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

Game Master Zynete


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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 scans the jungle for signs of more of the furry c.eatures and readies a sticky bomb grenade. "Hopefully this is an adult, if not it's likely got larger very protective parents out there. I'd like to help it if we can but need to make sure it's safe to do so first."

Perception: 1d20 + 8 ⇒ (17) + 8 = 25

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 ⇒ (8, 1, 10) = 19

Grognard, being overwhelmed by the compulsion to help cute injured animals, dismounts and kneels to take a closer look. "Oi little'un. You okay? You need help?"

Survival Paradox (Handle Animal): 10 + 8 = 18 Should work on CR 5 or lower
New Paradox: 1d20 ⇒ 3


Prank War Map

The nature of the creature is much more evident as Grognard approaches. Claws erupted from the creature's four paws and sides and the jaws opens up to reveal a myriad of teeth.

Showing no sign of the injury it was feigning, the claws take a swipe at Grognard, glancing off his armor. The creature's eyes dart across the party, appraising its combat position before seemingly deciding the numbers are not in its favor. It bounds into one of the branches and soon vanishes into the plant-life.

From what Triage could gather, it was a fully grown member of its species and likely developed ambush tendencies to prey upon some of the aggressive predators.

As you move through the forest the team's experts are becoming better able to differentiate the individual creatures of the jungle, if not able to precisely identify them all just yet.

You are able to rest and are have your sleep once more interrupted by an errant lightning storm breaking through the dead of night.

Tent Fortitude: 4d20 ⇒ (18, 5, 11, 18) = 52

The tents continue through couple hours of constantly arcs of electricity through the air, flashes of light and thunder. All the tents show black scars and melted material, but one of the tents has a large scar through a side requiring repair.

With your seventh day of travel, as the sun as reached the apex of its journey, you arrive at the probe landing area.

You find the probe at the center of the jungle-filled area, slowly running automated tasks as it waters near a standing ring structure. Nearby you seek a grotto that flickers with faint wisps of random blue light.

At a glance the probe has weathered the time here as can be expected. The systems are hardened and were able to survive the weather without any damage. A few commands are all that is necessary to confirm that the interplanetary comm system on the probe is fully functional. It can be set up to act as a distress beacon or send periodic messages into space.

The large ring structure is standing one end and seems to be composed of a golden metal alloy. It is clearly forged and mounted upon a wedge shaped stone foundation. There are unknown markings across the ring, but it is likely some sort of hybrid magic/technology relic.

DC 15 Mysticism or detect magic to study the magical elements of the ring:
You are able to detect lingering traces of a once-strong magical aura. As of now though there is virtually no magical power left in the device.
Another DC 15 Mysticism to open the next spoiler and learn more.
Spoiler:
You are able to identify that the elements of trace magic as conjuration magic, likely related to teleportation.

DC 15 Engineering to study the mechanisms you can see:
There a are number of technological systems fitting work with magical spells for control and power. Most of it seems to have faded away. The magical counterparts to the technology have failed though and the device will no longer function. There is a small portion of power that remains, less than a battery worth. Given some times and some skill, you might be able to drain the remaining power into your equipment.

DC 15 Physical Sciences or metallurgy skills:
You are able to identify the gold metal as an alloy of inubrix, also known as "ghost iron." Inubrix is largely useful for its phasing properties, and the use on this equipment likely means that the machine is literally folded in on itself. With the inubrix there is likely more hardware compressed into this limited physical space.

DC 20 Culture or comprehend languages to decipher the markings:
The markings on the device give instructions on how to activate the system by pressing a time-worn metal toggle near the bottom of the ring. Near it are a series of dials that mark interstellar coordinates.

The grotto is just to the south. You see steps leading down a short way below.

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 ⇒ (17, 19, 4) = 40

"Well... I dinnae expect tae find something like this in th' middle of such a wilderness..."

Mysticism: 1d20 + 8 ⇒ (8) + 8 = 16

"Hrmm... definitely some of the auld ways..."

Mysticism: 1d20 + 8 ⇒ (13) + 8 = 21

"Was this for... teleportation? Some auld conjuration magicks hae left their mark on this."

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 comments “Seems it was faking the injury.” as the creature bounds away. “Seems this planet has an abundance of aggressive creatures. Seems likely someone could do well offering safari trips here.

