Talgoth
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Talgoth is untrained in Athletics, so will attempt to aid someone who is.
Athletics to aid: 1d20 + 0 ⇒ (10) + 0 = 10
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Volitare Fugax
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Volitare snags the apples with their LFAN.
Volitare? Athletics? They're only a tiny Raxalite but she does try to help while not getting underfoot.
athletics: 1d20 - 2 ⇒ (14) - 2 = 12 ((Yes - STR is 6))
perception: 1d20 + 8 ⇒ (4) + 8 = 12
Phelps Amurun
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Phelps can try to assist on the Athletics.
Athletics check, untrained with Strength 8: 1d20 - 1 ⇒ (3) - 1 = 2
And might as well look around
Perception check: 1d20 + 1 ⇒ (5) + 1 = 6
definitely questioning his life choices at this point.
Lego and BUDI
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Lego is definitely very good at moving things. By asking BUDI to do it for them.
Athletics: 1d20 + 2 ⇒ (4) + 2 = 6
Unfortunately, this is not one of BUDI's strong suits.
Lego Perception: 1d20 + 4 ⇒ (9) + 4 = 13
BUDI Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Chance the Fortunaut
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Chance is happy to take the lead on Athletics. ”This reminds me of forestry work back home. There was a song that we sung about being lumberjacks.”
Athletics: 1d20 + 7 ⇒ (12) + 7 = 19
Jortek Omek
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"Let me help you take this thing out of the way." Jortek volunteers to help Chance to actually just show off he can lift the logs without a sweat.
Athletics to Aid: 1d20 + 7 ⇒ (8) + 7 = 15
| DM Kludde |
---
Among the more peculiar sights I saw that evening was a group of forest workers trying to clear logs. Though two of them seemed to doing all of the work, there was a tiny raxalite involved as well. The sight of a tiny plant trying to move a comparably huge log of wood is a sight I will forget easily
--- T.U. Matt, traveller
All the forest work makes it hard to detect anything else...
The sun soon sets, and the various areas of the camp are lit by spotlight. The poacher’s camp consists of nine trailers of various sizes with flat-topped roofs that rise 15 feet above the ground. There are some smaller structure in the middle, and there's thick cables on the ground.
More details as you get closer. I've put up a map - just choose the direction you want to approach from by putting your icon on the map
Talgoth
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Talgoth has his rifle out as the group approaches the camp, and moves quietly out of long habit as he looks around. He keeps to the shadows, where his darkvision lets him see just fine.
Stealth: 1d20 + 8 ⇒ (12) + 8 = 20
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Lego and BUDI
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Lego attempts to move closer in a vaguely stealthy manner, directing BUDI to do the same.
Stealth, Lego: 1d20 + 2 ⇒ (1) + 2 = 3
Perception, Lego: 1d20 + 4 ⇒ (5) + 4 = 9
Stealth, BUDI: 1d20 + 1 ⇒ (1) + 1 = 2
Perception, BUDI: 1d20 + 4 ⇒ (20) + 4 = 24
Chance the Fortunaut
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All figures are on the board right now.
Chance does not sneak in, but trusts to her luck that all will go well.
| DM Kludde |
As the group edges closer to the camp, BUDI notices something disturbing: there's a large perimeter of motion sensors set up around the camp, which definitely look to be connected to some form of alarm system.
Computers or Engineering to disable
Jortek Omek
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Jortek gets ahead of everyone, actually not being stealthy. It seems nobody is around anyway. "So, this is the place?" he asks the others to confirm the location.
Lego and BUDI
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Lego futzes with the electronics on the motion sensors for a moment.
Computers: 1d20 + 9 ⇒ (10) + 9 = 19
| DM Kludde |
Lego notices the sensors run on an old version of COSMIX. The backdoor vulnerability of that OS was being discussed for months, so if anyone hasn't patched it yet, it their fault. Lego types a simple code command and the perimeter trap powers down.
username); DROP * FROM SENSORS; RUN;
Coming closer to the camp, the lights in most trailers are off. The group is standing close to a big humming generator that seems to power the camp with thick power cables.
In the middle of camp, there seem to be a couple of smaller enclosures, and there's one trailer where the lights seem to be on.
