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

Game Master Zynete


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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.

During our travels anytime it's sunny or raining Jek deploys an autoshade umbrella, "Wish I could have afforded this back on Verces where the sun never sets."

As we travel down the river Jkekeesp an eye out for good places to camp.
"It could be weeks before we get rescued, we'll need to find a good place to shelter out of the storms, that monument-like structure I saw might be such a place. If we can find the probe is there anyways to use it to send a signal?"

While setting up camp, having noticed the local plants have adapted to the stormes, Jek looks for large palm-like leaves that might help add protection to the tents and also be used to shade or protect us while on the rafts. "Do we have enough tents for everyone?

Survival: 1d20 + 8 ⇒ (6) + 8 = 14

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

Think we should have enough tents. I have one of my own.” they say, pulling a tent with Veskarium branding out of their pack. “We recovered a total of three tents from the ship as well.

If we wanted to, I think we could even pitch one of the tents to partially protect Donkey.

Saying that, they start setting up camp.

Survival: 1d20 + 8 ⇒ (16) + 8 = 24

Looking towards Triage, they ask “Do the crab carapaces retain any of their energy resistance after death? If they do, we may want to collect some to help protect our shelters.

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 |

"I'm not sure, it could be worth a shot!"

Survival: 1d20 - 1 ⇒ (11) - 1 = 10

Triage tries to use the rope to fashion an 'armor' covering for one of the tents using the carapaces.

Thanks for the DC catch! Thought it had said 25, my bad!


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Jek tests some of the less animated plant-life for helping protect the tents. While the materials might be useful being their own structure, the leaves is releasing a corrosive substance. While it isn't immediately destructive, it would certain cause more damage to the tents than it could prevent.

Reviewing the crab carapace it doesn't seem to have any special resistance to energy resistance anymore, not anymore than building a structure of earth.

With the four tents between the party the group is able to set up camp. Some hours into your sleep, a few of you stir in response a dull roar and growing light unlike the star-light you have seen from Iski's star. The tents ripple and struggle as wind begins to buffet them and you see fiery, red light just outside the tents.

Looking outside you see the air filled with streaks of erratic waves of flame. Each of the bits of fire passes through the air quickly, burning away in an instant but searing the area around you. The heat is overbearing outside the tents and the tents are the nearest and best defense against the hostile weather. Moving now would be deadlier than remaining in place within your camp.

Tent 1 Fortitude: 1d20 + 1 ⇒ (14) + 1 = 15
Tent 2 Fortitude: 1d20 + 1 ⇒ (17) + 1 = 18
Tent 3 Fortitude: 1d20 + 1 ⇒ (5) + 1 = 6
Assuming Ikmanji's tent is a tent akin to the mass produced tents.
Ikmanji Tent Fortitude: 1d20 + 1 ⇒ (5) + 1 = 6

The party is able to continue resting, as much as they can, but the storm outside rages for over three hours before finally abating. Near the end the fire is replaced with arcs of lightning, for the last few minutes before some darkness cloaks over the area.

Reviewing the campsite, you find that the plant-life has caught fire, but it does not spread. Some of the more burnt leaves are discarded from branches while other flames naturally are extinguished.

All of your tents show some damage, but Donkey's tent as well as Ikmanji's show significant damage from the fire storm. They were able to protect the team for the duration of the storm, but are now broken and without repair wouldn't be able to provide any aid against another storm.

The flora has survived and beings the healing process while you are allowed to finish out the night as you recover from today's events as well.

Everyone regains RP and HP for resting. Spells are regained along with other abilities like paradoxes.

The morning also brings a new discovery. Most, if not all of you, have developed rashes across portions of your skin or body. It isn't too debilitating, but it certainly isn't comfortable as it causes mild irritation even as you pack up camp.

Chemalyzer Readings:
Reviewing the rashes, they seem to be forming from toxins in the air. Thankfully this the toxin, despite being pervasive throughout the air, is weak and the damage won't progress any further than this.

If the party wishes to continue down the river, I'll need a boat order. I've seen two suggestions, one puts Donkey in the rear boat while the other puts them in the lead boat.

