Sunlord Thalachos

GM Fireclaw's page

1,683 posts. Alias of FireclawDrake.


RSS

1 to 50 of 1,683 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight
Ghalen Kiln wrote:
Nods in a combination of thanks and acknowledgement at Fei as he takes Tyrrin, and activates his return token. Upon arrival, he takes her straight to the infirmary. To the first member of staff that he sees, he says "This student has been exposed to radiation, and needs immediate care."

Tyrrin is quickly rushed to the intensive care section, and if Ghalen attempts to follow, he is asked by the medical staff to remain outside until they can be sure Tyrrin is stable.


1 person marked this as a favorite.
The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Just remembered about the Harbinger. Duh. Still in orbit?

And don't get me started on feeling old. Oh man.


2 people marked this as a favorite.
The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight
Imperial Chronicler wrote:
GM Fireclaw wrote:

Mid 2000s indy music was weird, but I felt it was appropriate. XD

Shall I go all Harbinger on Tyrrin now? ("Assuming direct control")

Color me intrigued... ;)

I just meant playing her again. XD


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Mid 2000s indy music was weird, but I felt it was appropriate. XD

Shall I go all Harbinger on Tyrrin now? ("Assuming direct control")


2 people marked this as a favorite.
The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

*gently prods MG*


2 people marked this as a favorite.
The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

There is a theory which states that if ever anyone discovers exactly what the Universe is for and why it is here, it will instantly disappear and be replaced by something even more bizarre and inexplicable.

There is another theory mentioned, which states that this has already happened.

This is what this exchange is reminding me of. :)


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight
lynora wrote:

*bump* Just waiting on Ace...

I'm trying to keep the pace relatively light as well in case folks are still easing back into the game.


2 people marked this as a favorite.
The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

It's like they say.

You are what you eat.

ಠ_ಠ


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Looong time coming. I think we were planning this since 2014? At least.


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

As far as I can tell, it is supposed to be used essentially as a Hide in Plain Sight, with the added bonus if you do not move of granting +10 Stealth.

Basically it lets you make a Stealth check to Hide no matter what, as far as my reading can tell, and doesn't do much beyond that.


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Hinevera thanks the Starfinders for their patience and leads them back into the central room, where Oshessa is now at the far end of the room and has her eyes closed centered on the raised platform, perhaps meditating or in some sort of trance. Either way, most of the residents are present in the makeshift temple, with the exception of the cook the group met earlier, and Irtrine who stayed behind to guard the reliquary.

Perception DC20:

Now that she's standing on the raised platform, you cannot help but notice that Oshessa has deep scars on a good deal of her body. It's difficult to be sure at this distance, but it's possible they are ritualistic scars of some sort. None of the other Morlamaw share this trait.

Perception DC25:

Now that you think about it... the teal coloured Morlamaw whom greeted you at the entrance with Hinevera is also not present for the sermon.

Just as the Starfinders begin to find seats, Oshessa's eyes snap open and she begins to make large, expressive and sweeping gestures with her flippers as she speaks, "Welcome to our honourable Starfinders. It is good that you should now hear the words of our beloved Weeping Knight, our savior. He who Delivered us..."

The sermon carries on in the same vein for a few moments. Some of the morlamaw have datapads out with translation software running. Apparently not everybody's Common is up to snuff, and it is obvious that Oshessa is only giving the sermon in Common for the benefit of the Starfinders.

"...but my children, we must not look at loss and pain as burdens to bear. Instead, we know that such things are the only path to true happiness. Just as our exile brought us the joys of our new home. How, without pain, we would never appreciate the joyous things in life..." The sermon carries on, but you get momentarily stuck on something in that last sentence...

Sense Motive DC20:

There was a particular, strange inflection on the words "joyous things", perhaps there's a specific meaning to it.

If Sense Motive is successful or shared, then Mysticism DC20:

You recall that "Joyful Things" are the name of certain particularly devoted servants of Zon-Kuthon.

"...and so we carry on with our duty to Him. Shy not away from pain, shy not away from loss, shy not away from death. These things will only bring you closer to the Weeping Knight, and true happiness."

"Amen." she finishes, her final pose with her flippers spread high to the ceiling, as if welcoming the presence of her God from on high. After a few moments, she bows and then - looking a little drained, begins to move back to her quarters...


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Map has been fixed. Not sure if there's an easy way to lock it in place but for now it's been fixed. If you move it by accident a ctrl-z will fix it. I moved Goose back to where he was since the map is all weird now, and he can move himself again.


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Alsuka's mood improves further as the Starfinders take time to have a proper discussion whether it be a discussion of her Desnan roots - wherein she tells Mordin that one of the reasons she first came to the Idari was as a Desnan pilgrim, - the discussion of tea or piloting, and even Compucast's technical knowledge of welding and architecture.

Roughly a half an hour passes in discussion of these topics and a few other pleasantries before there is a lull in the conversation, and Alsuka finally offers something of value in return. "My old friend Jadnura mentioned wanting to visit a long-time mentory of his, Master Boojan, whom you can find at the Pradulex Monastery not far from here. I can let him know you are coming, and get you inside the monastery grounds."

