Mimzalee
|
"Hi Kiha!" Mimzy offers a handshake (or a hug). "Yes, this is my first mission. It's very exciting!"
| GM Valen |
"First mission! Well, then I wish you luck!" Kiha remarks. After lingering only a few minutes, the ysoki hops back on her enercycle and revs the engines. "I'm off to Pilferer's Paradise."
As the cloud of dust from her vehicle begins to fade in the distance, the party is left with its next task. There are several potential routes the Starfinders could take to the Wreck of the Returned. The party has been tasked with walking one of the routes and recording any dangers along the way.
To follow the appropriate path, the PCs must succeed at a DC 14 Akiton Lore check, a Piloting check to Navigate, or a Survival check to Sense Direction. Alternatively, a PC can attempt a DC 16 Nature or Perception check. If none of the PCs succeed, the whole group gets turned around in a series of canyons and take several hours to reorient themselves, requiring each PC to succeed at a DC 12 Fortitude save or become fatigued.
In addition, I will take Perception checks from those PCs who have chosen Search for their Exploration Activity.
| GM Valen |
The party finds the appropriate path, even managing to keep Duhch on track.
Now on the right path in exploration mode, the party approaches a series of narrow canyons. Heading eastward, the path you are following takes central aim through a series of rocks.
Kass, Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Power 3, Perception: 1d20 + 4 ⇒ (7) + 4 = 11
Risiria, Perception: 1d20 + 5 ⇒ (13) + 5 = 18
On approach, there is a crack of thunder and lighting. Risiria recognizes that the storm is unnatural and isolated, posing a hazard to those trekking the path ahead.
Each PC may attempt an Arcana, Nature, Occultism, or Religion check to try and identify the magical properties of this hazard.
An attempt to Disable this hazard is a two-action activity. It requires an Arcana, Nature, Occultism, or Religion (all trained) to overcome the magical anomaly, which can be performed inside the hazard or from a square adjacent to its edge.
Alternatively, an attempt to Disable the hazard can be done with a Athletics, Survival, or Thievery to destabilize the hazard’s center point. Attempting to Disable the hazard this way involves a higher DC and can only be attempted from inside the hazard from a square at or adjacent to its center point.
Two total successes are required to disable the hazard.
This storm fills a 40-foot radius burst.
Map of area with location of storm now on Slides.
Terrain Features:The rock formations and canyon walls are 15 feet in height, and their upper surface is difficult terrain.
Nimar SFS2
|
religion: 1d20 + 7 ⇒ (15) + 7 = 22
"Oh my. Nasty, but we can dispel it!"
He tells everyone what's under the spoiler
When another party member or to are ready he'll walk to the edge of it and..
religion: 1d20 + 7 ⇒ (1) + 7 = 8
.. help not at all...
Mimzalee
|
Mimzalee is... not especially good at this. She's ready to try all the same.
Occultism: 1d20 + 0 ⇒ (9) + 0 = 9
"Storms are usually bigger," she notes helpfully.
When Nimar explains that she can physically stop it, she's ready to go with Duhch. "Yeah, we can do it!"
Athletics: 1d20 + 7 ⇒ (16) + 7 = 23
| GM Valen |
As the magical storm rages, Duhch races into it with designs to try to abate it.
With a flash of light, the area around him crackles with electricity, and it begins to rain. Lightning from the storm strikes out at the Starfinder.
Damage, electricity: 1d6 + 2 ⇒ (1) + 2 = 3
Basic Reflex save required by Duhch. On a critical failure, the PC is additionally dazzled for 1 round.
Khass, Perception w/Scout: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Nimar, Perception w/Scout: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Power 3, Perception w/Scout: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Mimzalee, Perception w/Scout: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Duhch, Perception w/Scout: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Risiria, Perception w/Scout: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Creature (blue), Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Creature (red), Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Creature (yellow), Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Hazard, Stealth: 1d20 + 6 ⇒ (20) + 6 = 26
The storm rages, sending more lightning down on the Starfinder within the storm.
