GM Valen |
Once the party is ready, it is free to depart. Locating the entrance to the Cave of Saedmara near the tower of stones is not difficult. Sticking to its main tunnels, the party emerges near the edge of what the locals refer to as "The Field of Falling Stars". They find the terrain to be heavily cratered as pieces of the crumbling moon overhead, turned meteorites by the relentless pull of the planet's gravity and pulverized by the friction produced by the planet's thick atmosphere.
Visually, the effect is quite spectacular and the party is treated to light show above filled with moments of fiery beauty and awe. Yet, after an hour of crossing the Field, the size and rate of the falling meteors clearly intensifies. Large meteors explode and fragment overhead resulting in a shower of projectile like stone shards plummeting down upon the party at a high velocity.
All PCs must attempt a DC 10 Fortitude save.
Hesori Zou |
Fort: 1d20 ⇒ 12
Hesori shifts and rolls as well.as batting aside some of the rocks. She moves smoothly as if a warrior monk of old. At least to the teained eye.
Kalhoun, Tac Officer |
Fortitude Save: 1d20 + 3 ⇒ (4) + 3 = 7
Kalhoun trusts his armor to protect him from the stones. It turns out not to be the best decision.
GM Valen |
BOTTING Celebryn Edasseril - No post in 48+ hours
Celebryn Edasseril, Fort save: 1d20 ⇒ 2
The elf precog failed to foresee the falling star that got him.
The cascade of falling stars grows in intensity as the party continues on for another hour.
All PCs and unprotected drones must again attempt a DC 10 Fortitude save.
Nearing the coordinates of the "forbidden structure", the party arrives at the remains of a circular structure, with a partly broken stone bridge that crosses a deep gorge. Here, dilapidated circular buildings dot the surrounding landscape. The meteor storm rages all around, strong and fierce, without any sign of slowing down. The constant battering of the storm has devastated the buildings, reducing them to little more than ruins.
We are now going into rounds.
Hazard: The pelting by the meteor storm is at its strongest here, near the eye of the storm. Every round, creatures in the area must succeed at a DC 10 Fortitude save or take 1 point of piercing damage. Moving cautiously at half speed grants a +2 bonus to saves made to resist the storm. Creatures in the circular building areas receive a +5 bonus to the Fortitude save due to the shelter the blasted walls provide. The red-reef structures on the map are a form of native plant life and count as difficult terrain.
A crumbling stone bridge crosses a broad gorge, offering a pathway directly into the heart of the turmoil where the Desnan outpost almost certainly lies. The bridge is severely damaged and is in danger of collapsing.
To cross the bridge, PCs must succeed at a DC 10 Acrobatics check to maintain balance. Falling prone results in falling from the bridge into the chasm 20 feet below. The walls of the chasm are rough and pitted from the storm, making climbing out uncomplicated and requiring a PC to succeed at a DC 12 Athletics check. Industrious PCs with the appropriate equipment (such as cable lines or grapplers can attempt a DC 10 Engineering check to temporarily stabilize the bridge, granting a +2 bonus to checks made to cross it.
There is a –2 penalty to nonenergy ranged weapon attack rolls due to winds.
Additional Hazard: On this high-gravity world, characters are burdened by their increased weight, and their physical abilities are affected accordingly. On a high-gravity world, where the gravity is at least twice as strong as standard gravity, a character (and her gear) weighs twice as much as on a standard-gravity world, but she has the same amount of strength. Such characters move at half speed, can jump only half as high or as far, and can lift only half as much. Thrown weapons (though not those of natives) have their ranges cut in half as they fall to the ground more rapidly. Modifications to running, jumping, and lifting can be negated by certain magic or technology, but projectiles remain affected. Characters who remain in a high-gravity environment for long periods (more than a day) often become fatigued and remain so until they leave the planet or become accustomed to the gravity.
THE CROSSING - Round One!
PCs in bold may act
Celebryn Edasseril -4 SP
Gold-Flecked Black
Hesori Zou
Kalhoun, Tac Officer -4 SP
Rover Yi
Vega Capella
Please position your tokens on the Map to reflect any movement made
Vega Capella |
fort: 1d20 + 0 ⇒ (11) + 0 = 11
Vega manages to just barely dodge a rock.
