Golden Orb

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432 posts. Alias of Chris Marsh.


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Disaster at Dreamlink Labs | Murder in Metal City

The team searches in a variety of ways.

The cramped space is packed with steel shelves
stacked with supplies (mostly canned rations and jugs of
filtered water), but also:
a chemalyzer
an explorer’s canteen
a tactical hypopen
4 medpatches
an emergency beacon.

The crude furniture is crowded around a rickety card table stacked with various types of ammunition and a commercial laser pistol disassembled on it. A character can put it back together in working order with a successful DC 13 Crafting check. There’s also a commercial plasma sword with what looks like a stylized Z engraved in the hilt.

Lunar-17 catches something magic, and finds something hidden! Concealed behind a bare mattress leaning up against the wall is a commercial null space chamber in the corner containing a few copies of vintage racing magazines and the missing transistor relic you were arrested for stealing! That find is worth 120 XP.

laptop sits on top of a wooden crate, charging from a portable generator. The laptop’s password protected Computers check to hack.


Disaster at Dreamlink Labs | Murder in Metal City

It takes the team a little while, but after a strong opening, Nitpick seals the deal. The door opens to... well, you don't know what you were expecting.

Smooth, marble steps completely out of place inside the ice-rimed rock pit—almost as if they were ripped from another world—descend 20 feet to a frigid hallway of bare gray stone. A heavy airlock door hangs open, leading to a one-room survival bunker. The cramped space is packed with steel shelves stacked with supplies. There's a LOT to go through here...


Disaster at Dreamlink Labs | Murder in Metal City

Jaedana:
Lunar-17: 7
Nitpick: 16, 26
Tapkey: 15
Vorza: 15
Wildfire:


Disaster at Dreamlink Labs | Murder in Metal City

This would be easier to handle at a table. EVERYONE should roll. You're all working towards solving the door. You can all roll whatever skill you want from the list.


Disaster at Dreamlink Labs | Murder in Metal City

Nitpick starts, but it'll take more. Thus far, Nitpick's +7 seems to be the best. People can work simultaneously, but I do need to know how many checks it takes to hit the success threshold.


Disaster at Dreamlink Labs | Murder in Metal City

Ha! Nitpick with the save!

Nitpick recites some longshot words he overheard once, and it works! It causes the outline of a door to appear in violet light. Still, there's no means of opening it, at least not obviously. There are runes along the door, but it's like there's one missing. You also discover you can move the runes like you'd manipulate a VR HUD.

This may take a little teamwork. Crafting and Perception are about trial and error. Arcana, Occultism, or Religion will work through discerning the right changes. You need more than one success, and it can be from any combination of skills, including repeats.


Disaster at Dreamlink Labs | Murder in Metal City

Through skill of magic, tracking, and keen skill, the party discovers a pathf forward.

A hidden door carved into the cliff face about fifteen feet down from its peak is accessible via a narrow, unstable rope bridge, marked by an invisible holy rune of Eloritu painted onto a rock beside it.

Squeezing through, you find the door to be ...unopenable. Religion to figure out. Worshipers of Eloritu auto-succeed.


Disaster at Dreamlink Labs | Murder in Metal City

And what a game to watch!

Staying focused, the party reaches the location known as "The Last Goodbye."

Biting wind howls over the precipice of this steep cliff—a ledge of jagged rock is the only barrier to the abyss below. A few yards from the ledge, sheltered by some thorny shrubs with sweet blue berries, a gentler slope is partly obscured behind a boulder painted with a strange symbol.

[ooc]Survival to find and follow tracks
Perception to spot an outline in the rock or a patch of melted snow
detect magic to discover entrance
Arcana, Occultism, or Religion to recognize ...something

???:
Tapkey (14/14): Go
Nitpick (15/15): Go
Lunar-17 (17/17):Go
Vorza (23/23): Go
Wildfire (22/22): Go
Jaedana (HP: 17/17): Go


Disaster at Dreamlink Labs | Murder in Metal City

Around for the weekend. Once Jaedana posts I'll wrap up the obstacle.