—-

At the probe site, they comment “We should try to figure out what happened to our ship before sending a distress signal. Would want to warn them so our rescue ship doesn’t suffer the same fate.

Probably should mention the weird weather too.

They then go to examine the ring structure.

Physical Science: 1d20 + 5 ⇒ (16) + 5 = 21

Running a tentacle along the golden metal, they say “Inbrix alloy. This structure is much more than it appears. Some of it is likely phased into a different plane or back into itself.

Not sure if that explains the teleportation magic you mentioned or not, Grognard.

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 fascinated with cultures tries to read the unknown markings.
"These markings don't look random or just to be decorations, I'll see if I can figure them out."

uses Communalism to try to read the markings.
Culture: 1d20 + 5 ⇒ (9) + 5 = 14
Culture: 1d20 + 5 ⇒ (7) + 5 = 12

Jerks antenna twitch at a high frequency a sign of frustration or option overload for shirren as Jek paces back and forth contemplating the markings out loud.
"I'm almost certain the markings are not lyrics to a Bugspace song. They look closer to a Strawberry Machine Cake song, but not word for word. On the other hand the markings kind of looks like how you would label a circuit breaker box or a list of ingredients on a food wrapper. I thought they might be directional markings but we can rule out unless this planet has 5 sides. Could be a welcome message like we found on Khyyros or a distress call like we originally thought the message from Khyyros was, but it looks like a lot of work for a distress call unless you are trying to get off the planet. Think I'm out of options for what they could mean."

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 |

Engineering: 1d20 + 9 ⇒ (14) + 9 = 23

"There's a little bit of power left here, but not much. Maybe just enough for a single battery. Anyone else have better luck? It does not look like this thing is still functional."

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

I haven’t used much power. Might check the data pad and probe, see how they are doing for power.

Should we check out the grotto after that?


Prank War Map

Reviewing the probe shows that it still is well set for power. The battery stores on the device are set to operate for more than a month with the level of low activity and research it has been performing. A partial battery wouldn't change the systems much at all. Having the interplanetary comms constantly active would put a drain the power over the next few days, but a simple distress or a periodic message would mean it could operate for the next couple months on the power it has now.

The datapad is meant to last for a week without recharging. The status of the datapad at the moment is dependent on how much use it has gotten during the trip so far. If the datapad has been only used for basic orienteering with the probe, it has only used a small portion of the power. Some of your weapons likely have depleted more power than the datapad.

Leaving that alone for the moment, the grotto is immediately near. There are a few signs that this is used be a building here and the grotto was the basement, but only the barest traces haven't been wiped away by time and the constant barrage of storms.

Weather worn steps lead down to a small alcove that is partially underwater now, maybe a foot or so of water that is illuminated by the flickering blue light of a couple stone obelisks in the room.

Studying the area for a bit confirms that this is consistent. Motes of blue light appear about the obelisks and vanish just as quickly. Triage is immediately able to identify them as computers, although a kind that is very strange and an entirely alien interface.

If you wish to activate the computers, you can attempt to make a Computers, Engineering, or Mysticism check.

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 will try to assist with a Mysticism check
"I don't know much about computers but this looks like it might have a magical element to it maybe my mysticism skills can help assist."

Mysticism: 1d20 + 8 ⇒ (13) + 8 = 21

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 |

"What a strange culture... They managed to create something similar to a computer system using magic. This is fascinating!"

Computers: 1d20 + 10 ⇒ (20) + 10 = 30


Prank War Map

With a bit of effort Jek and Triage identify the activation methods for these unusually shaped terminals.

The grow becomes filled with multiple holograms of plants and animal. Each one is rather small, only a foot across, and they all depict different species. There is some holographic glyphs under each of the images each of the holograms, but the text isn't like any other language any of you are familiar.

Some of the creatures look vaguely familiar to species you have seen on your journey here. None precisely match the exact creatures have encountered. Different body builds, proportions, claw length and so on.

As you all watch some of the glyphs below the creatures change while the holograms slowly alter. Their builds slowly changing.

In addition to other actions you might take, you can attempt a Life Science check to learn more about the changes you are seeing.

DC 15 Life Science:
This appears to be showing evolution for each of these species. Based on the specific adaptations each species is making, they are likely reacting to outside stimulus like the shifting storms that are now common on the planet as well as other factors.

