Rilynn Rae wrote:
Sorry I hope I have fixed this so you can see the chronicles will check back in the morning to confirm
The party free the Dromada who gather round the fallen Starfinder. They let out a mournful howl and stomp then pick up Madrigals body to return it to the camp You are all made honary members of the Star treader herd and the four dromada are eager to join the starfinder society under the name madrigal You find some information from Naralls logs She initially btook the job as an easy pay day at first but became obsessed with all the secrecy Sorry really wanted to mark the death properly but have been distracted b real life
Yippee does indeed manage to hit the cat and liftt also manages to stab his target However Kippi finds the height makes the cat look smaller and she misses The big cat is badly wounded but still looks calpable of one last attack Madrigal Are you sure you want to draw that aoo on 3hp massive damage rules mean a crit is going to kill you. If you still want to draw that attack click through: tail: 1d20 + 10 ⇒ (20) + 10 = 30 tail slap: 2d6 + 12 ⇒ (5, 4) + 12 = 21 Madrigal dies falling to the floor with a sickening thump as the Zrullicats tail wraps round his head
Liftt stabs the large cat The Zrullcat swings at Madrigals approach tentacle: 1d20 + 10 ⇒ (10) + 10 = 20
and its tail lashes round and grabs Madrigal Kippi and Rilynn both slam the creature with laser and fiery orbs of death but it still holds tight to madrigal Yippees shot narrowly misses the beast Bot mode Max moves away stealthily and tries a trick shot
not the cleanest shot but effective
The zrullicat releases Madrigal and swings its tail at Rilynn tail: 1d20 + 10 ⇒ (4) + 10 = 14
It hits but Rilynn rides the blow and manages to escape its grasping tail Party
Yippee and Madrigal move forward to the console Kippi lands a flash grenade ref: 1d20 + 3 ⇒ (12) + 3 = 15 What the Nraall is blinded Max Liftt and Rilynn attack I recognise that effect If I could see you I'd return in kind she snarls burn: 1d4 ⇒ 3 She begins to lower her head at Kippi before the fire around her consumes her before she can charge The zrullicat pounces forward next to Max Lifft Rilynn and Kippi Zrullicats ability:
As a standard action, a zrulicat can leap up to 15
DC 11 reflex save for Max Lifft Rilynn and Kippi
off target if you fail:
Your battle concentration is thrown off. You take a –2 penalty to attack rolls while off-target. Party is up
Nraall wont be getting up again
You are not from former supporter? Then you may either leave or volunteer for my experiments. See an example of what you could become she flicks a switch and a zrullicat emerges from one of the cells. The Dromadas stop banging on the doors and back away shaking their hands No you cant talk Narall down she is too much mad scientist My work must succeed type to be talked into releasing his test subjects or anything else. You need to get to the central console to release the cell doors via a computers check Kippi: 1d20 + 5 ⇒ (15) + 5 = 20
The party is up
Computer banks line the walls of this brightly lit, sanitized room, each processing biometric data and displaying strings of numbers and diagnostic images on their monitors. A machine towers up to the ceiling in the middle of the room. Glass pods positioned in the room’s four corners each contain a living dromada. They pound on the glass and snarl, their faces contorted in rage. A series of holding cells to the northwest house several emaciated zrulicats. A grizzled, cybernetically enhanced nuar woman stands beside the central machine’s console, her scarred brow creased in concentration.
Place yourself on the left of the blue square which is just a marker not actually anything. Also maybe the skittermander is off being helpful as Torpa the skittermander is not presnt at this tier
The other two hurry out to meet the new shipment you are left stood outside the laboratory. You understand there is Naaall and a skittermander in there with Nraall's experiments. She is likely to be in an enviroment suit for her experiments so the smoke grenade trick is unlikely to work twice and the cameras in side are to her work station so you dont know what exactly lies beyond.