Disaster at Dreamlink Labs | Murder in Metal City

Moving with purpose and skill, the party gets to the bottom without issue. Unfortunately it's hard to follow a trail down a cliff. You've got to pick up the trail anew. It's harder here too as the undergrowth is thick.

Survival to find and follow tracks
Perception to spot destruction in the surrounding landscape.
Everyone should also add a Society check after their obstacle check.

TRACK DOWN LEADS:
Tapkey (14/14): Go
Nitpick (15/15): Go
Lunar-17 (17/17):Go
Vorza (23/23): Go
Wildfire (22/22): Go
Jaedana (HP: 17/17): Go


Disaster at Dreamlink Labs | Murder in Metal City

The team, perhaps energized by making progress after a frustrating investigation, easily handles the descent. As Wildfire decends Everyone needs to roll for me to resolve.


Disaster at Dreamlink Labs | Murder in Metal City

Nitpick tends to the wounded creature. It skitters away after the food and attention, still limping. It does, however, begin to follow the party at a distance...

The party moves out of sight with enough speed and skill that the hunters completely pass over you! Ahead the landscape opens up as you find yourselves atop some pretty steep cliffs.

Athletics to Climb down Acrobatics to rappel down (Gear needed or at least one success at...) Crafting to rig a belay system.

Climbing Steep Walls
Tapkey (14/14): Go
Nitpick (15/15): Go
Lunar-17 (17/17):Go
Vorza (23/23): Go
Wildfire (22/22): Go
Jaedana (HP: 17/17): Go


Disaster at Dreamlink Labs | Murder in Metal City

This frosty "rainforest" grows on tiered cliffs that slope downward toward the bottom of the Ice Wells. The atmosphere is normal here, rich with oxygen exhaled by the pristine forest.

A massive shape blots out the rays of light filtering down from above—a mature sharpwing screeches as it spots new prey, turning into a sharp dive! This one is MUCH bigger than the young that you've faced off with previsouly.

Athletics or Acrobatics to block an incoming attack, tealth to hide, Survival to create camouflage, Nature to repel the sharpwing or lure
it away.

HUNTING SHARPWINGS
Tapkey (14/14): Go
Nitpick (15/15): Go
Lunar-17 (17/17):Go
Vorza (23/23): Go
Wildfire (22/22): Go
Jaedana (HP: 17/17): Go


Disaster at Dreamlink Labs | Murder in Metal City

Sorry yesterday work exploded, and then my laptop died a noisy, loud, and hot death....

It's close, but the team avoids the roving pack. You do see an injured young shroomclaw in the back. You could potentially entice it away if you wanted a pet. No pressure, just officially donate some rations/food and then make a Medicine check.

The rest of the trips to the canopy is uneventful. And the journey nets you each 40 XP.


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Disaster at Dreamlink Labs | Murder in Metal City

Arta is clearly happy with the decision. "Excellent! May this be the beginning of something amazing!"

congratulations! You've completed Disaster at Dreamlink Labs!


Disaster at Dreamlink Labs | Murder in Metal City

The trip back to Absalom Station through the Drift takes 1d6 ⇒ 6 days. You don’t encounter any anomalies or strange structures on the return visit, although anyone who experienced hallucinations in the extraction lab finds their dreams plagued by disturbing sights and haunting cries. Back at the Lorespire Complex, Arvin thanks you for your hard work and apologizes for the "unexpected complication." He promises to investigate the data they collected and asks each of you for your opinion: "Should the Starfinder Society help Dreamlink Labs with their research?"

As a show of his appreciation, Arvin takes you out for dinner at a high-end restaurant called Perfexion located in the Eye of Absalom Station. The restaurant is known for its experimental cuisine and psychic chefs who deliver delicious meals the guests didn’t even know they wanted.

Once everyone votes, we'll complete the mission!


Disaster at Dreamlink Labs | Murder in Metal City

"Amazing! Get back to work, of course. Needs must, and all that. We’ve friends to lay to rest, rooms to clean, and research to continue. The Newborn brought us here for a reason. A few disasters won’t sway us from our course!"