On the bridge...
fort: 1d20 + 0 ⇒ (9) + 0 = 9 - That one stung.
acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13
As she moves, she lays out a line to help the others.
engineering: 1d20 + 8 ⇒ (11) + 8 = 19
Gold-Flecked Black |
Fort: 1d20 - 1 ⇒ (10) - 1 = 9.
Fort: 1d20 - 1 ⇒ (6) - 1 = 5.
Acrobatics: 1d20 + 9 ⇒ (7) + 9 = 16.
Despite being pummeled by shards of sharp material, Gold-Flecked Black slithers across the bridge.
Kalhoun, Tac Officer |
Fortitude Save: 1d20 + 3 ⇒ (16) + 3 = 19
Kalhoun charges across the bridge, heedless of any danger.
Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12
Fortitude Save: 1d20 + 3 ⇒ (10) + 3 = 13
Rover Yi |
fort: 1d20 + 4 ⇒ (10) + 4 = 14 edit coming, doublechecking my gear since we are at high gravity
He is carrying 6 Bulk and has a max capacity of 7. So he would have the encumbered condition because of high gravity. I have asked a DM about this at one time, he said there is no mechanic for I left that there. It is assumed all items left behind are recovered at the end of the adventure if they were not used. Most of the time, you are leaving behind an item if say you purchased a mount, but you crossed a river, or you purchased a boat and had to leave it on land. You are assumed to still get it back when adventure ends even if you drop it or leave it behind. That being said, I will drop my Reaction cannon which is 3 bulk and eliminates the encumbered condition, which makes it unusable for the rest of the adventure, but I get it back when the adventure ends.
Now for movement. Doublemove acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10
GM Valen |
That one stung.
As she moves, she lays out a line to help the others.
Vega secures the bridge, despite being pelted by a falling star.
Despite being pummeled by shards of sharp material, Gold-Flecked Black slithers across the bridge.
The stellifera slithers successfully.
Kalhoun charges across the bridge, heedless of any danger.
The vesk charges unscathed.
Rover Ti relunctantly removes his reaction cannon, before starting across the bridge.
I think your assumptions about being able to later recover your equipment are reasonable under the circumstances. I trust the weapon has been left in some of the ruins where it is less likely to be pummeled by meteors.
THE CROSSING - Round One Cont'd
PCs in bold may act
Celebryn Edasseril -4 SP
Gold-Flecked Black -3 SP
Hesori Zou
Kalhoun, Tac Officer -4 SP
Rover Yi
Vega Capella -1 SP
Hesori Zou |
Fortitude: 1d20 ⇒ 6
Fortitude: 1d20 ⇒ 8
Acrobatics: 1d20 ⇒ 9
Hesori cant focus as she moves taking various rocks to her body. As she does she reaches the bridge and is sent sprawling i to the gorge below.
Exhausted she looks up and sighs. She will have to climb out.
Athletics: 1d20 ⇒ 2
Kalhoun, Tac Officer |
Not a vesk. Tromlins are more like velociraptors to their Godzilla.
GM Valen |
Not a vesk. Tromlins are more like velociraptors to their Godzilla.
My apologies. Please forgive my core assumption.
Hesori cant focus as she moves taking various rocks to her body. As she does she reaches the bridge
and is sent sprawling i to the gorge below.
Exhausted she looks up and sighs. She will have to climb out.
The bridge proves treacherous, but the lashunta is able to navigate it thanks to the line previously laid out by Vega to help the others.
The line grants a +2 bonus to checks made to cross the bridge (which it does not appear Hesori factored in).Seems it was easier for Celebryn to falland crawl up the other side
Unfortunately, the line is insufficient to keep Celebryn from falling. The elf drops quickly and hard due to the planet's high gravity.
20 foot fall on high gravityNonlethal falling damage: 2d6 ⇒ (6, 2) = 8
Lethal falling damage: 2d6 ⇒ (1, 2) = 3
Good thing most of that was nonlethal!