She pauses and takes a pointed sip of tea. "It is not without cause that I have subjected you to this... forced tea-time, my friends. Boojan is an elder at the Pradulex Monastery. When you first meet him, do not speak or ask questions of him about business until he asks you to. He is even more of a stickler than I am, but I will pass on the message of how patient you were to indulge me so."

Finally, she offers a warm and pleasant smile before motioning to a nearby servant, who brings something other than tea and refreshment for the Starfinders. A healing serum for each of them, and a relatively strong one at that. "Please bring back our mutual friend safely, so that we may enjoy tea together once more. The galaxy can be a dangerous place, but I have faith you will succeed." Alsuka says warmly, with just the slightest note of apprehension in her voice.

Each of you receives a Healing Serum Mk 2 as a reward for succeeding at this social encounter.

Zeta and Thomagar are familiar enough with the monastery to know that it is set in the center of an artificial desert on the Idari, which would likely not be traversed by any transport for hire. Luckily from the edge of the desert to the Monastery is only an hour's walk, it's still a troublesome climb up...

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

The Pradulex Monastery is an imposing structure resting atop a tan desert hill. The structure rises well over a hundred feet above the vast desert terrain. Columns of marble-like stone stretch to the height of the building’s roof, while ancient statues of armored and robed kasathas stare down as if scrutinizing all who enter. The great gates of the monastery’s interior grind open as newcomers approach, interior light flickering through the widening gap.

Three kasatha dressed in initiate's robes emerge and stare at the Starfinders silently...


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

That post was a bit dense so if you spot any errors let me know. :S


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Boytoy's shot goes wide, adding to the blaze in the background.

Round 3 begins

A shimmering field moves across the smoke clouds, and suddenly a laser blast sizzles the air towards Buzz.

Stealth (Trick Attack) vs. DC28: 1d20 + 21 ⇒ (16) + 21 = 37 Success - Buzz is off-target for the next round.
Corona Laser Pistol vs Buzz's flatfooted EAC: 1d20 + 15 ⇒ (10) + 15 = 25 Hit!
Damage /w Trick Attack (F): 2d4 + 7 + 4d8 ⇒ (2, 4) + 7 + (3, 1, 7, 5) = 29

The disorienting blast from above puts Buzz off-target, distracting him from properly aiming, and dealing a hefty amount of fire damage.

Hide: Stealth /w Full Speed: 1d20 + 20 - 10 ⇒ (2) + 20 - 10 = 12

Now that the Azlanti has revealed his location with a laser blast, it's relatively easy to spot the outline of his cloaking field.

A DC12 Perception check is needed to pinpoint the square in which Red is hiding, but otherwise he is not considered concealed.

Meanwhile, Purple takes advantage of the low gravity to throw a grenade towards the cluster of Starfinders.

Grenades have 60ft increment in Low-G, which means 1 range increment to you guys. He is aiming at the square in front of Mordack to catch most of the party in the blast.

Frag Grenade II vs AC5: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10 Missed!
Scatter Direction: 1d8 ⇒ 3 Scatter Distance: 1d4 ⇒ 1 Scatters up one square, landing in front of Hollis instead.

It tumbles a bit oddly in the windy atmosphere of the firestorm, but still lands close enough to do damage.

With a 15ft blast, it still hits Hollis, Mordack, Gear 2.0, and Buzz. Reflex save DC14 for half
Grenade Damage (P): 2d6 ⇒ (6, 4) = 10

All PCs are up


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Alllrighty. Hopefully everybody had good holidays (or good NOT holidays if you don't celebrate). Let's get this train moving again. :D


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

I'll get the new thread started today so we can mark this one inactive without losing anyone :)


1 person marked this as a favorite.
The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Alllrighty. Hopefully everybody had good holidays (or good NOT holidays if you don't celebrate). Let's get this train moving again. :D


1 person marked this as a favorite.
The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Alllrighty. Hopefully everybody had good holidays (or good NOT holidays if you don't celebrate). Let's get this train moving again. :D


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Apologies for the slow pace guys. Holiday season came a bit early for me and been busy with family and such. I will try to get in a post or two before I am out of town (on the 22nd), anf pace should pick up once I am back (27th). Thanks for your patience.


1 person marked this as a favorite.
The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Apologies for the slow pace guys. Holiday season came a bit early for me and been busy with family and such. I will try to get in a post or two before I am out of town (on the 22nd), and pace should pick up once I am back (27th). Thanks for your patience.


1 person marked this as a favorite.
The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Apologies for the slow pace guys. Holiday season came a bit early for me and been busy with family and such. I will try to get in a post or two before I am out of town (on the 22nd), anf pace should pick up once I am back (27th). Thanks for your patience.


1 person marked this as a favorite.
The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Both the Azlanti targetted by Buzz and Goose's alien victim crumple to the ground, burnt to a crisp.

Blue and Green are dead.

Gear 2.0 still to act.


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

As the battle rages on, Hollis attempts to puzzle out the strange alien creature before them. Unfortunately he comes up short, the bizarre anatomy not ringing any bells. So distracted is he, he misses his shot.