Each of the forms they take during the evolutionary process leans toward the species becoming more aggressive and predatory. As you look at the species you can see this having an impact on the entire ecosystem. When one species becomes more aggressive, others are reacting by becoming more aggressive themselves to survive. That leads the cycle to repeat on itself. As you watch the holograms you see this pattern repeating many, many times.

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's antenna vibrates in deep thought then all of a sudden stops when Jek reaches a conclusion.
Life Science: 1d20 + 7 ⇒ (11) + 7 = 18
"what we have here looks like an evolutionary feedback loop gone wild on a planetary scale. My guess is there's nothing friendly left on the planet after years of adapting to these storms."

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

Definitely a Vesk Safari world…


Prank War Map

After several minutes the holographic images of the creatures take on the forms you are familiar with, like the Iski crabs, eels and venomous stalker, and remain that way. However the symbols that are representing time continue to proceed at the same pace for many, many generations. How many is unknown without understanding of the language.

From Jek's knowledge, it looks as though the planet has entered an evolutionary equilibrium where species have stabilized within this ecosystem ending the constant cycle of counter-evolution.

The time indicators slow down and one of the holograms of creatures shifts. Specifically the crab-like creature you first encountered on the planet. A second version of the crab appears along the first with slightly varying designations. The holograms show the new crab using claws to tear at something you all recognize as your ruined starship.

The creature successfully rips a piece off the damage hull and places it across its body. Layering it one after another and the flesh of the crab goes and accepts the metal plating as a part of their body.

This process is depicted as happening over and over in rapid succession. It speeds up as to the point it is impossible to keep count. Information appears around the two variations as notes seems to compare size and composition.

After another moment the version of the Iski crab you saw is removed and is entirely replaced by the alloy-augmented variation.

The lights on the holograms stuggle and flicker for a moment before all shutting down and going completely dark. Their power completely spent.

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

Watching the crabs tear apart the hull, Ikmanji says “That isn’t good. Those crabs were tough enough without adding starmetal to their carapaces.

Looking to Triage, they ask “How can they adapt and evolve so quickly?

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

"Erm... Is thar a remote self-destruct on our ship? I dinnae ken what havoc this will wreak on th' equillibrium here, but I also dinnae wanna find oot."

He pets donkey and grimaces. "Ah ken we best clean up our mess before we bail."

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

That works if this was a projection. If it is a record of what has already happened, we may not be able to fix it.

I’m surprised that their claws were able to adapt to the point of being able to cut starmetal.

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 |

"By the Fire Scale..." Triage stands, stunned by the revelation. "Can you imagine the benefit of being able to watch evolution happen before our very eyes? This could advance medicine by centuries! We need to get back and tell the society about this discovery as soon as possible!" He seems almost ecstatic, despite the intense danger and quickly begins recording notes on a small datapad.


Prank War Map

Starfinder ships are not typically armed with self-destruct systems much less remote self-destruct systems. Your ship was not an exception and it would be impossible to realistically prompt to an explosion with the ship systems.

Based on the size of the computers and the minimal power they had, Triage can guess that these computers were giving recordings rather than projections. Even in the most theoretical technology would require far more power, time, and space to project the evolution of a species.

Triage's understanding of the creature's biology can provide some analysis into how this occurred so quickly. Technically this would be defined at more an adaptation rather than an evolution on the part of the Iski crabs. The crab that Triage inspected was capable of absorbing materials to form a hardened shell, like bone or other minerals. It was unexpected that they would be able to do this on the metals within your starship and doubly so that it would be so effective in pushing this adaptation across so many of the members of the species.

If the depiction within the logs is accurate, your team doesn't have the resources or experience to be able to halt this change and the effects it will have throughout the ecosystem.

With that information, what do you wish to do now or in the following days? With the probe you will be able to signal and communicate with any rescue ships. Unless you intend to abandon this area, you can attempt downtime actions. Gathering supplies and building shelter are among them as well as others.

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 hearing Triage’s analysis, Ikmanji says “Seems we have four objectives for the near future. Build better shelters against the storm, figure out what caused our ship to crash so we can include that in the distress message, build some defenses, and forage for supplies.

Looking around, they ask “Can anyone think of a task I’ve missed?