Weather:
Rolls: 1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (23) + (12) + (6) + (3) + (1) = 45

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 does his best to smooth down his dark hair in the morning, but it's worn and ragged by dawn's break. He assess the damage and gives each of the crew members a once over for any signs of infections, fevers, or any other possible determent this planet may pass onto its newest residents.

I like Donkey in front. I'll back on the second 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 noticing the animated motion of the plant life, turns to Djakar, "Djakar, getting some video to document these strange plants might be useful for future exploration of this planet."

Jek looks for some straight trees the right size to make spears. "Looks like the rivers got some creature in it that look dangerous, might help to fight them from the raft if we had some speers, or help to keep them away from the raft."

Jek looks over the damaged tents. "Looks like we need a plan b for shelters soon."

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’s tent was a standard mass produced tent.

In the morning light, Ikmanji inspects the damage to his tent. They carefully collect the broken tent and store it. “We may need to figure out a way to patch or repair the tents.

At mention of getting video, Ikmanji points out “I don’t think we have a way to recharge our equipment. Keep that in mind any time you use batteries.

Ikmanji is fine with whatever order the group agrees to for the rafts.


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Triage finds the group healthy aside from the irritating rashes. Triage can get more information if necessary from the Chemalyzer Readings (In my previous post), but the poison is not progressing past a mild irritant. Donkey is showing some signs of soreness from fitting the raft, but breaks should hopefully keep that from proceeding into a worse condition.

The party is able to store the broken tents in the chance they can be repaired, but that would take a repair spell or specialized tools.

At the moment I assume your party schedule is spend the bulk of the daylight hours on the river with the group traveling for 8 hours, taking minor breaks for 8, and sleeping for another 8 hours. More than that would be exhausting.

* * * * *

Within half an hour of you setting off onto the river, Donkey is chittering their mandibles aggressively toward the water. With the party on alert you quickly see it again, it is the back of another eel cresting the water.

Rather than pass below though, this one rushes through the water, its body forming a spiral as it slices through water toward the front boat. The eels fang filled mouth is bared wide as it looks to take a meal!

Initiative:

Grognard: 1d20 + 4 ⇒ (13) + 4 = 17
Djakar: 1d20 + 3 ⇒ (15) + 3 = 18
Jek: 1d20 + 1 ⇒ (15) + 1 = 16
Triage: 1d20 + 2 ⇒ (19) + 2 = 21
Ikmanji: 1d20 + 2 ⇒ (16) + 2 = 18
Iski Eel: 1d20 + 1 ⇒ (18) + 1 = 19

Round 1
Triage
Iski Eel (partially underwater)
Djakar
Ikmanji
Grognard
Jek

Triage able to act before the eel!

Reminder for Grognard for new Paradoxes.

Life Science DC 16 Identify Eel:
This is a large eel that that has developed on Iski. With its spiraling motion it can move through the water as quickly as most humanoids can move on land. This Iski eel has few unique abilities, but is fairly dangerous with a thick hide and a devastating bite that can very well grab hold of anyone it manages to strike.

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 ⇒ (1) + 5 = 6 I know nothing!

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.

Life Science: 1d20 + 7 ⇒ (18) + 7 = 25

was jek able to find trees or branches suitable to make a spear or staff?

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

Paradox: 3d20 ⇒ (1, 15, 10) = 26

Grognard would have spent some time casting mending on the heavily damaged tents in the morning.

Life Science: 1d20 + 4 ⇒ (3) + 4 = 7 -5 DC if Animal, Plant or Vermin


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Jek was able to find materials to find the materials for clubs. With work they could be sharpened into spears, but that would require more time.

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 this creature rushing in and his pistol suddenly coalesces into his hands. He aims at the eel, studies it for a moment, then fires. "It appears they've grown more bold!"

Physical Science: 20 + 10 = 30

Called Tactical Needler Pistol: 1d20 + 4 ⇒ (18) + 4 = 22
Piercing Damage: 1d4 ⇒ 3
Nonlethal: 2 = 2

Biohacks: 4/5
Inhibitors: 7 Rounds
Anesthesiology Inhibitor: 2 Nonlethal, Fatigue (Or Exhausted if Fatigued)
-Fort Save: DC 15 (Negate Fatigue, Half Damage)


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Fortitude: 1d20 + 8 ⇒ (18) + 8 = 26

The shot cuts through the water and strikes the giant eel! The inhibitor is injected into the beast, but you see it shrug off the fatigue as it launches through the water toward Ikmanji and Triage!