Beta on the other hand recognizes the creature as an Iztheptar, an alien species whom the Azlanti conquered long ago and after substantial genetic modifications now serve the Azlanti willingly and loyally. Beta is fairly certain they are not resistant to any particular form of damage - either kinetic or energy-based - though no weaknesses to speak of either. They tend to be stuffed full of strange biotech augmentations. Beta kicks rocks at the alien's eye stalks and the thing cries in pain and shuts his sore eyes... (Iztheptar is blinded for 1 round)

Mordack plugs the alien with a few missiles. (-8 to the Iztheptar)

One of the azlanti says something and moves forward, aiming past Beta at Mordack.

Azlanti:

"Forward target is hard. Engage soft elements and casters first."

Boytoy gives Mordack Soft Cover, but the Azlanti ignore 2 AC of that, so Mordack has +2 AC against this attack.

AG Assault Rifle vs Mordack KAC+2: 1d20 + 11 ⇒ (2) + 11 = 13 Whiff!

Damage Tracking:

Green - 42 plus Blinded (1 round)
Purple - 13
Beta - 8

Gear 2.0, Goose, and Buzz are up!


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Alsuka sips her tea with a quiet patience as the Starfinders introduce themselves and speak to their roles within the Society. She smiles pleasantly as none of the Starfinders immediately press her for more information.

She motions to one of the teahouse servants who passes by with a small porcelain bottle, and he pour a small amount of clear liquid into Mordin's cup.

"A kasathan aquavit. I doubt it is considered strong by dwarven standards, but hopefully it will not disappoint."

She looks between Sidor and Mordin, "It seems that though your beliefs differ, your goals and methods are not so different."

To Zeta she nods, "The life of a diplomat is not always an easy one, especially when dealing with those whom a single misstep can mean great offense." Her eyes twinkle slightly at that, a small bit of mirth hiding behind her calm demeanor. She pours more tea for Zeta, happy to watch him at least attempt to put forward respect.

"Knowledge is among our most precious resources, and so those who share it are equally precious," Alsuka says to Compucast, "None of our modern conveniences or medicines would be possible without the keen minds of those who can unravel the secrets of the universe. And of course, not all differences can be resolved with words and knowledge alone."

"I am glad you are able to return to the Idari, Thomagar. I am sure your presence has been missed and will be again when you depart."

When Huckle asks Alsuka if she enjoys tea, she looks around the shop she owns and smiles. "Yes, I think I do. I would be hard pressed to pick a favourite though. Each tea has a distinct profile and flavour."

While Alsuka seems pleased with the conversation thus far, she does not seem quite ready to move on to business yet...

PCs may attempt the following skill checks to make conversation with Alsuka. Since Zeta and Thomagar already succeeded at their skill checks, you guys need 2 more successes of the following (all checks are DC 18). Since you were polite when you arrived, you may each have 1 reroll if you fail:

Bluff: You can pretend to enjoy their tea or have an interest in tea. Alsuka continues pouring them additional servings.
Culture or Diplomacy: You can show sufficient interest or knowledge about kasatha etiquette and society.
Engineering, Life Science, or Medicine: You can use one of these skills to discuss facilities or techniques for growing tea leaves. Alternatively, you can discuss medicinal or scientific properties of tea or the engineering or construction of Alsuka’s tea shop.
Mysticism: You can use this skill to discuss solarians and their philosophies. Alternately doing this can also identify a constellation pattern on the ceiling as being Desnan in its design.
Piloting: Alsuka has a keen interest in the many merchants and traders who frequent her shop. Discussion of techniques used to pilot through the Drift interests her greatly.
Profession: Any profession related to entertaining, merchants, or tea interests Alsuka, and she eagerly listens to any information on these topics.


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Hinevera frowns as Remi and Osuro chime in. "I apologize that our home hasn't been as welcoming as we would have liked. I would be happy to discuss anything you've found but I'm sure this is all just a misunderstanding. You are welcome to come to the kitchen and examine the food being served. I will examine this ingredient which you found."

"However, Oshessa is about to give her sermon. If you would like to enter our reliquary," she motions to the airlocked door which Irtrine is guarding, "and examine it, you must be present. We can discuss the rest before dinner, does that sound agreeable?"


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Alright, Padme and Xelem your chronicles should be ready in the link above.


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

I have had my eye on running that particular scenario for a while but unfortunately I am currently at my personal capacity for games.


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

In that case...

Profession (Doorman): 1d20 + 10 ⇒ (19) + 10 = 29


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Gear 2.0 and her Boytoy rush up and prepare for the battle.

ROUND 1 ends
ROUND 2 begins

Buzz continues to move forward towards the Azlanti.

Botting Goose
Goose flips out a pistol and fires a blast from cover at the crustacean alien creature.