Disaster at Dreamlink Labs | Murder in Metal City

The team quickly gets out of the path, hoping the pack ignores them.

Whilst hiding Vorza drops some bad news. Those tracks.... they're Jinsul.

HUNTING SHROOMCLAW PACK:


  • Survival to evade tracking
    pursuers
  • Stealth to hide from the predators
  • Nature to change your behavior away from what they'd consider prey. (Gives free Identification on the same roll.)

HUNTING SHROOMCLAW PACK:
Tapkey (14/14): Success
Nitpick (15/15): CRIT Success
Lunar-17 (17/17):Go

Vorza (23/23): Success
Wildfire (22/22): Success
Jaedana (HP: 17/17): Go

******************************************
TACTICAL MAP
Location: Ice Wells
Party Conditions: Acclimation
Gravity:Normal
Atmosphere: Thin
Lighting: Normal
Battlefield terrain: -


Disaster at Dreamlink Labs | Murder in Metal City

"I don't need a rescue. You just rescued me."

She thinks a bit before continuing, “I caught a glimpse of what I believe is a holy site important to the Newborn, perhaps even a temple, in the dreamscape. Once I get the dreamscape a little clearer, I’ll be able to pinpoint the location. I’d like the Starfinder Society to help us explore it—in the real world, of course! While we here at Dreamlink Laboratories possess boundless enthusiasm, we admittedly lack the field experience to undertake what could be a dangerous mission alone. You’ll help us, won’t you?"


Disaster at Dreamlink Labs | Murder in Metal City

Despite the horror, death, and exhaustion, Arta seems pretty resilient. The remaining scientists, less so. They are clearly a bit shocked, but otherwise okay.

Arta looks at you, clearly processing. "OH! You aren't here for a rescue. You're here because I need Starfinders. Well, I needed you for something before I needed you. You know?"


Disaster at Dreamlink Labs | Murder in Metal City

She looks wide-eyed at Rolo's obvious mention of danger. “Dreamlink Labs was attacked by orocoran raiders called the Ichorwells my RESEARCH itself isn't dangerous. They wanted to steal all our aucturnite. Orocorans used to eat it, you know, back when they lived on Aucturn. They drank it right out of the ground and called it ichor. It’s addicting and terribly bad for your health. I would like to say I feel bad for them, but I find today’s events have put a damper on my empathy. Anyway, they burst into the labs without even bothering to dock—tore right through the hull! Some of my colleagues attempted to hold them off while the rest of us grabbed a data drive containing our research and fled into a dreamscape. We didn’t expect them to follow us in, of course.”


Disaster at Dreamlink Labs | Murder in Metal City

The Starfinders press. Helianthoides comes back to send the alien reeling, and Kazi's spell finishes it off! Rolo quickly heals the team, but the threat has pased. The scientists give a cheer, but the cheer from Arta is weak, as she had very little left in the tank.

The dreamscape begins to break up. Pockets of existance lose focus and vanish as the space changes to accomodate. The sensation is like getting squeezed through a tube. In a matter of seconds, you find yourselves back in the lab.

“Oh, thank goodness the Newborn answered my prayers!” Arta exclaims. “You arrived just in time! Or a few hours late, depending how you look at it, I suppose. But really, you could hardly be expected to arrive before I prayed for your arrival!”

Arta looks panicked and emotionally overwrought, but she straightens her coat and rearranges her hair, clearly trying to maintain an air of professionalism despite the grim situation. “Pardon the terrible state of the station. I assure you we usually maintain the strictest standards here at Dreamlink Laboratories.”

With a flourish and a tilt of her head, she introduces herself. “I’m Arta, founder and head researcher of Dreamlink Labs, professor at the vaunted Arcanamirium, and devout worshipper of the Newborn. How can I help you?”


Disaster at Dreamlink Labs | Murder in Metal City

The team takes a methodical approach to exploring. Before long Tapkey and Vorza find some... footprints? They're nothumanoid feet. They look like someone dragged two swords through the snow while walking on stilts. It leads to an area of churned earth that’s oddly bare of moss or other flora. Buried two feet down is a steel lockbox of an unusual, brutalist design. All the items inside have a similarly strange aesthetic but function as the following items: an autograppler, a climbing kit, a commercial plasma cannon with 100 charges, a suit of commercial aegis series armor, and a commando serum. Will take a Society or Scoured Stars Lore check to identify the strange asthetic.