Riylinn does find a cole of interesting files buried away and manages to break the encryption to show to vid files A backlit humanoid figure appears on screen, its face blurred
The second communiqué is dated months later, just a week prior
The blurred silhouette appears again. Their frustration is
The blue crystals are shimmerstone which is known for its calming effects on emotions mined on vesk 8 life science or medicine 19:
The dromada's cause of death was
brain hemorrhaging, and that the corpse displays evidence of repeated injections. A good bluff or diplomacy check can get the two ijtikri mercenaries, Sshlarm and Tselk to leave So you can just fight Nraall and his skiermander assistant alone
Summarising what you learn from your interrogation you are in Security A set of computer banks.
B3 is Foyer The hallway leads to a large, open room with two halls on
B4 is the mess hall where two Ijkrit mercenaries are likely to be eating their meal (squid like mercenaries who seem to be mook of Season 3) B5 is a communication station b6 is the lab where the Nuar (minotaur) named Narall performs her experiments with various cells to keep his lab rats under control Deliveries are less frequent but involve some blue crystals referred to as shimmerstone and also ingredient X Naralls Experimental research organisation is Pact world equivalent of a start up and nothing anyone is likely to have heard of He believes the other dromeda are still in the lab You can use these computers to unlock any doors apart from those in the lab area (you can open the doors to the lab itself those to the cells there are on a different system in the lab) If there is anything you think I've missed that you want to know about let me know
Kippi Longfeeler wrote:
Oredkaya Thats Blaruega and Gretarena. They said the Dromada were volunteers He jerks his head to his two vesk friends to indicate who they are
Spoiler:
blue aoo: 1d20 + 8 ⇒ (2) + 8 = 10
blue reflex: 1d20 + 3 ⇒ (1) + 3 = 4 red reflex: 1d20 + 3 ⇒ (16) + 3 = 19 yippee shot: 1d20 - 5 ⇒ (16) - 5 = 11 1d100 ⇒ 23 damage: 1d4 ⇒ 2 yippee shot: 1d20 - 5 ⇒ (15) - 5 = 10 1d100 ⇒ 44 damage: 1d4 ⇒ 1 Madrigal takes the full force of the blow but his spell catches blue
Kippi -2
Kippi slashes at Red before moving away Red responds by launching a grenade grenade: 1d20 + 5 ⇒ (1) + 5 = 6 scatter: 1d8 ⇒ 2scatter distance: 1d4 ⇒ 1 Red drops it a little short catching his friend as well as everyone but Max frag grenade dc 12 reflex for half: 1d6 ⇒ 5
We not kidnappers! They were volunteers! S@#&! shouts red Blue Snarls I'm sure she would like more volunteers and looks daggers at red All bar Max have a dc 12 reflex save to make and take 5 (fail) or 2 sucess damage Bold to act Riylnn
red reflex: 1d20 + 3 ⇒ (1) + 3 = 4 Sorry cant give you double damage for a 1 on a save in this game. However redirecting to red as green had dropped not dopped (whatever dopping is. Blue takes a move action to gather his doshko and another to move Blue moves picks up his doshko and moves forward threatening Kippi Liftt and Rilynn Kippi
Yippee decides a trick shot is just not worth it and tries to put two shots into Green miss: 1d100 ⇒ 47
the vesk dops but only after the second shot Madrigal
Apologies for taking so long to post. Also I am going to reverse the ruling that once seals are activated you need to make a further save. AS a player if a gm ruled that way i would be most upset so greens fort save was Blues fort save so blue spent his turn activating his seals Kippi engages red knicking the vesk. he responds by activating his seal and reaching for a dosko> Madrigal continues to secure the cages Riylnn
Max Deverell wrote: Sorry I was going off your post that mentioned ranged attacks had to worry about concealment and assumed melee didn't. After reviewing the crd on smoke grenades and concealment, I see melee does also, so I apologize. I'll make sure to add that to my rolls going forward. Not a problem Sorry as I mentioned in my post there was some carry over from a previous game I had just finished
With max advancing on mustard green Yippee tries to use the smoke to attack red shirt Vesk
The Vesk snorts derisively at Max Activates his enviro seals and reaches for his doshko Max responds by drawing first blood miss for Max: 1d100 ⇒ 49 Sorry you are going to get the blame for another combat I just ran where my players kept ignoring the miss chance from blur but if I have to roll miss chance again for your characters I may be tempted to rule it a straight miss. I know its annoying but not as annoying as having to do it for both sides of a combat Bold to act Madrigal