Stealth Trick Attack: 1d20 + 23 ⇒ (14) + 23 = 37
Azimuth Laser Pistol vs Green EAC /w range increment: 1d20 + 10 - 2 ⇒ (11) + 10 - 2 = 19
Damage (F): 1d4 + 3 ⇒ (3) + 3 = 6
Trick Attack Damage (F): 3d8 ⇒ (6, 8, 1) = 15

Goose's shot is unerring and strikes the strange alien square in the chest, causing the creature to falter future attempts to dodge (21 damage, Green is flatfooted from Trick Attack)

The Azlanti at the forefront (Purple) fires a pair of shots at Beta.

Full Attack vs Beta KAC: 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10
Full Attack vs Beta KAC: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21

Beta continues to dodge incoming fire with relative ease.

The crustacean rushes forward and jabs at Beta with a spur inside his claw.

Venom Spur vs Beta KAC: 1d20 + 16 ⇒ (13) + 16 = 29 Damage (P): 1d6 + 10 ⇒ (6) + 10 = 16

Beta finally gets clipped by an attack, and of course it would be the poisoned one wouldn't it? Beta feels just a little woozy...

Fort Save DC 14 vs Poison for Beta

Meanwhile, the Red Azlanti activates some sort of device and promptly vanishes...

Gone invisible... left a token at his last known location.

Damage Tracking:

Green - 34
Purple - 13
Beta - 8

Mordack, Hollis, and Beta are up!


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Alrighty, reporting for this scenario should be complete. If you notice any problems please let me know. Here are the completed Chronicles.

I still need some info from Xelem and Padme to complete their chronicles, namely:

Number of this Chronicle:
Starting XP:
Initial Fame:
Day Job Roll:


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Question for any other SFS GMs: when I'm applying this scenario to another character, I assume I do not get a day job roll?


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Beta jets forward and is able to call out a position for Mordack to blast a pair of the hostiles, the columns of fire seemingly reaching out to engulf the pair...

Reflex Save, Crustacean (Green): 1d20 + 7 ⇒ (18) + 7 = 25
Reflex Save, Azlanti (Purple): 1d20 + 3 ⇒ (19) + 3 = 22

Unfortunately for Mordack, both are able to duck away from most of the blast. They still show singe marks.

The trailing Azlanti rushes forward and fires at the Starfinder leading the pack, Beta.

AG Assault Rifle: 1d20 + 11 ⇒ (5) + 11 = 16

Beta sees the Azlanti lining up a shot and ducks quickly up into the smoke, causing the Azlanti to miss completely.

Gear 2.0, Goose, and Buzz are up!

Current conditions: Thin atmosphere, low gravity. Red is 30 ft in the air. All squares with fire are dangerous, and provide total concealment.

Damage Tracking:

Green -13
Purple -13


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Sidor really doesn't trust anyone does he? XD

An android server steps up. He holds a silver tray full of cups, sweets, and small fruits. He places the tray in an open area in the center of the sitting cushions. Alsuka pours more tea from a tall, metal pitcher into each of the cups and passes them out. She smiles warmly. “Please, enjoy the tea and refreshments on the tray. Jadnura is an old friend of mine. I am pleased to welcome some of his fellow Starfinders into my humble shop. These refreshments are free today. On the Idari, it is considered rather crass not to offer hospitality. If you are offered hospitality or drink, do not refuse it. Kasathas come from a desert world where resources were often scarce. To not accept at least a token of hospitality is considered not only rude but also wasteful. If you do not enjoy tea, we also have water and milk.”

Sense Motive DC20:

Alsuka is clearly a patient woman, and is putting forward a test of patience for the Starfinders. Manners, patience, and politeness will go a long way here.

Alsuka idly sips at her tea, poured from the same pitcher as the Starfinders, a soft and serene smile upon her face. "Tell me, what are your roles in the Society? Such an adventurous life you must lead."


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Station Security is extremely glad for the assistance, they had only just received reports of undead and graciously thank the Starfinders, and begin immediately dispatching officers to contain any undead threats or to care for those still alive.

Venture-Captain Arvin is disappointed that the biotech proved unsafe, but is glad the Starfinders acted swiftly to contain the threat. He's said they've already had a few new halfling applicants to the Society. Word apparently spreads quickly in among that community.

Some months later, each of the Starfinders receive a private missive from Vrisken and Theskell. They are living on Verces now, working for a larger cybernetics company and making ends meet, without resorting to dangerous methods.

FIN


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

No problem guys! I need a few days to get myself (and the chronicles for this game) sorted. My wife's birthday this weekend. In fact, looking at the schedule, maybe waiting until after the holidays for the next game would be best? Start in early january? Just don't wanna start a game right before the holiday week and lose the momentum, but I also realize if we wait til january we might lose the momentum anyway.

Either way, the chronicles should be ready by the end of the week for you guys to get applied.

So, I offer the options for the next game (we will be playing 1-22):

a) Start ASAP, even if just the briefing, to get keep us playing
b) Wait till early January (probably the 2nd or 3rd) to go.


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Hinevera does a double take and then has a disgusted look on her face before Moxie steps in to mediate the situation. "That isn't very funny, sir." she says to the Haan in a no-nonsense, motherly fashion.

Then she turns back to Moxie, "I'm sorry but I am as confused as you are. I will admit I did not actually see them leave, but Oshessa said they departed and that there would likely be more Starfinders returning."

