards the exit.

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

Ikmanji moves into the cargo bay and then attempts to close the door behind them so the crabs can’t follow. A crate was in the way, but fortunately Ikmanji managed to get it closed in spite of that. Good thing they aren’t expecting to open it again!
Athletics: 1d20 + 5 ⇒ (4) + 5 = 9
Athletics, GM novas: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19


Prank War Map

Ikmanji takes hold of the doors and forces them shut as the mob of crab-like creatures smash against the newly sealed door.

Outside the area is overcast as the lightning storm slowly rolls away, the party are in the middle of a thick swamp that thankfully doesn't cause any of you to sink more than a couple feet before the you find ground capable of supporting your weight.

Claw vs Triage KAC: 1d20 + 4 ⇒ (18) + 4 = 22
Slashing Damage: 1d6 ⇒ 2

The remaining native creature lunges at Triage as he secures himself on the raft. The blow lands and deals another minor bruise as the claw struggles to tear through Triage's armor.

2 damage to Triage.

The projectile from Jek's spell connects with the creature outside, cracking the shell and dealing a near lethal blow to it!

The ship is drawing deeper into the mud. The contents of the swamp are beginning to pour into the opening into the hull. Those remaining on the ship have to escape!

Remaining on ship:
20 feet of adamantine alloy cable line (Light Bulk)
1 mass produced tent (1 bulk each)

Round 5
Djakar (15/18 SP)
Round 6
Triage (5/12 SP)
Jek (12/14 SP)
Ikmanji (3/20 SP)
Grognard (13/18 SP)
. Donkey (+1 AC for 2 rounds; 24/30 HP)
Crab-like creature (4 damage)

Everyone can take their turn. Jek action was to cast their spell.

With the door secured Ikmanji takes hold of one of the remaining tent packages and gets out of the ship!


Prank War Map

Correction, all remaining gear in the cargo hold has been acquired!

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

"Donkey, clear the way!"

Grognard spurs donkey forward to climb the outer wall of the sinking ship. She positions herself over the crab blocking Djakar's escape and tries to tear it off.

Mandible vs Crab: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

While her attack seems misguided, it does seem to at least catch the crabs attention as Grognard does his best to anchor all of the acquired gear to Donkey's saddle in preparation for a splashdown.

Survival DC17 to fast dismount: 1d20 + 8 ⇒ (10) + 8 = 18

He quickly hops off to lighten up the load on his faithful companion, splashing down next to the raft.

Donkey moves out of the ship (provoking from the crab), Standard to bite, Grognard Move to secure the gear, swift to fast dismount.


Prank War Map

Crab-like Claw AoO vs Donkey KAC: 1d20 + 4 ⇒ (20) + 4 = 24
Critical Slashing Damage: 2d6 ⇒ (2, 4) = 6

The hostile survival instinct within the native creature is incredible as it uses claws to tear into Donkey. It is distracted though opening it up to attacks or non-electrical attacks against it.

Round 5
Djakar (15/18 SP)
Round 6
Triage (5/12 SP)
Jek (12/14 SP)
Ikmanji (3/20 SP)
Grognard (13/18 SP)
. Donkey (+1 AC for 1 round; 18/30 HP)
Crab-like creature (4 damage)

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 slashes twice, desperately trying to fight the creature off.

Survival Knife: 1d20 ⇒ 3
Slashing Damage: 1d4 ⇒ 1

Survival Knife: 1d20 ⇒ 12
Slashing Damage: 1d4 ⇒ 2

Unfortunately his wild attacks can't pierce through the hard carapace.


Prank War Map

The first blow bounces off the hard, rocky shell. However the second, with the aid of an ally opposite the creature, finds a mark in the wound Jek left and is able to halt the Iski crab's attack.

Banging still echoes from the confines of the ship as the party is able to make some distance in rafts or trudging through the marsh.

End of encounter!


Prank War Map

As you are make distance, the ship continues to sink deeper beneath the marshy terrain until it has vanished entirely over the course of the next minute. There are no signs of the crab-like attackers you have driven off, although the area around you teems with life. A quick confirmation shows that the air is breathable and the radiation levels are within safe tolerances for you to go without your armor's environmental protections. You have all made it out with yourselves and your hirelings along with a significant bit of heavy equipment.

Taking inventory of the gear you were able to grab from the ship takes a bit of time, but almost all of it is very useful out in the wild.