green fort: 1d20 + 5 ⇒ (11) + 5 = 16
Green copes with his last lungfull of smoke before the enviromental seals kick into gear blue is not well non lethal: 1d6 ⇒ 4
Spoiler:
Kippi: 1d20 + 5 ⇒ (4) + 5 = 9
Lifft: 1d20 + 4 ⇒ (13) + 4 = 17 Max: 1d20 + 8 ⇒ (11) + 8 = 19 Madrigal: 1d20 + 2 ⇒ (13) + 2 = 15 Rilynn: 1d20 + 1 ⇒ (2) + 1 = 3 Yippee: 1d20 + 4 ⇒ (13) + 4 = 17 red: 1d20 + 1 ⇒ (4) + 1 = 5 blue: 1d20 + 1 ⇒ (10) + 1 = 11 green: 1d20 + 1 ⇒ (16) + 1 = 17 saves: 3d20 ⇒ (12, 9, 18) = 39 Kippis smoke grenade lands filling the area with smoke everything inside the circle has concealment (and anyone shooting inside the smoke will find their targets have concealment Initiative Bold to act
Max
Just checking. You have the option of jumping the vesk gamers. There was an intercom but yippee decided to bang on the door with a rock which the vesk obviously didnt hear. You then bypassed the code entry to open the door and have disabled the automated defenses. So you also have the option of talk first shoot later. Also nobody seems to have told Kippi that the frantic keyboard work is gaming related
Apologies the board appears to have eaten my post kippi spots the telltale signs of a pressure plate and possibly a drop down turret. And she is pretty sure these doors can only be opened remotely. The glass doors at the end of the corridor that lead into another room look to be normal doors though. You can see 3 vesk furiously tapping away on keyboards physical science or intelligence 10:
The fact that the room beyond is more brightly lit than the hallway probably means the vesk can see their reflection in the glass more clearly than into area B1 on the map gm rolls:
6d20 ⇒ (6, 13, 14, 4, 20, 2) = 59 Anyone not named Kippi:
The vesk appear to be engrossed in a vid game. (starcraft??) Engineering check if you wish to disarm the trap
The knocking is unanswered Yippee get to work on the keypad and with a few pointers manages to open the heavy blast doors within the cave mouth open to reveal a long hallway flanked by holding cells. Within these cells, emaciated zrulicats alternately pace within the enclosures and throw themselves against the transparent cell doors.
Okay I have misread this You arrive at dusk with camp in lockdown. You get a nights rest then in the morning talk to the witnesses who are doing their day to day tasks. The nights rest is not actually mentioned in the scenario. Alternatively you talk to the witnesses in the evening but finding the cave they have mentioned in the nightime seems difficult either way nights rest and set off in the morning seems the plan. Also sorry to chunk the roleplay side of the interviews into a series of skill checks. This feels a group that could have run with the role play side Coldrid is keen for you to investigate this lead of a cave you have found out about and stays behind to look after the herd Mulrid’s directions lead you along a series of game trails that begin at the edge of the meadow and meander deep into the forest. Massive tree trunks the size of small starships rise above the trail, blocking the PCs’ view of the sky above. A rainstorm passes over the forest, filling the air with mist as stray droplets trickle through gaps in the leaves. After the storm, faint shafts of sunlight refract into beautiful rainbows in the misty air. At the edge of a small clearing, a 30-foot-high granite ridge rises above a collection of boulders, forming a series of caverns at its base. Further access into the caves is blocked by a steel door with an intercom panel and keypad perception checks:
6d20 ⇒ (17, 14, 8, 14, 3, 2) = 58 Madrigal (and anyone else who want to check these things) See no signs of traps
They are not puppets of the shadow council. They are scared Dromada! Coldrid sighs before continuing Muldrid is more concerned about planting seeds properly than talking to me. He is quite timid
life science or survival dc13:
You provide Muldrid with some planting advice Mulrid then describes how they were out collecting seeds on the day of Tansid’s disappearance. They’d wandered far from the encampment when they heard screams coming from a cave but were too frightened to investigate. Muldrid provides directions to the cave Soorid is one of our elder she has a vivid imagination and when she initially said she saw a strange figure I dismissed it as her imagination. Perhaps i should have given more credence I did not hear your shuttle landing so there may be others on Zrulik 3 Which may be behind the strange activity of the Zrulicats. She enjoys magic tricks and talking of the great mysteries