I don't see Celebryn's SP/HP totals, but I suspect that damage, coupled with the prior from the falling stars, was sufficient to render Celebryn unconscious.
Location of PC tokens updated on map per above.
THE CROSSING - Round Two Begins!
PCs in bold may act
Celebryn Edasseril -17 SP/HP (prone, stable, unconscious?)
Gold-Flecked Black -3 SP
Hesori Zou -3 SP
Kalhoun, Tac Officer -4 SP
Rover Yi
Vega Capella -1 SP
Celebryn Edasseril |
Vega moves carefully across the bridge, still laying out the line.
Ah Celebryn. Celebryn? Are you okay down there?
Vega thinks she hears, from the future, "I am not sure, I think I might be dead."
Gold-Flecked Black |
Fort: 1d20 - 1 ⇒ (9) - 1 = 8.
Acrobatics: 1d20 + 9 ⇒ (3) + 9 = 12.
A bit worse for wear from the gravity and the 'falling stars', Gold-Flecked Black breathes a telepathic sigh of relief when he makes it to the (relative) safety of the ruins.
Hearing the commotion from behind him, he briefly blanches (literally going white, apart from his gold-flecks).
I'm sorry, but there isn't much I can do to help...
Kalhoun, Tac Officer |
Kalhoun continues across the bridge.
Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20
Fortitude Save: 1d20 + 3 ⇒ (6) + 3 = 9
More rocks strike him, but he gets inside the structure.
GM Valen |
doublemoves again
Rover Yi, Fort save v. falling stars: 1d20 + 0 ⇒ (10) + 0 = 10
Vega moves carefully across the bridge, still laying out the line.
Ah Celebryn. Celebryn? Are you okay down there?
acrobatics: 1d20 + 6 ⇒ (13) + 6 = 19
Vega, Fort save v. falling stars: 1d20 + 0 ⇒ (4) + 0 = 4
Vega takes a hit.
Vega thinks she hears, from the future, "I am not sure, I think I might be dead."
Celebryn is not dead, as most of the damage was nonlethal. However, he is still getting pelted by falling stars, taking 1 more point of regular damage if he does not come to. He has only taken a total of 7 lethal damage. He remains prone, unconscious, and stable.
A bit worse for wear from the gravity and the 'falling stars', Gold-Flecked Black breathes a telepathic sigh of relief when he makes it to the (relative) safety of the ruins.
Gold-Flecked Black is struck.
Location of PC tokens updated on map per above.
THE CROSSING - Round Two Cont'd!
PCs in bold may act
Celebryn Edasseril -5 SP| -9 HP [-7 lethal](prone, stable, unconscious?)
Gold-Flecked Black -4 SP
Hesori Zou -3 SP
Kalhoun, Tac Officer -5 SP
Rover Yi
Vega Capella -2 SP
GM Valen |
So Celebryn is unconcious? If so Hesori will try and climb down to save him.
Celebryn has been knocked unconscious from nonlethal damage.
Is there something he needs to do to wake up and say, "Help me"
Celebry can be aided by his allies. Alternatively, he could choose to spend 1 Resolve Point at the start of his turn to heal 1 Hit Point, immediately become conscious, and take his turn as normal.
Location of PC tokens updated on map per above.
THE CROSSING - Round Two Cont'd/Round Three Begins!
PCs in bold may act
Celebryn Edasseril -5 SP| -9 HP [-7 lethal](prone, stable, unconscious) (may take 2 rounds of actions)
Gold-Flecked Black -4 SP
Hesori Zou -4 SP
Kalhoun, Tac Officer -5 SP
Rover Yi
Vega Capella -2 SP
Vega Capella |
fort: 1d20 + 0 ⇒ (16) + 0 = 16
acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13
Vega drops the rest of the line down into the chasm and carefully slides down to find Celebryn. Darkvision should help.
Kalhoun, Tac Officer |
Kalhoun keeps an eye on Celebryn, ready to jump in to help but wary of getting in the way.
Delay until the current rescue attempt is resolved.