Attacking Triage.
Bite vs KAC: 1d20 + 12 ⇒ (4) + 12 = 16
Piercing Damage: 1d6 + 9 ⇒ (1) + 9 = 10

10 damage to Triage

The jaw sink into Triage, but the bow is minor as can be expected from the crushing force. The creature tries to grab and pull Triage into the water, but it is barely unable to get a hold over the elven biohacker.

Given Triage's knowledge, and the creatures simple form, he has a fair idea about its defenses. It has an EAC of 16 and a KAC of 18. It is a hearty and fast moving creature with good Fortitude and Reflex saves, but fairly weak and untested Will saves.

Round 1
Djakar
Ikmanji
Grognard
Jek
Boat Movement
Round 2
Triage (2/12 SP)
Iski Eel (4 damage)

As a note, the boats are currently in motion on the water and will move downriver (to the right of the map) 20 feet at the end of the round. On your turn, any of you can spend a move action to attempt to DC 12 Athletics check to maneuver the boat. If you succeed, move the boat up to 20 feet in any direction and the boat will not automatically move this turn.

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

Ikmanji uses his oar to try and maneuver the boat beside the creature. Unfortunately it doesn’t quite work.

Athletics: 1d20 + 5 ⇒ (6) + 5 = 11

They have their other tentacle ready to strike at the creature if it comes within reach.

Readied strike:
Entropic Strike: 1d20 + 5 ⇒ (10) + 5 = 15
Blunt & Acid Damage: 1d3 + 3 ⇒ (3) + 3 = 6

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 uses an oar to try to close the distance between the rafts to help bring us in range for ranged attacks.

Athletics: 1d20 ⇒ 19

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.

Succeeding at closing the distance Jek uses Telekinetic Projectile
"Triage duck."

Telekinetic Projectile
Projectile: 1d20 + 2 ⇒ (11) + 2 = 13
Bludgeon damage: 1d6 ⇒ 3

splash

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 takes advantage of the closed distance as well.

"Get 'em!" she points at the eel.

Bang! (hutchket rifle)+Get ‘em: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Piercing Damage: 1d10 + 3 ⇒ (3) + 3 = 6

Unfortunately, her shot goes wide.

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 |

Athletics: 1d20 + 0 ⇒ (2) + 0 = 2

Triage tries to manuever the boat further away from the creature, but he is unable to counterbalance Donkey's weight.

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 pulls out his rifle and fires at the eel.

Attack vs KAC, Get Em: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 Probably through cover.
Damage (P): 1d8 + 4 ⇒ (1) + 4 = 5

Donkey chatters nervously...


Prank War Map

The eel's hide and speed make it a difficult target. Even with that Grognard is able to land a shot along with Ikmanji with the aid of Djakar's direction.

The shots wound the creature, but do little to slow it as it snaps largest of the potential meals, Donkey!

Attacking Donkey
Bite vs KAC: 1d20 + 12 ⇒ (17) + 12 = 29
Piercing Damage: 1d6 + 9 ⇒ (1) + 9 = 10

The creature grabs hold of Donkey, completely immobilizing the tightly confined mount. The eel then beings to try to pull Donkey off of the boat into the water!

Round 2
Djakar
Ikmanji
Grognard
. Donkey (20/30 HP; pinned)
Jek
Triage (2/12 SP)
Boat Movement
Iski Eel (15 damage)

I've moved Triage's placement initiative just to keep boat movement clear.

Everyone can act!

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 keeps up the paddling, trying to stay with the front raft.

Athletics: 1d20 ⇒ 11
"looks like I need to spend more options at the gym to keep up with the paddling."

Telekinetic Projectile
Projectile: 1d20 ⇒ 20
Bludgeon damage: 1d6 ⇒ 6
crit damage: 1d6 ⇒ 4

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 |

Athletics: 1d20 + 0 ⇒ (16) + 0 = 16

Triage desperately reaches out, grabbing onto Donkey, and trying to keep the companion on the boat.