The datapad Jek picked up was a tier 1 datapad encased in an armored, protected shell. With the enhanced power system it has, the datapad will be operational for a week of use before the batteries are depleted. There is basic flight data available on the datapad along with the signal from your probe's planetary comm unit. The probe is currently reading as 120 miles away. The spell chip install on the datapad is a one use second level mystic cure.

The fusion seal you acquired seems to be made to help weapons adapt to unfavorable environments, letting the weapon operate more effectively underwater, within storms, and other scenarios.

The magical Starfinder backpacks don't contain anything of considerable value in them, but everything is useful for surviving within the wilds. Each of the packs has a canteen, hygiene kit, lighter, mess kit, sleeping bag, survival straw, 7 R2E rations, and a set of travel clothing.

Other gear are fairly straightforward equipment. Thankfully all of it is fully charged and functional at the moment aside a charge from the rafts.

With your ship lost, your team is are stuck on Iski until rescue comes. That could be quite a while though as the rescue ship would need to travel the same, erratic passages through the Drift to get here. Their journey would match your pilot's original estimations of the journey to Iski. Even then, a rescue team will not be sent out until your transmission reaches Absalom Station and that could take several days itself.

Most of you know through your various piloting or scientific training is that is not the end of the issues. Even once the rescue ship arrives, it will be difficult for them to detect your team with your ship being lost, buried, and broken. That could mean several more days of waiting unless the party can send out a significant signal that is capable of breaking through the atmosphere.

For the first time in the last few grueling minutes, you are able to take a moment and work out a plan and your immediate goals with one another. You have a chance to do so while resting and recovering from your most recent experience.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

"is everyone ok that was a close call" Looking the party over Jek notices Donkey seems to have taken the worst hits, Jek spends 10 minutes healing Donkey with a Healing touch. 10 HP restored

Next, Jek surveys the land looking for the river Jek saw right before the crash landing. Jek also looks for any hills nearby or tall trees where we could climb to get a better view of our surroundings.
"Right before the crash landing with Grognard's aid, I was able to spot what looks like a river leading to where our probe landed; not sure how far, but shortly after spotting the probe, I caught a glimpse of something that looked like a tall ring-shaped monument."

"But first think we should look for a safe place to camp so we can recover and make a good plan."
Jek looks around our surroundings again, this time looking to see where a safe place to make camp might be.

Jek uses Communalism
Survival: 1d20 + 8 ⇒ (15) + 8 = 23
Survival: 1d20 + 8 ⇒ (4) + 8 = 12

as Research Rat pointed out, Hirelings don't get targeted in combat, so maybe Research Rat should stand guard all night...
Jek ducks for cover :)

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

Ikmanji helps row the raft away from the ship, trying to find landmarks for where it went down.

This is probably far enough that the crabs will not follow. Let’s take an inventory of what we have.

After finding the rations in the Starfinder backpacks, they say “Good, food isn’t an immediate problem.

Guess we better find a place to shelter. We know there are storms here, so we will want someplace that offers protection from them. I don’t think simple tents will be enough.

Any ideas? Did the scans have any place that might be good?

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

Ikmanji took one of the paddles to row the raft away from the ship. As they were rowing, they tried to pick out some landmarks in the swamp in case they wanted to try and find the ship again.

When Jek brings up the topic of where to camp, they say “We will want someplace where we will be sheltered from storms. Might want to do an inventory first.

When the R2Es are found in the Starfinder backpacks, they say “Good, food isn’t an immediate problem.

Did anyone spot anything in the scan data that they think would make good shelter near here? If not, Jek’s suggestion of the hill is probably a good one.

Looking at the equipment, they add “We will want to redistribute some of this so we aren’t overly encumbered.

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 is at 1 of 6 Bulk until Encumbered and will offer to carry as much of the gear as possible.

"Here, let me. I packed light this time, so let me carry some of the load." He begins to use some of the robe to fashion a makeshift pack in addition to one of the backpacks. "It also appears that between this." He carefully taps at the clear aeon stone floating around his head. "And this." He pulls out the second aeon stone recovered from the ship. "These rations should last us a good long while. As we travel please be wary of any signs of dehydration or fatigue, there is no cause to push ourselves at this time. We want to keep ourselves in as fit of shape as we can, we have no idea what else may lie in wait." His mask seems scuffed and worn from the crash, but despite the distress on the precious item, he still remains cautious and keeps his face hidden behind it.