Ikmanji believes they would be best at working on the shelter or foraging.

Downtime activities that I think correspond to the above:
Build Shelter
Research or maybe Practice Profession
Secure Area or Maintain Readiness
Gather Supplies

Looks like Explore Futures is something that might be useful as well.

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.

"I think starting with building a shelter is a good place to start considering how dangerous the storms here are. A good water supply should be on top of the list too. I was hoping this monument would provide some shelter, but if not it might help as a wind break for the shelter we do build, if we can figure out the predominant wind direction. The grotto area we found might be a good spot. Assuming we are close to a supply of fresh water."

how long of downtime are we taking? Thinking to spend most of the day looking for the best location and the rest of the time building it. would that be one or 2 skill checks? Rule question if working on downtime with someone would Jek be able to use Communalism?


Prank War Map

Downtime activities performed in increments of full days. The downtime will continue until the situation changes. Either the rescue team arrives or you want to move to another location. The rescue team could arrive any day, based on the team's knowledge of Drift travel times, but is more likely to arrive in about two weeks. Discounting cases where a rescue ship isn't already on its way to you, the worst case is possible that a rescue team could still be twenty-nine days out.

The current location you are at is is likely the optimal location to wait for rescue. The site is large enough for a ship to make a landing and the local wildlife would continue to be a higher danger moving though the untamed wilds.

There are water supplies nearby, but they are not entirely fresh as the grotto water is stagnant. You have equipment though for cleaning water in addition to gathering supplies to get fresh water from the area or setting up equipment to do the same.

Jek, you asked how many skill checks. Each day of downtime will generally require one skill check. Survival for building shelter or gathering supplies.

Jek, you can use Communalism if you are working on a task with someone aiding you, or you aiding them.

On any downtime task, up to one person can make a skill check to aid instead of them performing their own downtime task.

6d6

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 will Maintain Readiness. He will be keeping a close watch on the probe, the sky, and the surrounding area.

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 spends the day trying to create a better shelter. They are not satisfied with their results.
Survival: 1d20 + 8 ⇒ (2) + 8 = 10

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 seeing Ikmanji struggling to make a shelter helps out with the shelter
"Ikmanji looks like you got a good start if we can just reinforce that back corner and add another layer to protect what you have made so far from the storms. Maybe even build a separate windbreak nearby to help protect the main shelter."

Communalism, for working to help Ikmanji build the shelter.
Survival: 1d20 + 8 ⇒ (9) + 8 = 17
Survival: 1d20 + 8 ⇒ (15) + 8 = 23

At first, even with Jeks help, the shelter doesn't look quite right, but by the end of the day working together, things start to improve.
"Ikmanji I think we did it, just needed some teamwork and more branches than I have ever seen a shelter need, but with these storms best to overbuild it."

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

Innoculate against the airborne toxins would probably be useful. Hasn't been an issue but very well could be after a week and change.

"Make sure we dinnae succumb tae the muck in the air... these seals will only last sae long... I'll get fresh water."

Survival Paradox: 8 + 8 = 16
Donkey Survival (Live off of the land): 1d20 + 7 ⇒ (19) + 7 = 26


Prank War Map

Jek, the Communalism only would work in this case if Ikmanji is aiding you or you are aiding someone else. Not if you are are building your own shelters or making your own checks. It looks as though Ikmanji was building one shelter separately because you will need about four total to cover the entire party without tents. For this case I'll bot Djakar's aid for your check for communalism.

Djakar Survival to Aid: 1d20 - 1 ⇒ (1) - 1 = 0
Djakar's aid is not particular helpful, but her presence helps Jek's construction even still.

Triage scouts the area and keeps wary of wildlife that might push forward. He takes note a flock of birds with serrated beaks flying overhead. Thankfully they took notice of some other prey and dove into the nearby jungle to take it down.

Grognard and Donkey go out and are able to forage for supplies. You have ample water for the moment, but your food reserves only have about five days left barring more aggressive rationing. The food the pair gather is tough and little is exceptionally palatable, but it is able to sustain the party even amidst the constant exposure to the world's toxins.

The others work on setting up shelters while other rely on some of the remaining tents. Ikmanji's structure is able to hold up through the night, but it is clear it needs more work if it is to provide more than a day of protection.