As far as Moxie can tell, Hinevera is being open and honest, with no hint at misdirection.

"Perhaps some food in our tummies will make things clearer, yes?"


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Erm... Mordack, you guys are on the ground now in combat. The strafing run was just a one-round combat to beat certain targets to make landing safe. Apologies if that was not clear enough.


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

GM Rolls:
1d20 ⇒ 1

It does not take a master of interrogation to see Irtrine get visibly nervous when questioned about the kalo. She clams up though and shakes her head.

Just as Moxie is about to press Irtrine for more information, a sudden voice from behind may make the Starfinders jump. When they turn, Hinevera is standing there with a pleasant smile on her face. "Hello. Dinner is almost ready. Will you please join us for prayer and a sermon given by Oshessa before we eat?"


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Gear I did not put Boytoy on the map mostly for lack of an image. If you can direct me to an image I'll slap him on there (or feel free to do it yourself)


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Goose also moves forward, using the rocks as cover.

The Azlanti also move forward, attempting to form a defensive position along the choke point with the blazing fires on either side and smoke billowing out. The strange crustacean creature is out front, and does not appear to have any weaponry other than what biology gave him.

One of the Azlanti (Red) fires a jetpack and flies into the air 30 feet, attempting to gain a better vantage point, though the smoke from the flames is blocking almost all vision.

Mordack, Beta, and Hollis are up!

Current conditions: Thin atmosphere, low gravity. Red is 30 ft in the air. All squares with fire are dangerous, and provide total concealment.


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

The Starfinders set off in search of Alsuka's, eager for tea and any gossip on the errant First Seeker.

A scrolling digital sign that reads “Alsuka’s Tea House” rests firmly above the open doors of a circular metal structure within the bustle of the Idari’s markets. Inside, several customers sit on elaborate cushions spaced in small groups around the clean, open space. Other customers sit on cushions at three bars that rise only two feet from the floor. An android, a kasatha woman, and a young lashunta girl preparing tea and food stand behind the bar. All three of these employees wear simple dresses of fine-quality linens. The aromas of tea and spice intermingle with those of sweets and breads.

A tall damaya lashunta woman garbed in green robes and wearing a fashionably tall hat greets those entering the store. “Welcome! I am Alsuka, and this is my tea shop. Have you come to partake or just to converse?”

Motioning toward several sitting pillows on the far side of the room, Alsuka continues, “Please sit and enjoy what hospitality I can offer. I hear you are seeking a lost friend.”


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

Irtrine seems a bit overwhelmed by the questioning, but manages to keep her composure enough to answer the questions. "The Weeping Knight is our god, brought to us by Oshessa. She has visions, receives guidance from Him. When we were exiled from our home, he guided us here."

She gulps a little and tries to stand a little straighter: "He teaches us that loss and pain are not something to be feared. They help us reach our true potential. Even our exile was merely a trial that brought us here, to this wonderful place. A sanctuary for us." She motions to the lodge itself.

Beyond this simple story, Irtrine does not have much else to share, stating that the Weeping Knight only came to them a dozen years past, so the history is rather brief.


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

With the scenario wrapping up I'm going to work on Chronicles. Hmm has asked us to try and be vigilant with properly filling out the Chronicles so everyone can please and give me the following info:

Number of this Chronicle:
Starting XP:
Initial Fame:
Day Job Roll:


The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

This marks the end of the scenario guys. It looks like the augmentations were a dead-end, but with Vrisken and Theskell leaving and the ooze easy to deal with, all that remains is reporting the results to the VC and doing some "cleanup".

Primary Success Condition:

Putting an end to the corrupted biotech upgrades. SUCCESS

Secondary Success Conditions:

Any two of the following:
  • Favourably treat with the halflings
  • Access Shenge's computer for his dossier on Renew-You
  • ID and either capture or destroy the Assembly Ooze
    Success!

  • The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

    The containment field appears to be built into the wall, unfortunately it is unmovable in it's current condition.

    Vrisken attempts to address the questions as best he can while Theskell begins to gather a meager set of belongings to bring with them.

    "Understood," Vrisken replies sheepishly to Dusty.

    To Burnham, he shakes his head and tilts it slightly to the side. "Yes, Kinnakt was our doctor, they were the one who designed the cybernetics we were using. They also bought the ooze from a shady group on the Station... I don't think there was any records from that though."

    The ooze is a CR1 creature, so you guys would finish it off rather easily, especially with the chance to set it up and curb stomp it out of containment. So up to the group whether to kill the creature or allow Station Sec to handle it.


    The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

    Heh, forgot to actually describe the ooze

    Just as Vrisken said, there is a slop sloping ooze of a mostly opaque light-blue colour just behind a containment field in the workshop. The ooze is about the size of a human, maybe a little larger. As you watch, it spits out another of the tainted biotech augmentations onto the ground.


    The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

    The crew swoops in towards the greenhouse, Buzz juking and twisting towards the landing zone. While Beta's gun destroys some ground-based defenses, it is the antimatter missile launched by Goose that strikes true...

