Assault-9 "Nove"
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Nove reports for duty with typical perhaps-overenthusiastic fervor for the chance to ward off/clear out troublemakers.
David the Miner
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David, an incredibly pale gnome with hair that shines between blue and black like the feathers of a raven, finishes polishing his drone companion. The drone is quite odd, it looks as if the head of a much larger mech fell off its shoulders and then grew limbs.
"Alright Gunman, time for our first mission. The Battlefield awaits!"
Leopold "The Doctor" Fix
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A young man in a pristine black suit arrives at the scene, carrying a suitcase. He glances around, quietly trying to gauge who he will be accompanying on his next mission.
| GM Valen |
Your adventure begins in the Sloughscar Hills, where preparations are underway for the impending summit. Here, you are greeted by Zizenzi, the host shirren Starfinder who serves as administrator for the event.
“Welcome to the Sloughscar Summit,” Zizenzi exclaims, their voice warm and inviting in stark contrast to the cold, forbidding atmosphere. All around, bustling Starfinders unload equipment from vehicles while others construct temporary structures for the event. “I know it doesn’t look like much now, but in a few more hours, we’ll host an invitational meeting-of-the-minds regarding the Wreck of the Returned. As administrator, I’m overseeing preparations. Your assignment is security. Patrol the surrounding area. Ensure it’s clear of potential threats and dangers.”
Zizenzi focuses on their datapad for a moment, talking while they work. “I’m sending you a data packet with a map of the area, divided into four quadrants. It also contains dossiers on our guests, but those can wait. For now, you have a patrol to complete! Start anywhere along the perimeter you wish. Take some d-vees and avoid using the comms, if possible, but notify me of any concerns.
[b]“When you’re done, I’d like you to attend the summit. It starts in four hours, so don’t be late! Talk with the guests and try to convince them to work with us to explore the Wreck of the Returned—if nothing else, we can share information. In the dossiers, you’ll find information on all the important movers and shakers who’ll be at the summit. Any questions before I check in with the next team?”
David the Miner
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"Sounds good... but that's really a lot words I'm not super familiar with..." David looks through the dossier and realizes that none of the terms he's unfamilar with are on there. And that the dossier leaves him with more questions than answers. He clasps his two hands together and bows his head under them, in a reverential and begging manner, "Mr. Zizensi, sir, could you please tell me what the Wreck of the Returned is? Are they connected to these First Ones that First Seeker Sarmak is obsessed with too?" David is very clearly a neophyte Starfinder.
David's eyes narrow with a venomous skepticism, his teeth gritting together, "And should we really be working with the Aspis? I know those ore hungry goons all too well... close friends with the Azrinarans back on Apostae..."
Leopold "The Doctor" Fix
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Leopold nods at David, clearly interested in learning more about the Wreck of the Returned and First Seeker Sarmak’s apparent obsession with it.
"Will there also be security from these representatives to patrol the areas, too?" he asks.
Assault-9 "Nove"
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"[Confirmed.] Patrol's easy enough." Nove gives a salute, their voice shifting from stiff pre-set soundbytes and a rough, though still feminine digitized tone, the red eye of her helmet flickering with every word, she then looks to David, "A job's a job." She states flatly, "Just keep your wits about you, if they try to stab us in the back then we can worry about it."
Étoile marcheuse
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Étoile marcheuse says "I hope there is magic that I can learn about."
She twitches her shirren antenna as she listened to the other members.
| GM Valen |
First is patrol in 4 quadrants. That seems clear. Should we expect some intrusions? Something you are already aware of?
"We don't expect any particular threats or intrusions, but these barren hills harbor more wildlife than you may think. Besides, when you are hosting such a large gathering it is better to be safe than sorry." Zizenzi suggests.
"Mr. Zizensi, sir, could you please tell me what the Wreck of the Returned is? Are they connected to these First Ones that First Seeker Sarmak is obsessed with too?" David is very clearly a neophyte Starfinder.
David's eyes narrow with a venomous skepticism, his teeth gritting together, "And should we really be working with the Aspis? I know those ore hungry goons all too well... close friends with the Azrinarans back on Apostae..."
"The Wreck of the Returned is a mysterious vessel from deep space that crashed into the Sloughscar Hills. Initial images of the Wreck bear similarities to the First Ones cities on Aballon, prompting scientists, scavengers, and xenoarchaeologists to converge upon it. Unfortunately, it’s incredibly dangerous. The Wreck’s automated defenses are active, and its poured dangerous robots and volatile magic into the region.” The shirren notes. "As for the Consortium, the Starfinder Society has a history with the organization, which has been spotty at times. However, they have proven to be allies in the past and, hopefully, they will be in the present given the potential threats that the Wreck may hold."