Ranged, lightning bolt (electricity, range increment 60 feet): 1d20 + 8 ⇒ (13) + 8 = 21
Damage, electricity: 1d6 + 2 ⇒ (3) + 2 = 5
Ranged, lightning bolt (electricity, range increment 60 feet): 1d20 + 8 ⇒ (15) + 8 = 23
Damage, electricity: 1d6 + 2 ⇒ (4) + 2 = 6
Ranged, lightning bolt (electricity, range increment 60 feet): 1d20 + 8 ⇒ (1) + 8 = 9
Damage, electricity: 1d6 + 2 ⇒ (3) + 2 = 5
Having arrived at the center of the storm, Duhch easily destablizes it.
Using check from prior post. Crit success ends the hazard! This took two actions.
The storm abates.
However, the combination of the storm and the Starfinder's movement appears to have attracted the attention of something else--or somethings else--moving beneath the sands!
WARPED WEATHER AND WORSE? - Round One Begins!
PCs in bold may act
Hazard (storm)
Duhch -14 HP (Reflex save required; 1 action remaining)
Mimzalee
Power 3
Nimar
Risiria
Creature (yellow)
Creature (blue)
Creature (red)
Khass
Terrain Features: The rock formations and canyon walls are 15 feet in height, and their upper surface is difficult terrain.
Mimzalee
|
"Oh no!"
Light radiates from Mimzy. one mote of light forms and revolves around her head, while she grasps another in one of her right hands. It reshapes, forming a weapon made of light, a hammer with a long handle.
◇ Attune to Photon
...but there don't seem to be any creatures on the map.
Duhch Rambon
|
As far as I can tell the Reflex ony halves the first 3 damage. The rest was damage from attack rolls. Therefore Duhch took 12 after the save. If you'd be willing and the GM will allow, you could shift that into one Stride and a 2 action Heal to add 8 more healing.
| GM Valen |
...but there don't seem to be any creatures on the map.
There are no enemy creature tokens on the Map because they are underground and as far as I can tell, none of the PCs have tremorsense or other ability to sense them beyond "We still seem to be in Initiative". PCs are free to use a Ready action, if they so choose.
As far as I can tell the Reflex ony halves the first 3 damage. The rest was damage from attack rolls. Therefore Duhch took 12 after the save. If you'd be willing and the GM will allow, you could shift that into one Stride and a 2 action Heal to add 8 more healing.
That is correct. Reflex only halves the first 3 damage. I am fine with the retcon to add more healing.
WARPED WEATHER AND WORSE? - Round One Cont'd!
PCs in bold may act
Duhch
Mimzalee (photon attuned)
Power 3
Nimar
Risiria
Creature (yellow)
Creature (blue)
Creature (red)
Khass
Terrain Features: The rock formations and canyon walls are 15 feet in height, and their upper surface is difficult terrain.
Mimzalee
|
Ah, got it.
Mimzy keeps her phase shield (pink, of course) up while she scans the area. "Don't worry," she tells the others, "I'm sure they're friendly! And if they're not, we can beat 'em up." Her solar flare pulses menacingly as she watches for movement.
◆ Raise Shield (+2 AC)
◆◆ Ready a Solar Flare Strike for if a hostile creature comes within 30 feet
| GM Valen |
GM, would it be possible for the last action of my turn to draw my gun?
Yes.
WARPED WEATHER AND WORSE? - Round One Cont'd!
PCs in bold may act
Duhch
Mimzalee[/b] (photon attuned; shield)
Power 3
Nimar
Risiria
Creature (yellow)
Creature (blue)
Creature (red)
Khass
Terrain Features: The rock formations and canyon walls are 15 feet in height, and their upper surface is difficult terrain.
| GM Valen |
BOTTING Power 3 - No post in 48+ hours
Power 3 pauses to allow his positronic brain to analyze the situation.
Delay
Suddenly, from below the ground, a trio of
worm-like creatures emerge around the Starfinders. Each erupts with considerable force.