Jek and Djakar are able to set up a shelter that looks like it will last a few days.

Weather Rolls:

1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (88) + (5) + (4) + (1) + (3) = 101
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (57) + (2) + (6) + (2) + (2) = 69
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (32) + (9) + (4) + (4) + (1) = 50
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (81) + (3) + (2) + (2) + (3) = 91
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (69) + (10) + (4) + (1) + (1) = 85
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (30) + (1) + (2) + (1) + (1) = 35
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (98) + (5) + (3) + (4) + (3) = 113

There might be some relief though as the night passes without one of the world's characteristic storms. That can't be said as much for the rest of the week as you are subjected to energies from the passing weather. This time the area is hit by a blizzard and near the end of the week you need to take cover from acid rain.

Holding position near the structure gives you clear sight lines. There are a couple times during the week were creatures slink near and it is necessary for you to drive them back. Nothing though out of character of your current experiences on Iski though.

For this week, what are each of you doing? Are you performing the same tasks, a different task, or something more variable?

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 continues to work in order to create a better shelter.
Survival: 1d20 + 8 ⇒ (4) + 8 = 12

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 would like to attempt an Innoculate against the party if I can?

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.

Having completed one shelter with mostly branches and leaves Jek starts to reinforce it with stone and mud trying o make it more resistant to the storms.

Survival: 1d20 + 8 ⇒ (2) + 8 = 10


Prank War Map
Triage-347 wrote:
I would like to attempt an Innoculate against the party if I can?

Yes, given the limited scale of the toxins, your kit would be enough to do attempt that in this case. You can make Medicine checks during your downtime to help develop a short-term treatment with your microlab.

Also this will be for the next week of rolls given the longer period you are forced to fend for yourselves on this hostile planet.

Right now I know Ikmanji and Jek are building shelters independently. Triage appears to be working o an inoculation and doing something after that is successful? I understand if Grognard's action might depend on paradox rolls.

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
GM Blazej wrote:
Also this will be for the next week of rolls given the longer period you are forced to fend for yourselves on this hostile planet.

So are we supposed to do more than one roll?

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.

"Ikmanji perhaps we should work together on building shelters seems I could use some aid, these native materials here are more difficult to work with than I thought they would be, I'm also more used to surviving in a desert."

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

I thought it worked pretty well when you and Djakar worked together. This is something I should be able to do.

We want multiple successes and my skill is high enough that I should be able to succeed. It requires I roll something higher than I have been.

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.

good point, so think I need to wait for her to assist first then do my roll

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 attempts to ward the party against the rash and any infection resulting from it.

Medicine: 1d20 + 10 ⇒ (4) + 10 = 14

He will continue to try each day.


Prank War Map
Ikmanji wrote:
GM Blazej wrote:
Also this will be for the next week of rolls given the longer period you are forced to fend for yourselves on this hostile planet.
So are we supposed to do more than one roll?

Yes, that would be best. I would like to see people make checks for the week. So six more checks for Ikmanji. If you want feedback after some number of rolls just let me know.

Same for everyone, I would like to see checks and actions for the following week. Building shelters is among the most difficult tasks. Aiding building a shelter is a DC 10 Survival check to grant a +2 bonus.

Jek wrote:
good point, so think I need to wait for her to assist first then do my roll

If you are not certain about whether or not you are getting aid, you can put your dice rolls in a spoiler block. If someone is declaring they are aiding you, you wouldn't need it.


Prank War Map

Triage produces some topical treatment that will reduce the immediate effects of the toxic atmosphere. Over the next day the rashes begin to fade. Triage might need to provide more treatment later on, but for the rest of the week can shift their focus to other activities, potentially shelter construction.

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 continues to try different things in order to make an effective shelter.
Will switch to foraging (same skill) once there are enough shelters for everyone.
Will switch back to shelters when a shelter only has a day left on it.

2:
survival: 1d20 + 8 ⇒ (6) + 8 = 14

3:
survival: 1d20 + 8 ⇒ (11) + 8 = 19

4:
survival: 1d20 + 8 ⇒ (14) + 8 = 22

5:
survival: 1d20 + 8 ⇒ (11) + 8 = 19

6:
survival: 1d20 + 8 ⇒ (4) + 8 = 12

7:
survival: 1d20 + 8 ⇒ (20) + 8 = 28


Triage attends to the research probe to review the atmospheric data it has collected over the last week. Even before that Triage is aware of the general reasons for the starship crash. The ship was in low orbit scanning Iski when the storm's energies flared out from the planet out of the atmosphere. Natural atmospheric storms do not generally present those sort of dangers that far from a planet.