Celebryn Edasseril |
I feel like I should make a fort roll or something. Also: is there like a hero point or something Bryn could use to wake up and be okay?
RESOLVE - is there a thing that a Resolve point can be used for so that Celebryn can get up and climb at least? Maybe with help?
GM Valen |
Upon spending 1 Resolve, Celebryn gains 1 HP and is conscious, but still prone. He can spend an action to stand and an action to start climbing up the wall, but will need to continue climbing successfully next round to be out of the chasm.
Celebryn must succeed at two Athletics checks in a row. He has a +2 circumstance bonus on each as Vega is staying outside of the relative protection of the ruins to help hold a line for Celebryn to use to climb.
GM Valen |
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"Vega! Thank you! This was a little harder than it looked ..."
Celebryn makes it to his feet and begins his ascent out of the chasm, but heis not out of the storm of falling stars yet!
A Fort save is required against the falling stars storm each round.Celebryn, Fort save (Round 2): 1d20 + 0 ⇒ (15) + 0 = 15
Stand and begin climbing is only one round of actions. Celebryn may take another round of actions.
Kalhoun keeps an eye on Celebryn, ready to jump in to help but wary of getting in the way.
Kalhoun can see that Celebryn is conscious and climbing, but that an unwanted strike by a falling star would be enough to send the elf tumbling back down into the chasm.
THE CROSSING - Round Three Cont'd!
PCs in bold may act
Celebryn Edasseril -5 SP| -8 HP
Gold-Flecked Black -4 SP
Hesori Zou -4 SP
Kalhoun, Tac Officer -5 SP
Rover Yi
Vega Capella -2 SP
Celebryn Edasseril |
Celebryn Edasseril wrote:"Vega! Thank you! This was a little harder than it looked ..."Celebryn makes it to his feet and begins his ascent out of the chasm, but heis not out of the storm of falling stars yet!
A Fort save is required against the falling stars storm each round.
Celebryn, Fort save (Round 2): 1d20 + 0 ⇒ (8) + 0 = 8Stand and begin climbing is only one round of actions. Celebryn may take another round of actions.
Kalhoun wrote:Kalhoun keeps an eye on Celebryn, ready to jump in to help but wary of getting in the way.Kalhoun can see that Celebryn is conscious and climbing, but that an unwanted strike by a falling star would be enough to send the elf tumbling back down into the chasm.
THE CROSSING - Round Three Cont'd!
PCs in bold may act
Celebryn Edasseril -5 SP| -8 HP
Gold-Flecked Black -4 SP
Hesori Zou -4 SP
Kalhoun, Tac Officer -5 SP
Rover Yi
Vega Capella -2 SP
If he were any less talented at acting poised, the entire team might hear the elf griting his teeth, but he pushes himself and very very graciously accepts Vega's help to keep climbing ...
ATHL: 1d20 - 1 + 2 ⇒ (14) - 1 + 2 = 15
GM Valen |
If he were any less talented at acting poised, the entire team might hear the elf griting his teeth, but he pushes himself and very very graciously accepts Vega's help to keep climbing ...
A Fort save is required against the falling stars storm each round.
Celebryn, Fort save (Round 3): 1d20 + 0 ⇒ (16) + 0 = 16Celebryn dodges another falling star and makes it safely to the top of the chasm, though he remains outside of the relative protection of the ruins.
THE CROSSING - Round Three Cont'd/Round Four Begins!
PCs in bold may act
Celebryn Edasseril -5 SP| -8 HP
Gold-Flecked Black -4 SP
Hesori Zou -4 SP
Kalhoun, Tac Officer -5 SP (May take 2 rounds of actions)
Rover Yi -1 SP (corrected from Round 3)
Vega Capella -2 SP
Hazard: The pelting by the meteor storm is at its strongest here, near the eye of the storm. Every round, creatures in the area must succeed at a DC 10 Fortitude save or take 1 point of piercing damage. Moving cautiously at half speed grants a +2 bonus to saves made to resist the storm. Creatures in the circular building areas receive a +5 bonus to the Fortitude save due to the shelter the blasted walls provide. The red-reef structures on the map are a form of native plant life and count as difficult terrain.