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 uses one tentacle to swat the river snake and the other to control their movement in the river.
Entropic Strike: 1d20 + 5 ⇒ (8) + 5 = 13
Blunt Damage: 1d3 + 3 ⇒ (2) + 3 = 5

Athletics: 1d20 + 5 ⇒ (13) + 5 = 18

Try to get your raft on the other side of it!

Moved and rotated the raft to set up for a flank
I don’t know if this movement provokes or not, I’m willing to take the AoO if it does.

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

Athletics: 1d20 + 6 ⇒ (20) + 6 = 26

Djakar moves the raft closer so that the two rafts may flank and then yells, "Get 'em!" on the eel.

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 yells out, "DONKAAAAYYYYY!!!!" as he unloads with great fury.

Full Attack w/ Get Em vs KAC: 1d20 + 6 - 4 + 1 ⇒ (20) + 6 - 4 + 1 = 23
Damage (P): 1d8 + 3 ⇒ (7) + 3 = 10

Full Attack w/ Get Em vs KAC: 1d20 + 6 - 4 + 1 ⇒ (13) + 6 - 4 + 1 = 16
Damage (P): 1d8 + 3 ⇒ (1) + 3 = 4

Edit: Crit dmg: 1d8 + 3 ⇒ (7) + 3 = 10


Prank War Map

Ikmanji, it doesn't take the AoO against you just because that would mean releasing the hold on Donkey and it has no other weapons to take an AoO.

Jek takes hold of a nearby bit of cast off material from a tree and launches it at the eel. The blow connects with the creature in the head and severally dazes it.

It is able to avoid a strike from Ikmanji, but it has a start as Grognard begins bellow out from behind, unleashing a flurry of fire on the creature. The first shot pierces straight through the creature and the second shot just misses as the eel flails about to avoid an easy shot.

Even then, the eel is in a desperate situation as it bleeds from the set of new wounds it has gained. It struggles for a moment trying to pull Donkey into the water, but failing that it quickly gives up this hunt for easier prey. It dives into the water and attempts to escape as instincts tell it that it wouldn't survive another round contending with the group.

The party can take AoOs as it flees.

That situation was quite dire, but a set of lucky shots were key to turning the battle in your favor. A trade a least from the previous luck on your former starship.

The party is able to heal and tend to the wounds as you go about rest of the travel for the day. As you near the end of the day, it is becoming more apparent from the datapad that the river will not lead you straight into the probe landing site. The river is still aiding with your journey time though, but by the end of the next day of traveling, you would likely need to switch to traveling by foot to continue toward the landing site.

As you continue for the rest of the day, how do you want to divide your travel for the day. What hours of the day do you want to be traveling, assuming you travel for 8 hours each day, sleep for another 8, and the rest for rest/meals/light research.

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.

would Jek be able to tell the monument's position in its relationship to the river and probe landing site?

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 takes on last parting shot at the creature as it flees. It misses by a wide margin.
AoO Entropic Strike, Get’Em: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Blunt Damage: 1d3 + 3 ⇒ (1) + 3 = 4

Those river creatures are hard to hit!” they observe as it gets away.

——

Ikmanji continues to steer the raft through the rest of the day. They keep an eye out for changes in the weather patterns as getting caught in a storm while on the river doesn’t appeal to them.

So one more day of travel on the river, then abandon the rafts in order to make it to the probe site? Try to find some sort of shelter there?

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.

"We haven't seen any signs of advanced societies here yet. If the monument I saw is from a lower tech society out of nessicty it's likely near the river. It might be our best hope for a good shelter and looked to be close to the probe site as well, it's also a visible place a rescue party might spot."

Jek continues looking at the datapad, trying to locate here the monument might be, then offer the date pad around. "Anyone else want to have a look?"


Prank War Map
Jekcedo wrote:
would Jek be able to tell the monument's position in its relationship to the river and probe landing site?

When launching the probe, the landing site was directed at abnormal readings that might have been a structure. Based on your information, the probe is at the site of the monument you mention. The datapad is showing the probe is located approximately 55 miles away as of end of your travel time today.

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 |

"Another 55 miles?" Triage adjusts his gear in the raft, fixing what was thrown around by the attack."Sounds like the possible structure might make a good campsite. Something that won't degrade quickly like our tents."

Traveling during the day makes the most sense to me.