Computers: 1d20 + 10 ⇒ (16) + 10 = 26

After spending the day with the datapad, pouring through the logs the probe has generated with its advanced sensors, Triage has more information on the nature of the storms and why they have so much unexpected power.

As one of you noted during the crash, the storms are magical in nature. Triage is able to confirm that and finds that the storm was created as part of some powerful magical effect thousands of years ago. The power of the storm is a reflection of an overpowering amount of evocation magic driving the storm and feeding into itself. This is one of the oldest magical effects any member of the team has seen dating it well into the Gap.

Comparing the magical signatures within the storm to those within the ancient ring-shaped apparatus shows enough similarities that indicate the same civilization that created that artifact also was responsible for creating the storms that still rage across Iski.

Acquisitives

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"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 continues to attempt to aid Jek.

Survival: 1d20 - 1 ⇒ (17) - 1 = 16
Survival: 1d20 - 1 ⇒ (19) - 1 = 18
Survival: 1d20 - 1 ⇒ (12) - 1 = 11
Survival: 1d20 - 1 ⇒ (1) - 1 = 0
Survival: 1d20 - 1 ⇒ (20) - 1 = 19
Survival: 1d20 - 1 ⇒ (11) - 1 = 10
Survival: 1d20 - 1 ⇒ (16) - 1 = 15
Survival: 1d20 - 1 ⇒ (12) - 1 = 11

"Gentle Viewers, welcome to our sixth installment of surviving in a godsforsaken environment filled with deteriorating tents, mutating hostile crabs and magical storms that lash out with terrifying force. What makes survival possible in these conditions, you ask? NOT being a journalist, but having good friends with surprising competencies. So, Jek, tell me what I can do better to aid you!"

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 suggests that they summarize the data and include a warning in the distress signal about how far out from the planet’s surface the power of the storms can reach.

Don’t want the rescuers crashing as well!

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.

Spending the week working with Djakar building and repairing shelters

all with Communalism

day 1 Survival: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Survival: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21

day 2 Survival: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Survival: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28

day 3 Survival: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
Survival: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21

day 4 Survival: 1d20 + 8 ⇒ (19) + 8 = 27 no aid
Survival: 1d20 + 8 ⇒ (4) + 8 = 12

day 5 Survival: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
Survival: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18

day 6 Survival: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Survival: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30

day 7 Survival: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Survival: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24

day 8 Survival: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Survival: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17

"Good job Djakar, think we're getting the hang of this, couldn't have done it without your help."

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 will share the information with the party, and then condense it on an easily sent digital package. He will then try to set up an automatic trigger that will attempt to send the information to any incoming ship within range to hopefully prevent the same misfortune.

"This is beyond belief. What we have discovered here is... incredible. I can not wait to come back here with better equipment and study this further!" Despite everything that's happened, he remains in a good mood, excited about the possibilities this planet could bring.

Triage will switch back to Maintain Readiness, but this time focus on keeping a close eye on the crew for any sign of the rash returning, and any ship that may come within range of our scanners.

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

"Ah reit... let's make sure our bellies are full for th' week."

Day 1:
Paradox: 3d20 ⇒ (4, 10, 13) = 27
Donkey Survival (Forage Aid): 1d20 + 7 ⇒ (18) + 7 = 25
Forage w/ aid: 13 + 8 + 2 = 23

Day 2:
Paradox: 3d20 ⇒ (8, 11, 5) = 24
Donkey Survival (Forage Aid): 1d20 + 7 ⇒ (10) + 7 = 17
Forage w/ aid: 11 + 8 + 2 = 21

Day 3:
Paradox: 3d20 ⇒ (11, 20, 13) = 44
A brief insight into the future leads Grognard to believe he should work shelter for a day...
Survival (Build Shelter): 20 + 8 = 28

Day 4:
Paradox: 3d20 ⇒ (18, 4, 12) = 34
Donkey Survival (Forage Aid): 1d20 + 7 ⇒ (17) + 7 = 24
Forage w/ aid: 18 + 8 + 2 = 28