There are other tracks to follow, but you're suddenly beset! A large pack of strange looking quadrapeds. Each are Vorza-sized.

HUNTING SHROOMCLAW PACK:


  • Survival to evade tracking
    pursuers
  • Stealth to hide from the predators
  • Nature to change your behavior away from what they'd consider prey. (Gives free Identification on the same roll.)

HUNTING SHROOMCLAW PACK:
Tapkey (14/14): Go
Nitpick (15/15): Go
Lunar-17 (17/17):Go
Vorza (23/23): Go
Wildfire (22/22): Go
Jaedana (HP: 17/17): Go

******************************************
TACTICAL MAP
Location: Ice Wells
Party Conditions: Acclimation
Gravity:Normal
Atmosphere: Thin
Lighting: Normal
Battlefield terrain: -


1 person marked this as a favorite.
Disaster at Dreamlink Labs | Murder in Metal City

Yeah I did mess up re:Slack. Pipp and Pipsqueak, the white ysokis, were both Bleeding. My bad!

Pipsqueak keeps bleeding as Jewel takes aim and scores a hit!

The alien concentrates for a moment on the dreamscape and Occultism: 1d20 + 5 ⇒ (9) + 5 = 14 and psychically shoves Helianthoides away to get a clear shot at Jewel's brain:
NOM: 1d20 + 10 ⇒ (16) + 10 = 26 for DMG: 1d8 + 3 ⇒ (8) + 3 = 11 Bleed 1

ROUND 4:
Jewel (4/15, Bleed 1): Hits
Pipsqueak 19/19, Bleed 1): Kill
Hostiles: ATK
Helianthoides (8/19): Go
Rolo (18/22): Go
Pipp (14/16, Wounded 2): Go
Kazi: Go

Scientists: TBD

**************
TACTICAL MAP

DM:

Red: 41

1d20 ⇒ 16
TRACKER


Disaster at Dreamlink Labs | Murder in Metal City

1d20 ⇒ 19 Pipp sounds the call as the party begins to tighten the noose. Her bleeding wound stopping at a convenient time. The scientists hold their ground. Arta, exhausted, simply maintains the shield.

ROUND 5:
Jewel (15/15): Go
Pipsqueak 19/19, Bleed 1): Go

Hostiles (+1 v. Red): TBD
Helianthoides (8/19): TBD
Rolo (18/22): TBD
Pipp (14/16, Wounded 2): TBD
Kazi: TBD
Scientists: TBD

**************
TACTICAL MAP

DM:

Red: 35

1d20 ⇒ 10
TRACKER


Disaster at Dreamlink Labs | Murder in Metal City

Lunar-17: I'll give you a +1 to all your checks in the next scene. Everyone, you're about to explore an inhospitable world looking for a needle in a haystack. This is essentially a multiday Infiltration scene as you look. This means EVERYONE has to roll every scene. Without further ado...

In the morning, the team heads out into the Ice Wells. Silvery grass grows thick beneath gnarled trees with drooping canopies of blue and white flowers, some of which have ripened into sweet berries. Icy waterfalls sparkle along the cavern walls, trickling into shallow pools full of mossy stones.

FIND THE PATH:


  • Survival to find and follow tracks
  • Perception to spot destruction in the surrounding landscape
  • Society to identify boot prints of the type commonly worn by Pact Worlds humanoids

FIND THE PATH:
Tapkey (14/14): FORT + Go
Nitpick (15/15): FORT + Go
Lunar-17 (17/17): FORT + Go
Vorza (23/23): FORT + Go
Wildfire (22/22): Go
Jaedana (HP: 17/17): FORT + Go

******************************************
TACTICAL MAP
Location: Ice Wells
Party Conditions: Acclimation
Gravity:Normal
Atmosphere: Thin
Lighting: Normal
Battlefield terrain: -


Disaster at Dreamlink Labs | Murder in Metal City

REF: 1d20 + 11 ⇒ (3) + 11 = 14 Rolo keeps the party health, moving and creating life force as needed while Kazi's spell zaps the alien.