"Will there also be security from these [representatives to patrol the areas, too?" he asks.
"More than one representative will likely bring some personal security with them, but I would expect them to be present at the summit." Zizenzi explains. "As the hosts, it falls on the Starfinders to make sure that the area around the lodge is secure."
A PC may learn a bit more about the Wreck of the Returned and the Sloughscar Hills. using Diplomacy check to Gather Information, Society to Recall Knowledge, or by using Akiton Lore, First Ones Lore, or Starfinder Society Lore. These are secret checks. If you wish to attempt one, please list the skill and relevant modifier in your post.
Leopold "The Doctor" Fix
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Society +5 to RK
| GM Valen |
The Doctor and Nove know no more.
David does not recall anything, but asking around learns that the new Starfinder lodge, which is the site of the impending summon, lies atop ancient shobhad burial grounds and that the event is sure to be cursed!
Etoile recalls that the Starfinder Society established a new lodge in the area to study the Wreck of the Returned, which crashed some distance away.
Eons of wind and ice erosion have carved crags and fissures in the surrounding Sloughscar Hills.
When the party is ready, it can depart for the patrol aboard a few d-vees.
Each d-vee can hold up to three Medium or smaller creatures (with Large creatures counting as two Medium creatures for this purpose).
Please let me know how many d-vees the party is taking and who is piloting each one. Also, the patrol area is divided into four quadrants: North, South, East, & West. Please indicate which quadrant the party wishes to patrol first.
Each player begins with a Hero Point.
Assault-9 "Nove"
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North works for me as well.
Nove climbs aboard the D-Vee along with Mec-03, eager to get out on patrol, "[Commencing Mission.] Let's get started, haha!"
Leopold "The Doctor" Fix
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The Doctor has Piloting +7.
The Doctor takes the driver's seat of one of the d-vees provided, in which he is joined by the mechanic and his companion.
Agree with going North.
| GM Valen |
Climbing aboard the d-vees, the party sets out on the patrol.
Zizenzi’s map divides the area around the summit into four quadrants, which the PCs must explore and clear of danger before the start of the summit, reporting anything suspicious or potentially hostile to Zizenzi. The summit begins in four hours. Each quadrant has one obstacle the PCs must overcome to clear it, by attempting skill checks to acquire Patrol Points.
The patrol is measured in rounds, with each round representing approximately 30 minutes of work. Accounting for travel time, this means the PCs have 6 rounds to complete their patrol by overcoming all four
obstacles. Each round, each PC may attempt up to one skill check to earn Patrol Points. The applicable skill checks and their DCs are determined by the obstacles in that quadrant. A PC may suggest a substitute skill, if they think it appropriate. Once the PCs have obtained the required number of Patrol Points, they have overcome the obstacle and cleared the quadrant. Accumulated Patrol Points do not carry over to other obstacles.However, anyone who hasn’t already taken their turn that round can still take their turn against an obstacle in another quadrant.
A critical success earns 2 patrol points. A regular success earns 1. A critical failure costs the party 1 patrol point.
Arriving at the northern quadrant, the party finds an area littered with hidden potholes and deposits of loose soil which makes navigation challenging.
Skills to overcome this obstacle: Piloting to Navigate hazardous terrain, Computers or Crafting to recalibrate the d-vee’s suspension, Survival to survey land features, or Perception to Search the
region for danger.
Leopold "The Doctor" Fix
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The Doctor drives the d-vee.
Piloting: 1d20 + 7 ⇒ (6) + 7 = 13
The area, however, is too rough to drive on, so he slows his driving to keep their d-vee steady and upright.
Assault-9 "Nove"
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Computers: 1d20 + 5 ⇒ (13) + 5 = 18
Nove directly interfaces with Mec-03's D-Vee to keep things steady over the rough terrain, the red mono-eye of her helmet flickering as she operates the comm unit built into it, "[Stabilizing.] [Maintain Course.]" Her synthetic voice drones, the attention needed for the task leaving her using stock call-outs in her voice module.
David the Miner
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Computers: 1d20 + 6 ⇒ (20) + 6 = 26
"Dr. Fix, I think that you're trying to compensate too much, and it's put strain against the internal core's gravitational environmental stabilizers. Let me..." David takes out his custom rig and begins to hack the d-vees suspension to recalibrate it. David seems pleased with his work.
| GM Valen |
Mec-03 keeps the d-vee upright over the difficult terrain, while Nove and David keep the vehicles aloft.