To cross the bridge, PCs must succeed at a DC 10 (DC 8 effectively due to +2 bonus) Acrobatics check to maintain balance. Falling prone results in falling from the bridge into the chasm 20 feet below. The walls of the chasm are rough and pitted from the storm, making climbing out uncomplicated and requiring a PC to succeed at a DC 12 Athletics check.
Additional Hazard: On this high-gravity world, characters are burdened by their increased weight, and their physical abilities are affected accordingly. On a high-gravity world, where the gravity is at least twice as strong as standard gravity, a character (and her gear) weighs twice as much as on a standard-gravity world, but she has the same amount of strength. Such characters move at half speed, can jump only half as high or as far, and can lift only half as much. Thrown weapons (though not those of natives) have their ranges cut in half as they fall to the ground more rapidly. Modifications to running, jumping, and lifting can be negated by certain magic or technology, but projectiles remain affected. Characters who remain in a high-gravity environment for long periods (more than a day) often become fatigued and remain so until they leave the planet or become accustomed to the gravity.
Please move your PC token on the map, and post your action along with a Fort save and any accompanying skill check.
Vega Capella |
Vega pulls up the line and continues moving across the bridge at half speed because of the gravity. (double move + 2g = single move)
fort: 1d20 + 0 ⇒ (10) + 0 = 10
acrobatics: 1d20 + 6 ⇒ (11) + 6 = 17
Kalhoun, Tac Officer |
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Kalhoun rushes back toward Celebryn, looking for a way to shield the Starfinder from further danger.
Not sure what if anything to roll for this, but Kalhoun will try to take any damage Celebryn would. No Bodyguard or other helpful feat, though, so he's probably limited to sticking his own body in the way. Unless he can try to turn his solar armor into an umbrella ☂ :) ?
Fortitude Save: 1d20 + 3 ⇒ (3) + 3 = 6
Fortitude Save: 1d20 + 3 ⇒ (12) + 3 = 15
Hesori Zou |
My phone is not cooperating on moving my piece. Yay me
Hesori will move as she needs to keep going as she does she seeks to dodge and strike back the pelting rocks. Though she has to double her steps.
Fort: 1d20 ⇒ 9
Acrobatics: 1d20 ⇒ 1
GM Valen |
Vega and Celebryn advance safely.
Kalhoun rushes back toward Celebryn, looking for a way to shield the Starfinder from further danger.
Not sure what if anything to roll for this, but Kalhoun will try to take any damage Celebryn would. No Bodyguard or other helpful feat, though, so he's probably limited to sticking his own body in the way. Unless he can try to turn his solar armor into an umbrella ☂ :) ?
As it is not an attack, the Bodyguard feat doesn't help here. Mechanically, creatures in the circular building areas receive a +5 bonus to the Fortitude save due to the shelter the blasted walls provide. Therefore, I will allow Kalhoun to present himself as a "shelter", spending his turn to intentionally serve as "cover" for any PC that he is adjacent to. When doing so, Kalhoun must take 1 point of automatic piercing damage (in addition to any for his own failed save), that would grant a +5 bonus to the "covered" PC's Fort save against the falling stars.
Hesori will move as she needs to keep going as she does she seeks to dodge and strike back the pelting rocks. Though she has to double her steps.
Unfortunately, the line is insufficient to keep Hesori from falling. The lashunta drops quickly and hard due to the planet's high gravity.
20 foot fall on high gravity
Nonlethal falling damage: 2d6 ⇒ (5, 4) = 9
Lethal falling damage: 2d6 ⇒ (2, 6) = 8
Hesori tumbles into the chasm and blacks out from pain.
BOTING Rover Yi - no post in 48+ hours
Rover faces the storm.
fort: 1d20 + 4 ⇒ (20) + 4 = 24
Gold-Flecked Black hustles forward, desperate to get to the relative safety of the next set of ruins.