The thing starts to shudder as the wounds add up. While expression is impossible to gauge, its movements begin to take on a panicked pace...

ROUND 4:
Jewel (15/15): Hits
Pipsqueak 19/19, Bleed 1): Kill
Hostiles (+1 v. Red): ATK
Helianthoides (8/19): Hit
Rolo (18/22): Mystical
Pipp (14/16, Wounded 2, Prone, Bleed 1): Go

Kazi: Zap
Scientists: TBD

**************
TACTICAL MAP

DM:

Red: 35

1d20 ⇒ 17
TRACKER


Disaster at Dreamlink Labs | Murder in Metal City

The creature's breath smells like copper and rot. It replies to the suggestion with a telepathic mental image of itself eating Helianthoides' brain. Still, it doesn't stop the Starfinder from connecting with the solar weapon!

ROUND 4:
Jewel (4/15): Hits
Pipsqueak 19/19, Bleed 1): Kill
Hostiles (+1 v. Red): ATK
Helianthoides (8/19): Hit
Rolo (18/22): Go
Pipp (5/16, Wounded 2, Prone, Bleed 1): Go
Kazi: Go

Scientists: TBD

**************
TACTICAL MAP

DM:

Red: 30

1d20 ⇒ 16
TRACKER


Disaster at Dreamlink Labs | Murder in Metal City

Good news is that you don't need a new save yet.

Jaedana, shivering and miserable does evince some pity as she asks around, learning a lot about the Ice Well’s various habitats. She gets a lot survival advice - the need for warm clothes, rappelling tools, camping gear, and rations.

she also hears much about "Zirem", an explorer from off-world who frequently spends days at a time in Striving before making short visits to the Ice Wells.

Spring Frost, the proprietor furthermore offers up some free gear - a bespoke kit of their own ordering. One for each of you!:

  • a downloadable guide that helps identify edible plants and fungus (+2 item bonus to Nature or Survival checks to identify, harvest, or Recall Knowledge about plants and fungus in the Ice Well)
  • homemade trail mix (counts as 3 days of rations for 1 Medium or Large creature)
  • explorer’s bandages (2 commercial medpatches)
  • an air bubble spell gem.

    There seems to be little else to do here Though I'm happy to support any creative ideas. Otherwise in the real world morning I'll advance.


  • Disaster at Dreamlink Labs | Murder in Metal City

    Jewel shoots the thing twice. Now alone, it decides it needs to change tactics. Occultism: 1d20 ⇒ 17 It slides through the dreamscape to tower over Pipp. It's wide maw opens to try and swallow the ysoki:
    GAH!: 1d20 + 10 ⇒ (14) + 10 = 24 for DMG: 1d8 + 3 ⇒ (8) + 3 = 11 1 Bleed

    ROUND 4:
    Jewel (4/15): Hits
    Pipsqueak 19/19, Bleed 1): Kill
    Hostiles (+1 v. Red): ATK
    Helianthoides (8/19): Go
    Rolo (18/22): Go
    Pipp (5/16, Wounded 2, Prone, Bleed 1): Go
    Kazi: Go

    Scientists: TBD

    **************
    TACTICAL MAP

    DM:

    Red: 20

    1d20 ⇒ 10
    TRACKER


    Disaster at Dreamlink Labs | Murder in Metal City

    A few hours will pass here. Despite your urgency, heading into the wilds at night is likely not a great idea. Since you're all here, maybe Gather some Information. ;-) MY vacation is over, so I'm ready to do this!


    Disaster at Dreamlink Labs | Murder in Metal City

    My bad. Pasted too quickly. Tapkey has 1 Pass

    Tapkey gets a little further than Lunar-17. There's a local, the owner of the outfitters by the name of Spring Frost. If anyone knows what's out in the wilds, it's them.