Bursting Rubble The creature burrows up to its Speed and then
emerges onto the surface. All creatures adjacent to it when it ends its movement must succeed at a DC 13 Reflex save or be knocked prone.
All PCs except for Nimar, must attempt a Reflex save.
The creatures then begin attacking the nearest potential prey.
Creature (yellow), Melee Strike, mouth v Duhch: 1d20 + 6 ⇒ (16) + 6 = 22
Damage, piercing: 1d4 + 2 ⇒ (2) + 2 = 4
Creature (red), Melee Strike, mouth v Risaria: 1d20 + 6 ⇒ (2) + 6 = 8
Damage, piercing: 1d4 + 2 ⇒ (4) + 2 = 6
Blue target, 1 Power 3, 2 Mimzalee, 3 Khass: 1d3 ⇒ 2
Creature (blue), Melee Strike, mouth v : 1d20 + 6 ⇒ (1) + 6 = 7
Damage, piercing: 1d4 + 2 ⇒ (3) + 2 = 5
WARPED WEATHER AND WORSE? - Round One Cont'd/Round Two Begins!
PCs in bold may act
Khass (Reflex save required)
Round Two
Duhch -4 HP (Reflex save required)
Mimzalee (Reflex save required, photon attuned; shield)
Power 3 (Reflex save required, Delay)
Nimar
Risiria (Reflex save required, shield)
Creature (yellow)
Creature (blue)
Creature (red)
Khass
Terrain Features: The rock formations and canyon walls are 15 feet in height, and their upper surface is difficult terrain.
Duhch Rambon
|
Reflex: 1d20 + 8 ⇒ (3) + 8 = 11 :(
As the creature emerges from the ground, Duhch throws his gun to the side and draws his glaive. The gun, on a chord, flies around beside him and magnetically clicks onto his back. Unfortunately, the weight of the gun plus the moving and uneven ground cause Duhch to fall. The falm then makes him an easy target for the creature's bite.
He grunts in pain at the bite and rises to his feet. Glaive in hand he swipes once and then does a full rotation swipe in the other direction.
◆ Stand
◆◆ Whirling Swipe DC 16
Strike: 1d20 + 6 ⇒ (2) + 6 = 8
S: 1d12 + 3 ⇒ (11) + 3 = 14
basic Reflex vs this damage: 1d12 + 3 ⇒ (6) + 3 = 9
This triggers suppressing fire. As a bombard, I can exclude Risiria. Also as a bombard, the enemy is suppressed on a success as well. A suppressed target takes a –1 circumstance penalty on attack rolls and takes a –10-foot status penalty to its Speeds
Khass
|
Reflex Save: 1d20 + 8 ⇒ (20) + 8 = 28
Khass seems to dance along the rolling surface, easily keeping their feet.
They will prime thier plasma caster for a big shot. one action to boost
"Lets get that one!"
Khass will coordinate the group to attack Blue and fire on it. two actions to Get 'Em
Ranged Attack: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Fire Damage: 1d8 + 1d10 + 4 ⇒ (7) + (9) + 4 = 20
Khass's allies have a +1 status bonus to attacks and damage against Blue
| GM Valen |
Forgot to include Mimzalee's readied strike
After one of the creatures [ooc[(blue)[/ooc] erupts from the ground, Mimzalee cuts it in half with solar flare. The two charred halves drop lifelessly to the ground.
Another knocks Duhch to the ground and avoids the Starfinder's initial blow.
Creature (yellow), Reflex: 1d20 + 4 ⇒ (18) + 4 = 22
But takes damage in the whirl that follows. It is enough to kill the creature.
Redirecting Khass' shot to remaining target.
Khass' plasma blaster finishes the third (red)
OUT OF COMBAT
Party Status
Duhch -4 HP
Any PC may attempt a DC 15 Arcana, Nature, Occultism, or Religion check to Identify Magic regarding the storm. If successful, you may open the spoiler below.