4 Patrol Points! Enough to complete this quadrant.
The party confirms no threats are present in this area and does so quite quickly!
I will assume the party is continuing to the East Quadrant, then the South Quadrant, and the West Quadrant unless otherwise indicated....
With the north quadrant secure, the party moves eastward into an area filled with rocky outcroppings, numerous hollows, and several rifts. Ensuring that this area is clear of threats requires an up-close investigation and manual exploration. The party must depart the d-vees and look around.
Skills to overcome this obstacle: Acrobatics to Squeeze into crevasses, Athletics to Climb overlooks, Nature to identify possible predators’ lairs, or Perception to Search for danger.
Leopold "The Doctor" Fix
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The Doctor surveys the surrounding area, looking for signs of predator lairs or hidden dens that the group should be aware of.
Nature: 1d20 + 8 ⇒ (9) + 8 = 17
Assault-9 "Nove"
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acrobatics: 1d20 + 6 ⇒ (12) + 6 = 18
Nove hefts her gun, mechanical bits and armor joints hissing as they weaver their way through the narrow passages, doing her best to keep sight lines ahead for any danger as she went.
| GM Valen |
The Doctor concludes the area is clear of predators, but
Étoile marcheuse swears to have seen moving forms among the rocks bringing the conclusion into doubt.
Success and crit failure. 0 Patrol Points.
David gets to a good vantage point and is able to confirm that there are no predators present. The android scans a narrow crevasse and concludes that there is nothing waiting there in ambush.
Critical success and success. 3 Patrol Points.
One more Patrol Point is still needed to complete this quadrant.
Help us, Med-One, you are our only hope!
| GM Valen |
acrobatics: 1d20 + 6 ⇒ (11) + 6 = 17
I am not sure how that roll was generated. To use the Random Number Generator, you can use the following format for rolls (without the space after the first "[":
[ dice=Name of check]1d20+modifier[/dice]
For instance, for the Athletics check, you would type: [ dice=Athletics]1d20+7[/dice]
So, removing the space before the first "[", it would look like so:
Acrobatics: 1d20 + 6 ⇒ (14) + 6 = 20
A success!
Determining that this quadrant is free of potential threats, the party moves southward. Moving into the next quadrant, you find that it consists primarily of porous rock and eroded, sandstone slopes. As the d-vees hover over the ground it is clear that the ground holds of number of instabilities.
Skills to overcome this obstacle: Nature or Survival to survey the terrain, Piloting or Stealth to tread lightly and mark unstable regions through trial and error, or Perception to identify signs of undermining.
Tannin
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Med-One wrote:acrobatics: 1d20 + 6 ⇒ (11) + 6 = 17
I am not sure how that roll was generated. To use the Random Number Generator, you can use the following format for rolls (without the space after the first "[":
(Used hero lab to roll then copied format from previous post.)
Med-one examens the area.
[ dice=Nature]1d20+7[/dice]
Leopold "The Doctor" Fix
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Piloting: 1d20 + 7 ⇒ (2) + 7 = 9
The Doctor is careful to hover above this area's terrain, not wanting to hit anything that sticks out from the ground.
Assault-9 "Nove"
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stealth: 1d20 + 6 ⇒ (9) + 6 = 15
Nove keeps a low profile as the D-Vee moves, watching the ground for any spots that may cause the the vehicle issues and calling them out in her clipped synthetic tone, "[Steady.] Watch for the dip just ahead."
| GM Valen |
Med-One recognizes that the area shows signs of recent sandslides, which David confirms. Mec-03 is able to navigate around them well enough and Nove treads with a sufficiently light touch.
4 Successes and 4 Patrol Points! Enough to complete this quadrant.
Med-One and David recognize that these slides could be caused by greater instability underground. If that is the case, it could possibly could be a sign that the lodge or some of its surroundings could be subjected to unexpected sinkholes. This requires a closer look.
Those who wish take a closer look at the instability and its likely cause may attempt an Akiton Lore, Life Science Lore, Mining Lore, or Nature check to Recall Knowledge. THIS IS A SECRET CHECK. If a PC wishes to attempt it, please state that you wish to do so (and your modifier) in your next post).
Once the party has made its last looks in the quadrant, you are able to return to your d-vees and head westward. This area surrounded by wind-hewn hills. You quickly discover why as a sandstorm threatens to overtake you!
Skills to overcome this obstacle: Crafting or Survival to find or fashion shelter, Society to recall local advice about sandstorm safety, or Acrobatics or Athletics to avoid injury.