    Disaster at Dreamlink Labs | Murder in Metal City

    The rest of the party struggles to get used to the thin air, but it's not terrible.

    Day 1:
    Jaedana: Fail
    Lunar-17: Fail
    Nitpick: Fail
    Tapkey: Fail
    Vorza: Success
    Wildfire: Acclimated

    The camp is rather nice, a cozy lodge built of petrified wood ethically harvested from Canopy below. The hearth and dining hall take up most of the cabin’s first story, with a pantry and staircase in the back. Upstairs is a set of partitioned bunks and pallets surrounding a hearth, where guests have an open invitation to stay.

    You can gather information here, shop, and if you'd like, spend time Earning Income or acclimating. Today and tomorrow are the last days of my holiday whirlwind. so I'll be slow for another 48 hours or so.


    Disaster at Dreamlink Labs | Murder in Metal City

    Truly, this place is inhospitable.

    Day 1:
    Jaedana: Fail
    Lunar-17: 0 of 3 Successes
    Nitpick: Fail
    Tapkey: 0 of 3 Successes
    Vorza: Success
    Wildfire: Acclimated


    Disaster at Dreamlink Labs | Murder in Metal City

    I'll say that Wildfire is already acclimated, no use wasting the backstory. Wildfire gives a bit of explanation about The Ice Wells

    After getting dropped off, you make the trek to the only base camp. A precarious ramp with no railing hugs the dull blue ice shaft as it winds down into the pit, offering dizzying views of radial layers of frost-crusted greenery spiraling down into darkness. Frigid wind whistles up from the deep, carrying the odor of slow decay and fragrant wood. Awaiting other saves.

    Day 1:
    Jaedana: 0 of 3 Successes
    Lunar-17: 0 of 3 Successes
    Nitpick: 0 of 3 Successes
    Tapkey: 0 of 3 Successes
    Vorza: Success
    Wildfire: Acclimated


    Disaster at Dreamlink Labs | Murder in Metal City

    REF: 1d20 ⇒ 14 Pipsqueak drops the final quadruped, leaving only a lightly injured alien with a very big gun...

    ROUND 4:
    Jewel (4/15): Go

    Pipsqueak 19/19, Bleed 1): Kill
    Hostiles (+1 v. Red): TBD
    Helianthoides (8/19): TBD
    Rolo (18/22): TBD
    Pipp (16/16, Wounded 2, Prone): TBD
    Kazi: TBD
    Scientists: TBD

    **************
    TACTICAL MAP

    DM:

    Red: 10

    1d20 ⇒ 13
    TRACKER


    Disaster at Dreamlink Labs | Murder in Metal City

    While Pipp's aim is off, his words are inspirational! Arta does her best to help, but it's clear she cna't keep this up: 1d20 ⇒ 13 Try as she might, she can't move the clear leader of the assailants.

    ROUND 4:
    Jewel (4/15): Go
    Pipsqueak 19/19, Bleed 1): Go

    Hostiles (+1 v. Red): TBD
    Helianthoides (8/19): TBD
    Rolo (18/22): TBD
    Pipp (16/16, Wounded 2, Prone): TBD
    Kazi: TBD
    Scientists: TBD

    **************
    TACTICAL MAP

    DM:

    Red: 10
    Black: 2
    1d20 ⇒ 12
    TRACKER


    Disaster at Dreamlink Labs | Murder in Metal City

    While Pipp's aim is off, his words are inspirational! Arta does her best to help, but it's clear she cna't keep this up: 1d20 ⇒ 12 Try as she might, she can't move the clear leader of the assailants.

    ROUND 4:
    Jewel (4/15): Go
    Pipsqueak 19/19, Bleed 1): Go

    Hostiles (+1 v. Red): TBD
    Helianthoides (8/19): TBD
    Rolo (18/22): TBD
    Pipp (16/16, Wounded 2, Prone): TBD
    Kazi: TBD
    Scientists: TBD

    **************
    TACTICAL MAP

    DM:

    Red: 10
    Black: 2
    1d20 ⇒ 11
    TRACKER


    Disaster at Dreamlink Labs | Murder in Metal City

    Yes, so long as you've got the power. You're not sure how long you're here though...