The strange energies emanating from the Wreck of the Returned must have spawned the unnatural electrical storm and stirred up the creatures living below the surface.
The party is able to continue their reconnoiter of the route without further incident and retrace their path back to the lodge.
When the party returns, Zizenxi greets them with some exciting news. "Because you’re the first Starfinders to complete their assigned chores for the day and have shown exceptional teamwork, you’ll get the singular honor of investigating some debris, newly discovered by a recent geotechnical scan. This debris is a piece of the Wreck of the Returned that I suspect broke off from the main body of the ship. Because the debris is several miles away from the rest of the Wreck, you will be the first to explore the site!"
The walk from the lodge to the debris site is uneventful and, upon
arriving, you find that the debris is constructed of strange metals and is deeply buried beneath the earth. What’s visible measures nearly 70 square feet and extends 15 feet into the air. A pair of breaches in the rear provide access into the debris, down beneath the earth. Smaller pieces of metal and debris litter the surrounding area.
PCs are encouraged to choose exploration activities, if different than those previously listed.
Nimar SFS2
|
Nimar takes a heartbeat to come up with the best plan to attck the worms and help his allies and then.. it's over!
Instead he considers the nature of the storm.
religion: 1d20 + 7 ⇒ (1) + 7 = 8
But is clueless...
Khass
|
Nature: 1d20 + 4 ⇒ (16) + 4 = 20
Khass racks their brain to come up with something examining the storm.
"It looks like the Wreck of the Returned is leaking magical energy into the surrounding territory, and probably stirred up the underground creatures.
Khass will maintain searching, and making sure their Plasma Caster is in hand
Power-3
|
Power 3 processes the data from the storm using their knowledge of Arcana
Arcana: 1d20 + 7 ⇒ (15) + 7 = 22
"Indeed! There are some very strange magical energies emanating from the wreck" they say, "We will probably continue to experience these odd effects here in the debris site."
Sorry for being absent! I'm back now
Mimzalee
|
"Oh, neat!" Mimzalee snaps a photo.
As they explore the site, Mimzy makes sure to keep her shield up since they've already been attacked once. And she records everything with her comm.
That leaves her with two hands to maneuver and to shift heavy debris (and to hold her solar weapon, if that comes up again). She shines a light into the breach. "Ready to go in there?"
| GM Valen |
Khass, Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Duhtch, Perception: 1d20 + 4 ⇒ (15) + 4 = 19
Risiria, Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Searching around, Khass and Duhtch discover the corpses of two large fish-like creatures with armored faceplates nearby, each half-buried in sand.
Examining the corpses may open new avenues of investigation.
Any PC may attempt an Akiton Lore or Nature check to Recall Knowledge.
Any PC may attempt a Medicine check.
Any PC may attempt a Perception or Survival check.[/ooc[
[ooc]Any PC may now attempt a DC 15 Arcana, Nature, Occultism, or Religion check; if successful, you may open the spoiler below:
Given the size of the corpses, you realize that you would probably need the use of a vehicle if you wanted to bring the corpses back to the Starfinder lodge for further study.
You determine the only points of ingress are the breaches at the rear of the debris. The corpses are too large to drag them into the wreckage, but the party could squeeze in with relative ease.
When ready, the party is able enter the subterranean portion of the wreckage through these breaches. The passages descend 20 feet below the surface.
Khass
|
Nature Check: 1d20 + 4 ⇒ (1) + 4 = 5
Medicine Check: 1d20 + 4 ⇒ (11) + 4 = 15
Perception Check: 1d20 + 4 ⇒ (18) + 4 = 22
Nature Check: 1d20 + 4 ⇒ (8) + 4 = 12
”I’ve found a couple of broken syringes, but can’t make anything out of them or the bodies”
Nimar SFS2
|
nature: 1d20 + 4 ⇒ (20) + 4 = 24
medicine: 1d20 + 7 ⇒ (12) + 7 = 19
survival: 1d20 + 7 ⇒ (2) + 7 = 9
"Interesting. desert cephalaspises, natives of the area. It appears that whatever was in those syringes killed them. Possibly a mutagen? We should take the empty syringes back, perhaps a trace is left."
| GM Valen |
Having discovered what they can about the corpses, the party is free to descend the passages below.