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

When Jek offers the datapad to them, Ikmanji says “Wouldn’t know what to do with it. Be a waste of battery to hand it to me.

As for travel, I don’t know of any reason it would be better to travel at night or day other than some of you can’t see in the dark. Daylight travel is fine with me.

Grognard should probably swap positions with me on the rafts. They would be better able to calm Donkey if the need arose.

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 happily takes the raft with Donkey and pampers her for the rest of the ride.

As they move onward, he licks his finger and sticks it up in the air, holding it for nearly a minute. Then he pauses and looks far into the distance into the foliage. "Ahll take a look at the data Jek... Thankie."

Survival (Predict Weather): 1d20 + 8 ⇒ (10) + 8 = 18
Allegedly DC 15 to predict weather, but I'm sure being on an unknown planet doesn't help.

"Ah say the key is to hunker down when th' storm's on us, and plan tae march when it lets up. If ah could have a guess th' wildlife can sense a storm brewin' and may be more dangerous and desperate for a meal right before."

He hands the datapad back and nods in thanks.

When the party prepares to make camp, he and Donkey do their best to forage for food.

Survival (Live off of the Land): 1d20 + 8 ⇒ (13) + 8 = 21
Donkey Survival (Live off of the Land): 1d20 + 7 ⇒ (20) + 7 = 27

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.

While Grognard checks the weather Jek takes one last look at the data pad and considers the land around them to plot a course to the probe while listing to any advice others have to add.

Communalism
Survival (Orienteering): 1d20 + 8 ⇒ (8) + 8 = 16
Survival (Orienteering): 1d20 + 8 ⇒ (13) + 8 = 21

[b]"Think this might be our best path to the probe from here."[b/] Jek draws a map in the sand by the river.

Jek joins the foraging for food
Survival (Live off of the Land): 1d20 + 8 ⇒ (9) + 8 = 17


Prank War Map

Grognard and Jake are able to find some food along the river travel from the water. However the underwater plant-life is tough and hard to make work into a meal and the fauna present issues like toxic barbs that need to be dealt with carefully else subject the party to defensive poisons.

Even still the pair manage to keep the party from having to consume R2E rations for another day.

Harder still is predicting the weather on Iski. From what Grognard is able to gather from the day in orbit and the last two on the surface, the planetary storms are continuously active and shift over the entire surface of the planet. With a few more days there might be better sense of the weather patterns, but Grognard at least can tell the group is likely to contend with a few hours of storms each day.

General schedule, for the purpose of random storms, starting at 7 AM, travel for 2 hours, rest for 1 hour, repeating until 6 PM when you set up camp for the night. I'll let you know if storms interfere with your journey.

You are able to get through this day avoiding storms during your travels. Once you rest you can tend to Donkey's wounds at your leisure. Once more though, in a similar situation to the previous evening, a fire storm erupts outside your tents cutting into the dark of night. This one thankfully only lasts an hour before moving on.

Fortitude Tent: 1d20 + 1 ⇒ (9) + 1 = 10
Fortitude Tent: 1d20 + 1 ⇒ (6) + 1 = 7
Fortitude Tent: 1d20 + 1 ⇒ (18) + 1 = 19
Fortitude Tent: 1d20 + 1 ⇒ (16) + 1 = 17

Two of the tents are once again broken following the storm. That requires a bit of Grognard's attention to fix the fire damage before moving on the next day.

GM Screen:
Weather: 1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (55) + (8) + (3) + (4) + (1) = 71

The new day is no more comfortable on this planet. The rashes that have appear over the party haven't spread further, but they haven't abated either.

Shortly after setting out on the river, the morning sky darkens as the storm begins to pass overhead, announcing itself with the flash of lightning and a boom of thunder.

The party can choose what to do here. Your vision is hampered significantly during the storm. Your armor will be capable of protecting each of you from the worst effects of the storm, but those will spend some of the charges on your armor (slide 13 on maps and handouts). Donkey doesn't have any armor though and would need to make Fortitude saves to negate the damage from the storm.

Donkey, or anyone else without environmental protections, can attempt a Survival check to endure the storm, granting a bonus on the saving throw. This will reduce the speed of anyone doing this, but this matters less given you are moving by boat right now.