    Disaster at Dreamlink Labs | Murder in Metal City

    It's still that weird time of year. I'll slow roll, but people can roll some research on the area, go shopping etc.


    Disaster at Dreamlink Labs | Murder in Metal City

    Chapter 3
    Frozen Heart of Aballon

    The Teardrop Ice Well is one of the planet’s pristine micro-ecosystems found in the wilderness northeast of Striving, just south of the Sea of Glass. No high speed transportation infrastructure connects to that location, but a private planetary shuttle can reach the location in roughly 45 minutes—a well-connected bartender who can hook you up.

    Aballon’s atmosphere is thin outside Striving; creatures that aren’t acclimated become fatigued after a few hours. At the end of each day, creatures who aren’t acclimated must attempt a DC 14 Fortitude save to determine how their body is adapting to the thin atmosphere. Acclimation requires you to succeed at your saves for three consecutive days (a critical success counts as two days worth of successes). Using magic or tech to breathe can suppress fatigue or prevent the need for a check, but using such a method doesn’t help you acclimate to the atmosphere.


    Disaster at Dreamlink Labs | Murder in Metal City

    Sorry, in the holiday haze I missed. Updating appropriately now, which turns out to be a kill shot!

    Wildfire lays down some fire REF: 1d20 ⇒ 12 wrecking the last of the hacked cyberwings. Earning the party XP.

    Now what?


    Disaster at Dreamlink Labs | Murder in Metal City

    Kazi fights with the power of the Dreamscape itself! RED Will: 1d20 ⇒ 18 and RED Will: 1d20 ⇒ 2 and RED Will: 1d20 ⇒ 9, but to limited success, only moving one Black

    ROUND 3:
    Jewel (4/15): Hit
    Pipsqueak 19/19, Bleed 1): Close
    Hostiles: ATK
    Helianthoides (8/19): Defense
    Rolo (18/22): Heal
    Pipp (16/16, Wounded 2, Prone): Go

    Kazi: Mindpowers
    Scientists: TBD

    **************
    TACTICAL MAP

    DM:

    Red: 10
    Black: 2
    1d20 ⇒ 15
    TRACKER


    Disaster at Dreamlink Labs | Murder in Metal City

    Tapkey draws everyone's attention and opens fire with a great shot!

    Lunar-17 follows up wit ha solid hit.

    Jaedana nicks the remaining cyberwing right after Vorza does some serious damage!

    ROUND 1
    Cyberwings: ATK
    Tapkey (14/14): Get'em and Hit!
    Nitpick (15/15): Go
    ]
    Lunar-17 (17/17): Hit
    Vorza (19/23): Hit
    Wildfire (22/22): Go

    Jaedana (HP: 17/17): Kill

    ******************************************
    TACTICAL MAP
    Location: Downtown Striving
    Party Conditions:
    Gravity:Normal
    Atmosphere: Thin
    Lighting: Normal
    Battlefield terrain: -

    DM:

    Tactical Tracker

    Black: 12


    Disaster at Dreamlink Labs | Murder in Metal City

    As quick as he fell, Pipp is awake thanks to Rolo.

    Helianthoides cleanly decapitates the alien harrying the team up close! It's a tight fight, so I'll give you the action back that you used on your second hit.

    ROUND 3:
    Jewel (4/15): Hit
    Pipsqueak 19/19, Bleed 1): Close
    Hostiles: ATK
    Helianthoides (8/19): Defense
    Rolo (18/22): Heal
    Pipp (13/16, Wounded 2, Prone): Go
    Kazi: Go

    Scientists: TBD

    **************
    TACTICAL MAP

    DM:

    Red: 10
    Black: 2
    1d20 ⇒ 6
    TRACKER


    Disaster at Dreamlink Labs | Murder in Metal City

    Helianthoides cleanly decapitates the alien harrying the team up close! It's a tight fight, so I'll give you the action back that you used on your second hit.