From her vantage point Chance manages to have a peek into the nearby trailer, which seems to be empty.
You might want to move with stealth when passing the trailers - just a suggestion :-P
Talgoth
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Talgoth winces slightly at the robots and vesk's noisy progress. He lacks the power to make all of his companions more stealthy, but does cast a quick spell that makes his own skin and gear take on the mottled green hues of the surrounding forest, before moving forward to get a better look at the center of the compound.
Stealth: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18 (includes +2 for biome adaptation)
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Lego and BUDI
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If an SRO could look sheepish, Lego would. They definitely saw Talgoth wince as their treads ran through a pile of crackly sticks. They hang back and attempt to move a little quieter this time.
Stealth, Lego: 1d20 + 2 ⇒ (15) + 2 = 17
Perception, Lego: 1d20 + 4 ⇒ (13) + 4 = 17
Stealth, BUDI: 1d20 + 1 ⇒ (19) + 1 = 20
Perception, BUDI: 1d20 + 4 ⇒ (6) + 4 = 10
Talgoth
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Lego and BUDI win gold stars for most improved! :)
Chance the Fortunaut
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Chance's stealth is laughable, but she tries.
Stealth: 1d20 + 0 ⇒ (17) + 0 = 17
She is lucky enough to be somewhat quiet for once, probably because she is so small and light. She attempts to peek through another window.
Perception: 1d20 + 0 ⇒ (12) + 0 = 12
Perhaps we should move ourselves on the slideshow, so that our GM does not have to guess where we are.
Phelps Amurun
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Phelps definitely tries to stay back away from the trailers.
Untrained Stealth: 1d20 + 1 ⇒ (19) + 1 = 20
Jortek Omek
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Stealth: 1d20 + 0 ⇒ (8) + 0 = 8
Jortek rolls his eyes seeing the others trying to move stealthily but he follows them anyway. He still gets ahead of them towards the smaller enclosures at the center that the trailers surround.
| DM Kludde |
Though most of the party moves quite silently, Volitare rustles like a bush... Worse even, Jortek just seems to clank along, as if 'moving stealthily' is equivalent to 'goose stepping'.
It is not long before the closest trailer shows some activity, and a groggy-looking (but armed!) human opens up, and rightfully asks What are you doing here? You're not supposed to be here. He is definitely pointing the business end of his laser pistol at Jortek.
Chance the Fortunaut
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Chance walks up next to her friend. "Hello. We're doing a safety inspection, and this campsite is most definitely unsafe!" This is not even a lie. It's not safe for the poached animals, and it is certainly not safe for this security guard. "Can you show us to the caged animals please? We need to make certain they've been secured."
Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17
| DM Kludde |
The human makes the gurgling sound that simultaneously signifies annoyance and drowsiness, then points to another trailer (The one marked in yellow) and grunts Brhmbrbl Boss
He then goes back inside muttering hmhmmrhm poached mmrbl inspection pftkkhh
| DM Kludde |
That takes you past the first trailer. At the center of the camp are a number of cages, and the silhouettes of two larger animals can be spotted inside.
Chance the Fortunaut
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"Ah thank you! And a 'Brhmbrbl Boss' to you, too!" Chance says, because her family taught her it was important to always be polite.
Chance the Fortunaut
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That takes you past the first trailer. At the center of the camp are a number of cages, and the silhouettes of two larger animals can be spotted inside.
We cross-posted!
Chance notices the animals, and a thought occurs to her. She sends a comm notice to her fellow Starfinders.
We just found the animals, and had a nice conversation with the human in the neighboring trailer. Would it be possible to lock him in, just so that he stays safe in the ensuing fight? In fact, can we lock them all in their trailers? I think that yellow trailer belongs to the boss.
Lego and BUDI
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"As long as the person who tries to lock them in is quieter than we are that would probably work." Lego is happy to let someone else do that job, since they demonstrated their stealth earlier today.
Jortek Omek
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Jortek rolls his eyes seeing them pretending to be what, inspectors?! Crazy, he thinks. But he plays along anyway. "Are these the ones that needs checking?" he asks Chance, pretending a safety inspector as well.