So your main options are, although you attempt other actions:
* Continue traveling through the storm, using environmental protections or making fortitude saves.
or
* Stop traveling for the duration of the storm. Look for cover, use the tents, hunker down, or use any other form of protection you can. You will not be traveling for the time and any time it takes to pick up/repair camp.

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

When they notice signs of an oncoming storm, Ikmanji suggests they stop and take shelter.

Their preference would be to set up the tents if there is time to do so. They would also recommend taking the time to repair any broken tents before resuming travel so that the tents are are always available.

They only have two dozen hours of environmental protecting in their suit. Since the group may be stranded here for multiple weeks, they think it unlikely that the environmental protections would last the whole time if they were used for every storm.

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

"Yes, let's set up for the storm."


Prank War Map

The party quickly pulls upon the short as the air becomes charged. Arcs of electricity shoot out between leaves of the plant-life, but the party quickly sets up tents and secures themselves away.

The party doesn't need to wait long as thankfully the electrical storm is short and over within the hour.

Tent Fortitude: 1d20 + 1 ⇒ (12) + 1 = 13
Tent Fortitude: 1d20 + 1 ⇒ (14) + 1 = 15
Tent Fortitude: 1d20 + 1 ⇒ (14) + 1 = 15
Tent Fortitude: 1d20 + 1 ⇒ (9) + 1 = 10

One of the tents shows damage from the storm and requires another use of mending magic. You are able to press forward across the river for the rest of the day and avoid other storms. Along the way you see a large creature with matted fur and sharp claws fighting one of the Iski eels. In a quick and vicious battle the mammalian creature is victorious. As it pulls the eel into the jungle though, a lithe quadruped leaps from hiding in the wounds and snatches away the eel, stealing away the other creature's meal.

The lithe thief retreats into the trees with prize in tow and the other creature is in chase giving bellowing roars that are audible for several minutes before becoming inaudible over the sounds of the jungle.

Due to the delays from repairs and taking shelter, you are still a few miles away from the optimal point to start traveling by land, but at this point finishing the river route is likely only to gain you half an hour of time at best.

In any case, as you set up camp, accounting must be taken for how the party will travel by land. Grognard would be setting the pace for the party if he were not mounted for the journey. Your experts estimate that you might be able to get to the probe in three days, four if there is any delay from camping or setting a slower pace.

GM Screen:
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (17) + (6) + (6) + (3) + (1) = 33
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (82) + (10) + (3) + (1) + (2) = 98
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (22) + (9) + (1) + (3) + (2) = 37
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (72) + (1) + (1) + (4) + (2) = 80

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 we haul the rafts with us overland or find someplace to stow them? If we try to stow them, there is a chance an animal would find them and damage them. Probably could minimize the risk by digging a shallow hole to store them in.

If we think we will be traveling more via a different river, then we probably should take them with us.

Each raft being 3 bulk means that is the main item that might encumber us.

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

"Ach, lay it on. Donkey'll slow down an conserve 'er energy. Nae a point in gettin far ahead anyhow... and if we're gonna be travelin by river it aint gonna be back up the one we came. Nae an easy task tae row upstream."

He collapses the rafts and hangs them off of Donkey's saddlebags. That should put Grognard fairly close to max bulk, leaving Donkey encumbered, but since that drops us to 40 ft speed that should be fine.

Can Grognard attempt to ID any of those creatures? Life science is at +4 and theme knowledge reduces the DC by 5 for animals and vermin.

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

Sounds like taking the rafts with us will not be a problem. In that case, we should take 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.

"we'll have less time to forage traveling over land if we start eating our rations it would save time and reduce how much we have to carry. We'll have to be on guard walking looks like the things in the jungle are more dangerous than the ones in the water, did anyone else get a good look at them? What do you think a good marching order would be? If I'm in the middle then I can easily heal the whole group at one time if needed."

After setting up camp while eating dinner. "Anyone know any good scary stories, back in boot camp our Vesk drill Sargent liked to tell scary stories before a march, he said it helped keep people on guard. Some of his stories were so gory that it kept you from wanting to eat as well."


Prank War Map

Grognard Life Science: 1d20 + 4 ⇒ (9) + 4 = 13

Grognard studies the creatures and none match any species that from other planets. He is able to tell that each of the creatures have been exceptionally aggressive and well suited for survival on this harsh climate. Watching and monitoring this encounter and others, Grognard isn't able to determine if there is an apex predator among the creatures he has seen, if there is even one.