    ROUND 3:
    Jewel (4/15): Hit
    Pipsqueak 19/19, Bleed 1): Close
    Hostiles: ATK
    Helianthoides (8/19): 1 Action
    Rolo (18/22): Go
    Pipp (0/16, Dying 2): Go
    Kazi: Go

    Scientists: TBD

    **************
    TACTICAL MAP

    DM:

    Red: 10
    Black: 2
    1d20 ⇒ 10
    TRACKER


    Disaster at Dreamlink Labs | Murder in Metal City

    ...the recording cuts off as the two cyberwings begin twitching... someone is hacking them! Their eyes turn red as they prepare to attack.

    Hostiles: 1d20 + 10 ⇒ (20) + 10 = 30
    Jaedana: 1d20 + 8 ⇒ (3) + 8 = 11
    Lunar-17: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
    Nitpick: 1d20 + 4 ⇒ (20) + 4 = 24
    Tapkey: 1d20 + 3 ⇒ (11) + 3 = 14
    Vorza: 1d20 + 5 ⇒ (12) + 5 = 17
    Wildfire: 1d20 + 5 ⇒ (9) + 5 = 14

    The hack works quickly and they both move to attack! They shoot freaking lasers out of their eyes:
    Black v. Vorza: 1d20 + 6 ⇒ (8) + 6 = 14 MISS
    Black v. Vorza: 1d20 + 1 ⇒ (18) + 1 = 19 for Fire: 1d6 ⇒ 4

    Red v. Tapkey: 1d20 + 6 ⇒ (5) + 6 = 11 MISS
    Red v. Tapkey: 1d20 + 1 ⇒ (8) + 1 = 9 MISS

    ROUND 1
    Cyberwings: ATK
    Nitpick (15/15): Go
    Lunar-17 (17/17): Go
    Vorza (19/23): Go
    Wildfire (22/22): Go
    Tapkey (14/14): Go
    Jaedana (HP: 17/17): Go

    ******************************************
    TACTICAL MAP
    Location: Downtown Striving
    Party Conditions:
    Gravity:Normal
    Atmosphere: Thin
    Lighting: Normal
    Battlefield terrain: -

    DM:

    Tactical Tracker

    Black:
    Red:


    Disaster at Dreamlink Labs | Murder in Metal City

    When you return to the ally, there’s no sign of the scamps who used to live here; instead, a pair of cyberwings await you, lurking in the shadows. They emerge slowly when you appear.

    DC 13 Nature or DC 11 Life Science Lore:
    These cyberwings are also modified sharpwings, and know they originate in the planet’s Ice Wells. These creatures are outfitted with simple comm units.

    One of the creatures plays a recording


    Disaster at Dreamlink Labs | Murder in Metal City

    Pipsqueak tightens the field as the two aliens are relegated to mino attacks as they close: spending most of their efforts closing distance:

    Black vomit v. Rolo: 1d20 + 5 ⇒ (20) + 5 = 25 for DBL Acid: 2d4 ⇒ (1, 1) = 2

    Probiscus v. Pipsqueak: 1d20 + 7 ⇒ (20) + 7 = 27 for Double DMG: 1d8 + 3 ⇒ (2) + 3 = 5 and 1 Persistent Bleed

    With an otherworldly laugh, the bipedal alien unloads its reaction breacher:
    v. Pipp: 1d20 + 11 ⇒ (16) + 11 = 27 for Double DMG: 1d8 + 1d8 ⇒ (6) + (8) = 14
    v. Jewel: 1d20 + 11 ⇒ (5) + 11 = 16 MISS

    The laugh intensifs when Pipp crumbles.

    ROUND 3:
    Jewel (4/15): Hit
    Pipsqueak 19/19, Bleed 1): Close
    Hostiles: ATK
    Helianthoides (8/19): Go
    Rolo (18/22): Go
    Pipp (0/16, Dying 2): Go
    Kazi: Go

    Scientists: TBD

    **************
    TACTICAL MAP

    DM:

    Red: 10
    White: 10
    Black: 2
    1d20 ⇒ 17
    TRACKER


    Disaster at Dreamlink Labs | Murder in Metal City

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