Feeling confident in the food haul, Grognard decides to spend some time reviewing the mystical anomalies in the area... particularly related to the ancient teleporter near the camp.
Day 5:
Mysticism: 1d20 + 8 ⇒ (13) + 8 = 21

Day 6:
Mysticism: 1d20 + 8 ⇒ (11) + 8 = 19

Day 7:
Mysticism: 1d20 + 8 ⇒ (11) + 8 = 19

Day 8:
Mysticism: 1d20 + 8 ⇒ (16) + 8 = 24


Prank War Map

Early in the week is hard going as your days are filled with efforts to put together workable structure. Ion tape proves especially useful in binding pieces of wood as hours ago by.

It takes several days to make a shelter that might hold the rest of the week. As the blizzard passes over the group is forced to take cover in the tents. Thankfully the cold weather is something the tents were designed for and come out of the storm showing only a little bit of weathering.

That isn't the case for the weather for the rest of the week however. Lightning storms continue to tear away at your tents. By the time acid rain begins raining on your encampment, you have a set of structures built and offering protection. A few days after that you have a full array of structures that will likely stand for a few days each.

What you have built provides a moderate level of protection against the persistent weather that rages across the world without relying exclusively on seeing of the mending magic continues to keep your tents in good shape.

In between foraging for food, Grognard turns some focus on the storms themselves. Adding to what Triage discovered, Grognard isn't able to find any immediately practical purpose to the storms, like power or protection. The spell that created the storms seems to have been set to create this hostile environment that pushes at the bounds of survivability. With the focus of the computers the team found within the grotto, they might have an idea of the purpose of the ancient civilization.

Triage runs constant patrols around the camp. The boundaries have been tested a few times during the days, but nothing has opted to attack as of yet.

The comm unit from the probe is quiet. Triage can set the distress message of the beacon to include warnings of the threat the storms could pose to the rescue team. Whenever they might arrive.


Prank War Map

More than two weeks have passed since your crash landing and there is no sign yet of your rescue. That isn't unexpected though as it is likely they may be another week or more before they come out of the Drift.

The team's encampment is entirely stable though. There are a number of structures amid the camp that can hold the entire group and more. Most will survive for the majority of the next week. Work will need to be done to ensure that the group isn't suddenly left without working shelters within the next five or so days, but one or two people working at shelters would be able to keep pace against the weather tearing down your work.

Foraging for food is proving far more successful. Although the world is hostile and does little to dissuade that opinion, one or two people can keep the party with enough food.

Without additional resources or magic, there is little left to be learned from the ancient structure and the nature of the storm. The world grants little leave for free time as the group is tasked with constant need to fight to survive. Even so how does the group spend the following days?

No rolls are necessary as your camp is stable enough to be able to maintain with some basic maintenance until something changes. What are you all doing, for both maintaining the camp and in your periods of rest?

Weather Rolls:

1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (10) + (3) + (2) + (3) + (3) = 21
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (58) + (3) + (1) + (1) + (3) = 66
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (28) + (9) + (1) + (1) + (2) = 41
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (27) + (2) + (1) + (3) + (2) = 35
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (83) + (12) + (4) + (2) + (3) = 104
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (17) + (10) + (6) + (2) + (3) = 38
1d100 + 1d12 + 1d6 + 1d4 + 1d3 ⇒ (79) + (6) + (6) + (2) + (2) = 95

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

Iklamnji spends their time removing any brush and keeping clear lines of sight from the shelter. If time permits, they build a small wooden fence on the perimeter to prevent creatures from charging the shelters.

When one of the shelters needs it, they repair it. When supplies get low, they replenish them.

Secure the perimeter.
Bot Survival +8 if a shelter needs to be rebuilt or we need to forage.
Can probably stick with this until the situation changes.

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 keeps focus on the monument, recording everything he can despite the lack of power. Placement, design, and writings or details. Nothing is too small to avoid his scrutiny.

In the evenings he'll spend time with the crew, and specifically check in with Jek.

"How are you feeling? This has been taxing beyond measure, but everyone still, somehow, seems to be in relative good spirits. Even Donkey has settled down!" He says with a soft smile that can be heard in his voice, even from under the mask.

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