    Missile Damage; 1s become 2s: 10d10 ⇒ (2, 9, 9, 1, 8, 6, 7, 7, 7, 9) = 65 for 66 damage

    WIP don't respond

    The missile strikes with unerring accuracy and explodes fantastically, sending detrius shooting out into space and disabling the local defenses as well and damaging the greenhouse itself. Buzz quickly moves to set down The Seeker's Prommise just outside the greenhouse to allow the Starfinders to investigate.

    Elsewhere, Scout and Shield team seem to be doing alright for now and are holding off the remaining Azlanti forces, but there's no time to waste, so the Starfinders move to secure the greenhouse on foot.

    Pale-green plants writhe and shrivel as they burn away from the lunar surface, ignited by the blast of starship weapon fire. Plumes of light-gray smoke billow from the inferno, rising as high as the fractured atmospheric shell before getting sucked through the cracks and dissipating into the vacuum of space. Near the center of the broken field stands a wiry research tower, barely visible beyond the roaring flames. With the research tower as the only obvious point of reference, the Starfinder make their way towards it. Ahead through the smoke there appears to be a strange crustacean alien creature... and a group of Aeon Guard! It seems there were some survivors to your assault!

    The air is quickly escaping from the greenhouse so the atmosphere is thin here, necessitating you to use your armour's environmental protections.

    Squares which are burning on the map block vision (total concealment) and standing adjacent to them is probably unhealthy. Standing inside them is not advised unless you are immune to fire.

    Tokens are colour-coded, please make sure you are specifically calling targets. If you are color-deficient then I will use a different system just let me know.

    Initiative:

    Purple: 1d20 + 5 ⇒ (15) + 5 = 20
    Blue: 1d20 + 5 ⇒ (1) + 5 = 6
    Red: 1d20 + 8 ⇒ (3) + 8 = 11
    Green: 1d20 + 3 ⇒ (14) + 3 = 17
    Mordack: 1d20 + 4 ⇒ (7) + 4 = 11
    Beta: 1d20 + 9 ⇒ (1) + 9 = 10
    Goose: 1d20 + 12 ⇒ (20) + 12 = 32
    Hollis: 1d20 + 2 ⇒ (4) + 2 = 6
    Gear 2.0: 1d20 + 2 ⇒ (1) + 2 = 3
    Buzz: 1d20 + 12 ⇒ (16) + 12 = 28

    Initiative Order:

    Goose & Buzz
    Purple, Green, Red
    Mordack, Beta, Hollis
    Blue
    Gear 2.0

    Goose & Buzz are up!

    ROUND 1 begins


    The Half-Alive Streets | Truth of the Seeker | The Sanctuary of Drowned Delight

    The automated car drives for about 20 minutes before depositing the group outside what appears to be the Outland Markets.

    On the way, the Starfinders have a chance to view out the windows at the interior of the Idari. Built as a worldship when the Kasatha fled their native home, the interior of the ship is massive in scale, though not quite as big as Absalom Station. The interior is similar in construction to a ring world - a central spire holds the ship together and there is habitable space all along the ring. This has to effect of a lush green "sky" in the distance.

    The artifical gravity is tuned heavier than Absalom Station's, but not so much so as to be debilitating.

    A sprawling mix of small buildings, stalls, and pavilion tents stretches as far as can be seen. This area, clearly the Idari’s famous Outland Markets, boasts a vibrant mix of species interacting in tightly crammed stalls and wide-open bazaars. The cacophony of merchants and exotic scents tempt and beckon new arrivals into the more open stretches of the markets, and it’s clear that this space caters to a dizzying array of different customers.

    Myriad unusual spices and other less-obvious goods form a kaleidoscope of sensations aural, visual, and olfactory. Merchants draw the attention of the crowds by calling out in several languages, though Common remains the most prominent language here. Goods like rare, edible glowing mushrooms from Eox to items as mundane as knives forged by the thousands of Pact Worlds factories seem available at every turn. The calls of the numerous merchants come from all directions.

    “Welcome to Idari. May I interest you in some fine lashunta tempweave? For you, a special price.”

    In a distance, a merchant can be heard saying, “Hello there, you look like you could use a new a prehensile tail?”

    From another direction, “Perhaps some cable line made of adamantine alloy; the strongest cable credits can buy!”

    You may wander the markets and gather information, or make purchases (they have normal level of equipment for purchase). Diplomacy can gather info, as well Bluff and Intimidate take -4. Certain profession skills can also be used, especially things like Merchant or Detective, but maybe others if you RP a good reason. If you aren't sure, just ask.

    Gather Information DC10:

    The Idari’s crew strictly enforces the peace and is notoriously difficult to bribe. Violence and criminal activity onboard the colony ship remains rare, though some younger hot-blooded kasathas can cause problems. Foreign visitors, known locally as “outlanders,” are welcomed by most kasathas onboard the Idari but are also often the target of younger kasatha aggression.

    Gather Information DC15:

    Visitors looking for a kasatha who lives among outlanders are referred to speak with Alsuka. She’s a lashunta who owns a lovely teashop. Since she serves some of the best tea on the Idari, her shop is often a first stop for many kasathas returning after long journeys.