Much of the debris area inaccessible having been crushed by surficial overburden. Only a few rooms with any structural integrity. Thin walls of magically reinforced starship-grade metal appear to be all that prevent the remainder of the structure from collapsing.
The passage the party was able to access empties through a breach of the east wall of room filled with scattered debris.
In this room, pools of spilling, green liquid lie along the floor in the north corners of the room.
Terrain Notes:All areas are dark with 10-foot high ceilings. A PC who attempts to pass through a gap in the walls too small to fit them treats those spaces as difficult terrain.
Please indicate any light source that your PC is using, such as a comm unit, flashlight, or spell.
Any PC examining the green liquid may attempt a Crafting, Nature, Piloting, or Thievery check.
Armor protection doesn't protect you from smoke inhalation, inhaled poisons, toxic atmospheres, or corrosive atmospheres. It does not offer full protection from the fumes.
To abate the effects of the spilled fuel, it must first be neutralized. Neutralizing the spilled fuel requires covering it with soil pulled in from the breach. This activity requires one to be within 5-feet of the spilled fuel.
Doing so is a 10-minute activity with the manipulate trait that exposes everyone involved to the fumes. Once complete, these fumes no longer pose a threat.
Any PC that moves within 5 feet of the affected spaces must succeed at a DC 15 Fortitude save or become sickened 1 (sickened 2 on a critical failure).
What do you wish to do, Starfinders? Please move your tokens on the map accordingly.
Power-3
|
Power-3 takes a moment and casts light, attaching it to themself and moves forward to look at these pools of green liquid
Crafting Check: 1d20 + 7 ⇒ (19) + 7 = 26
"This is some sort of fuel, and it is toxic. We will want to neutralize this before we continue inwards or the fumes will take over this space."
"I can use telekinetic magic to cover it with soil without getting close. Is there anyone else who can help?"
Power-3 intends to use the Telekinetic Hand cantrip
Mimzalee
|
Mimzy uses her comm as a light (and recording device). "I could burn it," she offers, "but that would probably cause a fire."
| GM Valen |
"I can use telekinetic magic to cover it with soil without getting close. Is there anyone else who can help?"
Power-3 intends to use the Telekinetic Hand cantrip
I like the creativity! Power-3's spell grants a +2 status bonus to the Crafting, Nature, Piloting, or Thievery check made by a PC attempting to abate the spilled fuel.
Khass
|
Khass will stow thier Plasma Caster, and draw out a commercial flashlight and turn it on.
I can try to use my knowledge of vehicles and fuel to help abate the spilled fuel, but I'll have to get close.
They will attempt to make use of the soil from Power-3 to cover to fuel.
Piloting: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Fort Save: 1d20 + 3 ⇒ (17) + 3 = 20
| GM Valen |
Working together, the party is easily able to abate the noxious hazard posed by the fumes while avoiding its harmful fumes.
Remnants of doorways stand in the west and north walls of this damaged chamber, each leading to a different corridor. Wide gaps torn open during the crash lie in the southwestern wall, which appears to lead to yet another damaged chamber.
Where to, Starfinders?
Please move your tokens on Map on Slides.
Nimar SFS2
|
"Well done everyone. Shall we check the rear of the ship. While still a wreck it does appear more intact."
Sorry for the slight delay. Had a blood draw for my annual this AM. After that and breakfast and an urgent work call I'm jsut getting to checking in this AM. :)
| GM Valen |
Map on Slides updated to put numbers in each room to make it easier to "navigate".
Chamber in the rear of the wreck is now marked as room "2".
Heading to the rear of the wreck, the party finds a chamber housing a strange spherical device with wires that once connected to all parts of the room.