Bluff to pretend to be with Chance as safety inspector even though he is not: 1d20 + 0 ⇒ (3) + 0 = 3
He approaches one of the cages at the center while he draws his tactical doshko to use it to poke the cage as if inspecting them. "Looks good to me."
Talgoth
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"You're the one here with the mechanical skills, not me. I'll cover you," Talgoth whispers to Lego before he quietly moves up behind Chance and Jortek.
Chance the Fortunaut
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Let's try it, Lego. If it works, great. If it doesn't work, we'll be fighting them all when we free the beasts anyway.
Chance gives up typing on the comm unit, and opens up a telepathic channel.
It's a gamble, but maybe we'll get lucky?
Lego and BUDI
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Lego blinks slowly, thinking about the consequences, before rolling up to the first trailer. "If you're sure about this...."
Engineering to break the lock: 1d20 + 8 ⇒ (15) + 8 = 23
Assuming it's A1
They continue to the next one, as quietly as they can.
Stealth: 1d20 + 2 ⇒ (8) + 2 = 10
Which is sorta quiet.
Chance the Fortunaut
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Lego, can you mark with a red X on the map the locks you break to lock them inside? That way the GM can know which you've locked. Chance will tell you not to bother with A1, as it appears to be empty. The one with the teal smiley face (that I just added to the map to help us track) had a sleepy guard in it. The Yellow one is the one with a Brhmbrbl Boss in it, and that is the one that Chance most wants locked.
Also, if Lego fails one of their skill checks, Chance can use her Worlanisi Gamble ability to give you a reroll.
Lego and BUDI
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Redirecting to lock the smiley door, then the boss door. Blue lines are the approximate path.
Chance the Fortunaut
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Chance follows!
Talgoth
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Talgoth moves out further to get a better view of the compound. He crouches behind a crate to keep watch, rifle at the ready, as Lego and Chance try to slow down the opposition a bit.
Stealth: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Chance the Fortunaut
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Right, stealth check... Where is my head?
Chance's Stealth: 1d20 + 0 ⇒ (20) + 0 = 20
Knowing nothing about Stealth at all, Chance continues to step in exactly the correct places.
Apparently dicebot is supporting my story that Chance is lucky? Maybe it's better that I don't question it...
Talgoth
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Yeah, don't jinx it your very first outing!
Phelps Amurun
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Phelps also moves up as quietly as he can.
Stealth untrained: 1d20 + 1 ⇒ (6) + 1 = 7
Not very quiet
Lego and BUDI
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This is definitely not the Stealth Party. Except Chance apparently.
| DM Kludde |
Apparently dicebot is supporting my story that Chance is lucky? Maybe it's better that I don't question it...
DICEBOT has to put up with a lot on this forum. I have been supporting DICEBOT since 2020, see my strapline.
I'm fine with locking the grumbling poacher in his trailer if you tell me how you want to do it. Trailer doors aren't exactly known for their sturdiness.
The party tries to silently move up to the animals, but it's the smallest among them are the loudest.
Two of the cages contain the missing Mistuors, which are wide awake and about to cause a massive ruckus...
A survival check would help prevent a disaster here
Talgoth
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Talgoth gestures at Jortek to leave the cages alone, and tries to keep the animals calm and quiet.
Survival: 1d20 + 7 ⇒ (15) + 7 = 22
The twitchy half-orc seems to be better with animals than people--but that may just be a side effect of being raised as cannon-fodder on a hellhole like Apostae.
Lego and BUDI
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Lego tries to jam the lock on the boss's trailer.
Engineering: 1d20 + 9 ⇒ (11) + 9 = 20
"I don't know how long that will hold, so keep sharp."
| DM Kludde |
Talgoth calms down the formerly extinct creatures, and stops them from causing a ruckus.
Volitare feeds an apple to an eager Mistuors and then tries to communicate... ...Ohm nom nom, apple. I like apple. This is a sweet juicy apple. I wish Sparkly was here to enjoy this apple. Nom nom. Nice apple. Thank you, Planty. Do you want a zap? The one with the small tusks is nice as well...
There's talking sound and the noise of someone pacing coming from inside the 'boss' trailer.
There's not really a lock on the trailer, so if you're looking to block the exit, I need another way
Suddenly, the talking and pacing stops...