    Gather Information DC20:

    Kasathas have always maintained a strong belief in their philosophy known as the Cycle—a belief they share with many solarians. Whether kasatha or not, solarian visitors regularly come to the Idari in hopes of learning more about the Cycle or visiting one of the world ship’s many monasteries. The Pradulex Monastery is the Idari’s most iconic site for solarians, though visitors require some advanced approval in order to enter.

    Gather Information DC25:

    The Outland Markets’ proprietor, Alsuka, not only tends to most visitors passing through the Idari, but she’s also known to be on cordial terms with several of the Pradulex Monastery’s ranking masters. In addition to this information, several vendors confirm witnessing a kasatha matching Jadnura’s appearance entering Alsuka’s tea house several weeks ago.

    About Duskashae

    Name Duskashae
    Race Half-Elf
    Age 26
    Alignment True Neutral
    Class Fighter (Gloomblade) 4

    Background:
    Duskashae was born in an awful dark ritual led by the high priests of Zon-Kuthon in the darkened land of Nidal. She lived in Ridwan as an indentured servant for most of her youth, and based on what she can remember, it was almost twenty years of misery. She trained as a soldier and guard under the lash of devils and shadow beasts, always giving thanks and praise to the Midnight Lord. Once she had outlasted most of the other recruits, she was assigned to guard duty on the Molthune border. Eventually, her captors' watchful eyes looked away, and she quickly seized the opportunity to kill her partner and flee the country.

    She found her way through the mountains to Braganza, where she was able to hide in one of the many abandoned buildings and make a desperate living stealing food and money from Abadar's temple coffers and wealthy Molthuni citizens. She became quite practiced at breaking into houses and picking locks, and she thought the criminal life agreed with her. She always felt like an outsider, however, and when she was finally caught, the Molthuni justice system was cruel.

    Instead of serving in prison, she was forced into the army, and she was sent to Fort Ramgate as part of the "irregular" (monstrous) infantry units commonly stationed there, to serve them as a labor force and to act as shock troops when needed. (The Ironfang Legion was one of these units that occasionally gave Duskashae work orders.) When a Nirmathi force attacked, Duskashae and the others in her unit were ordered to give chase, and she again took the opportunity to escape, this time by "getting lost" and stealthily following the routed enemy to one of their support camps.

    When the hobgoblins of the Ironfang Legion attacked the camp soon after, Duskashae only barely escaped the slaughter, taking everything she could carry. She did get a firsthand look at the brutal actions that the unit took, however, and it sickened her. She would rather live in darkness than ever fight for such horrible brutes again, she decided. Their reappearance was surprising as they had been missing for two years, ever since she had first arrived at Ramsgate.

    She headed east under cover of night, and when she made it to the southern edge of Fangwood forest she found hiding much easier. However, the meager supplies she stole did not last very long, even with careful rationing, and she decided that she must seek out civilization or starve to death. Good fortune brought her to an injured Nirmathi man camped out in the wild, and instead of challenging her he offered to share a meal with her. In gratitude, she told him her name and cared for his wounds as best she could. She is pretty sure she saved his life. He gave her half of his remaining food when they parted ways.

    A day or two later she noticed a pillar of smoke coming from the north, very close by, and some instinctive feeling made her want to get clear of the road and out of sight. Over the next few days she saw all manner of creatures patrolling and looting, all wearing the crest of the Ironfang Legion. She managed to take a pair of hobgoblins by surprise and stole their provisions before crossing the river and heading into the Charnasardo Forest.

    Description:
    Duskashae is a small woman with angular elven features and ashen gray skin. She typically wears a mask as she is self-conscious about her appearance. Her body appears to be slightly transparent, and she casts no shadow. She carries a backpack and a belt pouch, and often wields a long spear that seems to be made of the same stuff that she is.

    She is generally taciturn and gloomy, but is almost obsessively interested in studying human anatomy and gruesome injuries. Her general outlook is that "might makes right" is the way of the world. The strong overcome the weak, the powerful enslave the humble, and she wants to be on the winning side for once. She hates the Molthuni almost as much as she hates the Nidalese, and she especially hates the hobgoblins of the Ironfang Legion. The Nirmathi have been kind to her, as no one else has been, so she will fervently and fiercely fight for their cause.

    Character Sample:
    Duskashae stared at the wagon through the darkness of night and listened. She couldn't hear any sounds of activity anywhere nearby, and she was sure that all the tracks she had found were many days old, if not a week. Horsesss were here, yesss, and hobgoblinsss, she thought to herself. But it was clear that someone attacked them-- her quarry, she hoped.

    After waiting an agonizingly long time, she crept out of the trees and cover and sifted through the wreckage. She found corpses that had been dragged from the scene, and inside the wagon were manacles and chains. Ssslaversss, she thought, as a familiar chill ran down her spine. Unbidden, the rote words appeared in her head: Hail Lord of Midnight, let my unworthy body serve You. She shuddered. Even so many years later, she still had these evil rituals embedded in her head. Would they ever go away? I am not a ssslave any longer, she rebuked herself, but the words rang hollow in her head.