Perception:

Djakar: 1d20 + 7 ⇒ (18) + 7 = 25
Triage: 1d20 + 11 ⇒ (3) + 11 = 14
Grognard: 1d20 + 8 ⇒ (3) + 8 = 11
Donkey: 1d20 + 8 ⇒ (16) + 8 = 24
Ikmanji: 1d20 + 1 ⇒ (17) + 1 = 18
Jek: 1d20 + 8 ⇒ (20) + 8 = 28

Packing the rafts and heading deeper in land leads your team through more trackless, untamed jungle. Biting insects have found you following your extraction from the river and are making the journey unpleasant as they sting and strike for several hours of travel.

As the group heads into a relatively clear crossroads, despite the biting insects, most of the party catches sight of a large creature within the trees. It appears to be part of the foliage, but upon a more focused examination it is a single long wrapped plant-flesh that has the approximate shape of a lengthy snake with a closed flytrap maw at the end. Picture on slide 14. It hangs it's length along the branches, only barely moving as it gives the slightest of twitches that didn't match the flowing wind.

DC 14 Life Science to Identify, Plant:
This is a strong serpent-like plant. Despite a clear amount of strength it has through the strands as it holds itself still in the tree, it a venomous stalker that would likely favor letting a slow acting toxin to weaken its prey. It doesn't have any visual organs and likely has some sort of blindsight to sense other creatures. It doesn't seem to have noticed you yet.

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 ⇒ (1) + 5 = 6

Are you sure that is a plant? Never saw jaws like those on a plant.

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 takes a move action to ID the creature. Life Science = 30.

"I believe we have just stumbled upon a scary story Jek. Ikmanji, You would be surprised how many plants prefer flesh over photosynthesis. We should all be wary and give the creature a wife berth." Triage calls his weapon to his hands just in case the creature tries to attack the party.

Triage will stay towards the back of the pack. We also have two Aeon stonea in the party that alleviate food and water needs, so only 3 (And Donkey) need to use rations/forage.

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.

"perhaps if we get downwind far enough away from it we can get around it safely. It's bad enough we found a scary story, best we don't become the gross part."

Communalism for checking to find a safe distance/ direction around it.
Survival: 1d20 + 8 ⇒ (20) + 8 = 28
Survival: 1d20 + 8 ⇒ (19) + 8 = 27

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 their tentacle away from the pistol they were about to draw.


Prank War Map

Wary of the natural flora, the team backs up a bit and doubles back through the trees until finding another path through the dense jungle.

You all move cautiously as the sounds of wildlife fighting each other echoes through the jungle. Thankfully none of the vicious fauna lunges at the party.

At the end of the first full day of travel across the ground, the party is just able to start putting up camp when another brief firestorm fills the skies.

Tent Fortitudes: 4d20 ⇒ (12, 19, 18, 2) = 51

One more tent has seared burns at the end of the storm. Even after various mendings the weathering each of the tents have taken over just the days on Iski is obvious. The magic is keeping them functional though.

The next day passing through the jungle is unusually calm as the group makes it through both the day and the night without a storm.

The day after makes for a more difficult day of travel though as the jungle flora has taken this brief period and is now flourishing. Although it is clear that even the plants are contending with one another as the roots reach across the jungle floor below other trees and plants.

Your sixth day on planet follows a similar pattern some of you have grown to expect. A few hours after you set off in the morning you are beset by another fire storm. Some of the party suffers from minor burns as you set up your tents again.

Tent Fortitudes: 4d20 ⇒ (10, 10, 6, 6) = 32

The party is delayed another pair of hours and then some as the group holds for Grognard to mend the tents before pushing forward.

As he does so, there is sound of a injured creature a short distance from your impromptu camp. It comes from a tiny creature, no more than a foot long that seems to have suffered worse from the recent storm. It has short, white and brown mottled fur with short ears and large eyes. It slowly nudges away from you as it takes notice of your presence.

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 |

Life Science to ID the creature = 30

"Be wary. This animal may be attempting to deceive us. Perhaps it is best if we simply move along..."

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