Rushing ahead, Gold-Flecked Black notices that a body lies still inside the remains of the neighboring decaying structure. Rubble pins the body’s feet to the ground. A hoarse sob resounds from the figure as the storm launches a piece of stone into its side. It twitches before going still once more, the rise and fall of its torso growing shallow with each breath. The body is that of one of the green-skinned local creatures.
PC positions and location of local creature updated on Map.
Safely freeing the native from the debris requires a PC to be adjacent to the creature and succeed at an Engineering or a Medicine check. Failure could cause the native to take damage and remain stuck.
THE CROSSING - Round Five Begins!
PCs in bold may act
Celebryn Edasseril -5 SP | -8 HP
Gold-Flecked Black -4 SP
Hesori Zou -7 SP | -10 HP (stable, unconscious, prone)
Kalhoun, Tac Officer -6 SP
Rover Yi -1 SP
Vega Capella -2 SP
Hazard: The pelting by the meteor storm is at its strongest here, near the eye of the storm. Every round, creatures in the area must succeed at a DC 10 Fortitude save or take 1 point of piercing damage. Moving cautiously at half speed grants a +2 bonus to saves made to resist the storm. Creatures in the circular building areas receive a +5 bonus to the Fortitude save due to the shelter the blasted walls provide. The red-reef structures on the map are a form of native plant life and count as difficult terrain.
To cross the bridge, PCs must succeed at a DC 10 (DC 8 effectively due to +2 bonus) Acrobatics check to maintain balance. Falling prone results in falling from the bridge into the chasm 20 feet below. The walls of the chasm are rough and pitted from the storm, making climbing out uncomplicated and requiring a PC to succeed at a DC 12 Athletics check.
Additional Hazard:On this high-gravity world, characters are burdened by their increased weight, and their physical abilities are affected accordingly. On a high-gravity world, where the gravity is at least twice as strong as standard gravity, a character (and her gear) weighs twice as much as on a standard-gravity world, but she has the same amount of strength. Such characters move at half speed, can jump only half as high or as far, and can lift only half as much. Thrown weapons (though not those of natives) have their ranges cut in half as they fall to the ground more rapidly. Modifications to running, jumping, and lifting can be negated by certain magic or technology, but projectiles remain affected. Characters who remain in a high-gravity environment for long periods (more than a day) often become fatigued and remain so until they leave the planet or become accustomed to the gravity.
Vega Capella |
And there goes another one Vega says as she prepares to slide down after the hapless lashunta
acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23
fort: 1d20 + 0 ⇒ (17) + 0 = 17
athletics: 1d20 + 3 ⇒ (3) + 3 = 6 to get down.
Gold-Flecked Black |
Sadly, I do not have either of those skills.
Fort: 1d20 - 1 + 5 ⇒ (3) - 1 + 5 = 7.
Gold-Flecked Black hunkers down next to the creature, and sings it a calming telepathic lullaby.
Kalhoun, Tac Officer |
Kalhoun shields Celebryn as the precog makes his way into the shelter of the building, then follows to try to keep himself safe.
Fortitude Save: 1d20 + 3 ⇒ (4) + 3 = 7
GM Valen |
And there goes another one Vega says as she prepares to slide down after the hapless lashunta
Vega's efforts "to get down" are a failure (which could really hurt). However, given the asynchronous nature of PbP, they may be unnecessary if Hesori regains consciousness first. Therefore, I will give Hesori the opportunity to act before adjudicating a fall.
Hesori can be aided by her allies. Alternatively, she could choose to spend 1 Resolve Point at the start of her turn to heal 1 Hit Point, immediately become conscious, and take her turn as normal.
Gold-Flecked Black and Kalhoun are each struck by some of the micrometeors.
Rover Yi avoids others.
The pinned, green-skinned creature continues struggle and moan in pain.
THE CROSSING - Round Five Cont'd!
PCs in bold may act
Celebryn Edasseril -5 SP | -8 HP
Gold-Flecked Black -5 SP
Hesori Zou -7 SP | -10 HP (stable, unconscious, prone)
Kalhoun, Tac Officer -7 SP
Rover Yi -1 SP
Vega Capella -2 SP