sleight of hand or mysticism dc 18:
You convince her to share
her story. Soorid explains that she was working one evening when she saw a strange humanoid creature with horns and a cybernetic arm appear in the tree line. The creature fled when she called out to warn the herd. Trisu is one of the youngest members of the herd and stands out because of his reddish fur. He lingers in the sleeping module, an openair pavilion where the dromadas gather each night to rest. A poacher attack on his natal herd left him orphaned, and he’s fearful as a result. At first, Trisu hides from you behind a pile of crates and emits a deep moaning sound. DC 13 Life Science check:
You recognize the noise as the warning distressed dromadas use to communicate with their herd. You can calm Trisu down by telling him a story or singing a
song with a successful DC 18 Bluff, Culture, or Diplomacy: Once calmed, Trisu explains in a stuttering voice that he saw a two-legged creature poke his friend Tansid in the neck with something sharp and drag him into the woods.
We would like to recover our missing and determine whatis causing the unusual Zrulicat behaviour before commiting to another migration yes Colrid answers Rilynn The village suggests the herd numbers about 40-60 Scenario doesnt give a number but it is large but not too large is my impression Certainly too many to leave all at once in one shuttle (although now you have 2) It is still several trips for the entire herd and probably not enough space on the ship you came into the system on in any event The zrulicats come at us from all directions. And yes Liftt they do appear to be behaving strangely So edu is now helping Jadnura the First seeker as he become a venture captain? The Zrulicats have been acting in this strange manner for a fwew months but the five disappearances are much more recent. He sighs before explaining further “At first we thought Tansid got lost—he’s young and hasn’t mastered the art of navigation yet. Then, a few days later another was taken. Five members of our herd have disappeared over the past two weeks. The witnesses refuse to speak of what they saw, and my attempts to track the missing have failed.” “This isn’t normal predation. As I told you, the predators stalking us don’t eat their kills. Our missing friends simply vanished.” “Soorid, Trisu, and Mulrid all say they saw something strange. You should talk to them about what they witnessed, but you’ll need to earn their trust first. I fear my reputation as tribal elder is scaring them”
liftt:
Everythings fine but I prefer to talk talk sorry "Welcome Starfinders. I am glad you recieved my message and Ehu is still a Starfinder. Why did he not come himself though? Or did you pull rank on him Princess. Although we are not under attack at present we are besieged. We normally roam the meadows freely but the recent string of Zrullicat attacks have disrupted our routines. To make matters worse some of the herd have gone missing without a trace over the past couple of weeks" “The wildlife attacks started a few months ago, and it’s only getting worse. Animals claw or peck at us wherever we go—it’s as if the entire planet is on edge. The zrulicats are the worst. They rarely troubled us before and were easy to avoid, but now they hunt us. Stranger still, when the zrulicats attack their prey, they no longer eat their kills. They just leave the corpses laying there to rot. I don’t understand it Madrigal sees no sign of Coldrid being a hologram (or doppelganger or Synthzoid) I am obliged to say this as GM even if suspicions are correct unless my secret rolls say I can give you a clue
The zrulicats appear gaunt and underfed, but the bits of intestine on their claws and in their teeth suggest they’ve been hunting recently. DC 18 Life Science or Medicine check:
determine that the zrulicats suffered from starvation and their blood isn’t coagulating normally. Zrulicat pelts are so glossy and thick that they’re actually quite valuable as components for making armor.
After a brief rest (ten minutes) the party is ready to continue Eventually, the tracks you follow merge to join with multiple sets of hooved footprints, all leading to a single location.
perception 13: You notice eyes peeking out from shuttered windows, some accompanied by the barrels of guns
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