I'll grab a Backpack (1.2 B), two tents (2.0 B), a raft (1.0 B), 40ft of cable line (0.2 B), the ion tape (0.1 B), zip stick (0.1 B), trailblazer fusion seal (0.1 B), and the basic medkit (1.0 B)

6.7/7

That leaves 5 Backpacks, the Aeon Stone, 1 Raft, 1 Tent,

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.

"The data pad might have some useful info, might be better if someone more familiar with computers takes this." Jek offers up the data pad.
"I would like to keep the Aeon Stone if no one objects. For food, in addition to the rations in the backpacks, I have two spell gems that can generate some food and minor healing as well. With luck the spell gems could feed all of us for 48 hours, and having lived on the hot side of Verces I already have two canteens with me at all times."


Prank War Map

Note for Triage, there are only 20 feet of the cable line and a single raft is 3 bulk. I believe the raft makes you encumbered. Although the party likely can divide the other two tents and will likely be fine with the addition of the backpacks.

Heading from out of the marsh leads you into the wild jungle. The air is hot and muggy, the shade of the trees only helps a bit regarding the heat. As you approach them the vines and leaves become animate and slowly out to try to grab hold. Thankfully you are aware enough to avoid them and stay out of their reach as you take some minutes to rest.

Right now you are relatively safe to rest here at the edge of the marsh. There are signs that the energy storms do pass through this area. The plant-life seems to have adapted to a cycle of storms, but it does show signs of minor damage from the passing electrical storm, akin to a few shots from a static arc pistol. It isn't something that would be immediately lethal to any of you, even without environmental protections, but over days the damage may accumulate.

Searching the area, Jek confirms the location of the river they saw a few minutes away with the water flowing in that direction.

Looking for a safe place to camp is less successful. Given the energy storms, they are not able to find any signs of cover that would protect against the storms. Someone could try to brave one of the trees to climb higher, but the canopy within this jungle would limit a near view.

Searching briefly by ground there are no caverns within a few minutes that would provide the cover necessary for protection against the weather. The tents you brought with you likely would protect against the storms, but it is uncertain how for how many days they would survive against the energy barrage.

The survivalists on the team could attempt to build shelters that would offer complete protection against the storms. It might take several days though to build those shelters to protect the entire group. It wouldn't be something you could do while the party was traveling at all.

The party also was able to acquire the Iski Crab remains for examination.

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

"Reit... good idea... now that we can take a breather let's rebalance our packs."

Grognard and Donkey have 3.8 bulk worth of gear between them. Grognard is Str 10 plus an industrial backpack, Donkey is Str 12, so that means we can carry decent amount of gear. If we're tight on carrying capacity Grognard can walk and let Donkey be pack mule. Donkey and Grognard will each take a pack. Grognard can take a raft and Donkey a tent. That should lighten everyone enough such that picking up a pencil doesn't encumber us.

As he begins to strap items onto Donkey's riding harness he notes how deep her wounds are from the battle before. "Awwe donkey! Ye should've said somethin! Hey um... Triage? Mind lendin' a hand? She's hurt... and we dinnae want tae be dealing with infections while we wait for rescue."

Any chance I could get Triage to treat wounds on Donkey?

Going through his pack to rearrange things he pauses for a moment. "Oi... Jek. Mind holding on tae these?" He holds out a pair of spell gems. "Donkey seems tae be all reit, but if things start tae get rough she may need one. All of us might... Life Bubble spell. Ah cannae cast it mysaelf."

Once everything is redistributed he begins looking about. "So... First Aid, Shelter, Warmth, Signal, Water... If we're going tae be stuck here those'll be our priorities. In that order. Make sure everyone is fit tae work and then we can go find shelter. We got tents so should nae be too bad... but if we pitch em where they'll be torched by whatever electrical storms be here they'll do nae good."

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 |

Medicine: 1d20 + 10 ⇒ (14) + 10 = 24

Traige quickly pulls out his small kit and begins to disinfect and clean Donkey’s wounds. He puts small bandages over the worst of the gashes, and offers the animal a small something for the pain.

He is back up to full now after Jek’s Magic and my TDW.

“Should we make our way day the river before attempting to set up camp? See how close we can get to those ruins or the probe?”

He will also examine the carcass to see if the carapace can aid us in any way. Life Science of 30.

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

After unburdening themselves of the extra equipment, Ikmanji says “I already have some of this equipment. I would like one of the Starfinder backpacks, they seem more useful than my backpack.