    She pulled herself back to the present, and considered what she had found. If I had to guessss, she thought, the party came upon thisss band of hobgoblinsss and attacked them, then they freed their... prisssonersss. There were other wagonsss-- maybe food and other sssuppliesss?-- that they took with them, but thisss one they left behind, for they had no need to transssport people who could ssstill transssport themssselvesss.

    She considered what to do. Well, obviously, she had to keep following them, but the trail was already very cold. She badly needed to forage for food, and there was little to be had where the refugees had already passed. Perhaps she could circle around and pick up the trail again from a different direction? She might have more luck striking out on her own, as long as the wagon trail was more or less straight.

    Before leaving, she made herself examine the rotting bodies of the enemy. Sure enough, she recognized the insignia that one of the hobgoblins wore: The Ironfang Legion. She didn't recognize the woman, but she had only rarely met any of the elite unit in person, so it was certainly possible that this hobgoblin had been stationed at Ramgate also. Duskashae wet her lips and spit on her corpse. "I curssse you," she whispered coldly. Ssshe dessservesss that much, at leassst, she thought.

    Abilities Str 14+1 (+2), Dex 16+2 (+4), Con 14 (+2), Int 14 (+2), Wis 9 (-1), Cha 7 (-2)

    Size Medium

    Init +4 (+4 DEX)

    AC 18* (+4 armor, +4 DEX; +2 vs goblinoids)
    Wound points 36/36 (28+8)
    Vigor points 34/34 (4d10: 10+4+10+10)
    Saves +7/+6/+1** (+1 vs fear, +2 vs charm/compulsion/emotion, +2 vs enchantment, immune to magic sleep)

    Move 30' (light armor)
    BAB +4
    Weapons +1 elven branch spear +10* [-2] (1d8+4 [+6], x3; +2 opportunity attacks provoked by movement), +1 elven curve blade +9 [-2] (1d10+4 [+6], 18-20/x2), +1 pilum (thrown) +10 [-2] (1d8+3 [+4], 20', x2)

    Race (Half-Elf) Blended View (darkvision 60'), Elf Blood, Elven Immunities (+2 vs enchantment, immune to magic sleep), Keen Senses, Low-Light Vision, Weapon Familiarity

    Favored Class Bonus (Fighter) +4 skill points

    Traits Anxious (-2 Diplomacy, speaks in whispers), Battlefield Surgeon (Heal is class skill, can treat deadly wounds 2/day per person), Criminal (+1 Disable Device, class skill), Frontier Healer (+1 Heal/Knowledge: nature, class skill, half [level+1] hp healed), Precise Treatment (+1 Heal, use INT instead of WIS), Principled (-2 Bluff, +2 saves vs charm/compulsion/emotion), Umbral Unmasking (casts no shadow, has an unnerving appearance)

    Feats Additional Traits (Level 1), Combat Expertise*, Combat Stamina* (Fighter), Deadly Aim*, Power Attack*, Risky Striker*, Weapon Finesse* (Fighter 1); Combat Reflexes* (Fighter 2); Weapon Focus (spears, Level 3); Barroom Brawler* (Fighter 4, 1/1 uses)

    Skills Acrobatics 3+7, Bluff 0-4, Craft (alchemy) 4+5, Diplomacy 0-4, Disable Device 1+8* (+2 masterwork tools), Heal 4+6* (+2 healer's kit), Knowledge (nature) 1+6, Lore (Ironfang Legion) 4+5, Perception 4+4*, Stealth 4+7, Survival 3+2* (+2 survival kit), Use Magic Device 4-2

    Languages Common, Elven, Goblin, Shadowtongue

    Fighter Abilities (Gloomblade) bravery (+1 vs fear), shadow weapon (one +1 weapon as move action), student of darkness (altered class skills)

    Equipment acid flasks (craft 9 doses, 30 gp), alchemy crafting kit (25 gp), backpack (2 gp), belt pouch (1 gp), burglar's outfit (free), canteen (2 gp), cloak of resistance +1 (1,000 gp), healer's satchel (1,500 gp), leechwort (craft 24 doses, 8 gp), masterwork survival kit (50 gp), masterwork thieves' tools (100 gp), rope (100', 2 gp), small tent (10 gp), +1 studded leather armor (1,000 gp), surgeon's tools (20 gp), traveler's any-tool (250 gp)

    Build Notes:
    Duskashae is primarily a reach fighter, creating a +1 elven branch spear as a move action in her hand, or a +1 pilum that she can throw at targets further away. When creatures get inside her reach, she switches to a +1 elven curve blade. She has incredible versatility, since she can create any kind of simple or martial weapon on the fly. She also has lots of useful skills, hoping to act as the party's rogue and backup healer. She is focused on Perception, Acrobatics, Stealth, and Heal, and she also has good scores in Disable Device, Survival, and Use Magic Device. With her extensive medical knowledge she can treat deadly wounds 2/day on a person, restoring their HD+2 in vigor points and 1 wound point after an hour of rest. (At 5th level she will quadruple those numbers.) She also has basic alchemist and herbalist knowledge that she can use to supplement her physician abilities.