I already had a tent, but we may want a spare given the environment. Same goes for the travel clothes and hygiene kit.

The raft is too big for me to carry without encumbering myself. I could carry one of the other tents or the medkit.

I have two bulk I can carry without encumbering myself.


Prank War Map

Taking some time, Triage is able to confirm the same information that Ikmanji was able to learn. The creatures had a shifting energy resistance that likely evolved in response to the elemental storms on the planet. The cellular structure of the creature itself seems to be highly adaptable. Near the wounds Triage finds that the exterior cells are forming into alternate patterns that are more resistant to physical attacks, like those Triage and Jek dealt to it. It would have taken days if not weeks for anyone else to identify physical changes, but this inclination toward adaptation is faster than Triage has seen in many other species.

If the group wishes to move by river, the party has two basic rafts. Each can hold four medium creatures. Not accounting for the hirelings you have with you, your group has five medium creatures and one large creature. Donkey can fit in the raft, uncomfortably, and would take two spaces. Who would be on each of the two rafts, and which of the rafts would lead the way down the river?

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

So if needed, could we safely eat the crabs Triage? Given how quickly they adapt, sounds like we need to make sure we kill any we attack. Otherwise they may spread the adaptation to other crabs.

I am willing to take one of the paddles. Best if we have two paddling in each raft, which leaves one person who can serve as lookout.

Probably best if I am in the lead raft. I don’t think any of the rest of you are strong swimmers. I assume Grognard and Donkey would be in the rear raft.

Who wants to be look out in the front raft, and where do the rest of you want to be?

Doesn’t sound like there is a reason to go against the current, might as well go downstream.

I’m suggesting three in the front raft including Ikmanji. Donkey and two others in the rear raft.

Cognates

Host NG Shirren Healer Mystic 6 EAC 20, KAC 21|SP 34/42 ♥️ 42/42|RP 7/7|Fort +3, Ref +4, Will +9|Init: +2 | Perc: +13| Speed 30 ft |Spells: 1st 4/5, 2nd 4/4| Active conditions: None.


Jek grabs

Clear spindle aeon stone.
sturdy datapad
Starfinder backpack
lighter
survival straw
sleeping bag
1 R2Es
Tier 1 datapad with hardened and self-charging modules. Spell chip of Mystic cure (2nd level)

this leaves jek at 5.7 bulk out of 7 thanks to the new starfinder back

"I can carry a little bit more if needed, these Starfinder backpacks sure help a lot. I could help look out with my survival skills"

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

Missed Jek's heal. Thanks Jek! The Treat Deadly Wounds DC is 25 with a basic medkit, so I think that's a fail, but I think she'll be OK at 28/30

"If ye dinnae mind, ah think Donkey and I'd be good in the front raft. Donkey can smell a thread b'fore we can see it, and I've been trained in the old ways."

Guessing someone with Survival (Grognard), someone with Perception (Triage?), and Donkey with scent would be good in front.


Prank War Map

The Iski crab is safe to eat. Cooking it is made difficult because the flesh dissipates heat fairly well. The taste is unusual, likely because of the energies it has absorbed over it's span.

With a plan in mind the party takes the rafts onto the river and begins traversing toward the location of the probe. The party works on a few arrangements while traversing the river, but doesn't settle on one yet. However Donkey chitters at the water during the journey. Other members of the team catch sight of the slick, black back of an long and thin aquatic creature cresting the top of the water before disappearing as quickly as it appeared.

Weather Rolls:

Weather: 1d100 ⇒ 57
Things: 1d12 + 1d6 + 1d4 + 1d3 ⇒ (12) + (4) + (3) + (3) = 22

The journey is fairly uneventful, although you hear the roars and screams of creatures in the forest fighting one another intermittently. As night begins to fall after about 10 hours of travel, checking the datapad confirms you have made a bit over 20 miles of progress today toward the probe.

The air is a bit cooler without the sky lit up by Iski's star, but the air is no less humid. At the very least you have yet to see sign of one of the planetary storms as of yet.

There are places along the river you can find some success setting camp, either with whatever equipment you wish to deploy. The area is still dense with trees, but it is enough that you can fit in a tightly packed sleeping area.

Assuming the party wants to sleep, how do they wish to camp, or does the group want to press forward and face exhaustion? Is there anything else the party wants to do or change about the travel plans? What is the decision on raft positions?

As a note, each of your mass produced tents can hold two medium characters or one large character.

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