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Medicine: 1d20 + 6 ⇒ (17) + 6 = 23
Survival: 1d20 + 11 ⇒ (14) + 11 = 25
Life Science: 1d20 + 3 ⇒ (11) + 3 = 14
Astif pulls out his broad-spectrum scanning kit and begins searching the area.
Perception, kit: 1d20 + 10 + 4 ⇒ (9) + 10 + 4 = 23

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Mobius puts down his rifle. "Then I guess we won't be needing this if we're here to talk." He continues his search. Being careful not to trample any of the fine looking mushrooms.

GM Valen |

Making her couch turning around itself she asks loudly Anybody here? We want to talk!
She repeats her message in all the language she knows.
Ashtif, Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Brookwillow, Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Gil-Oloth, Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Kat5e, Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Mobius, Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Shelldrake, Perception: 1d20 + 1 ⇒ (4) + 1 = 5
No response is forthcoming.
Continuing to push forward into the swamp after finding the dead gnolls and (presumably} being careful not to trample on any of the fine-looking mushrooms, the party soon comes across an area where the path through the swamp becomes clearer, a hard-packed earthen trail winding its way between grasping branches beneath a canopy of gigantic mushrooms.
A scraggly heap beneath one particularly large mushroom seems to contain at least a few unmoving limbs.
They belong to a pair of deceased yetis.
Both bodies now revealed on map.
If you examine the nearest yeti (blue), open the spoiler below:
If you examine the other yeti (yellow), open the spoiler below:
PCs who wish to look around the area of the bodies may provide me a Survival check.
An area of thorny and jagged branches grows near this patch of the bog. The thorns will painfully hinder creatures attempting to move through the downs.
PCs that wish to move through the thorny patch may make a Survival check before attempting to do so.

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Gil-Oloth makes her couch moves next to the corpses and examines them.
Dead yetis she says
Survival: 1d20 + 1 ⇒ (5) + 1 = 6

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Kat doesn't hesitate to move towards the bodies to investigate. She kneels down again to peer closer, then moves to the next yeti.
"Puncture wounds to the chest, both of them." she confirms.
I assume the wounds appear similar to the wounds on the dead gnolls? Can we tell if these Yetis are fresh kills, the sounds we heard of creatures in pain?
Survival, when the group is ready to move on.: 1d20 ⇒ 2 This on brand for Kat.

GM Valen |

I assume the wounds appear similar to the wounds on the dead gnolls? Can we tell if these Yetis are fresh kills, the sounds we heard of creatures in pain?
Your assumption is correct as to two of the gnolls found earlier.
The yetis have been dead for at least a few days.
The results of the Survival checks thus far yield no information.

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Ashtif scans the dead yetis with his broad-spectrum scanning kit. Satisfied that he has identified everything he can, he stows it and then moves cautiously through the thorny and jagged branches.
Survival: 1d20 + 11 ⇒ (7) + 11 = 18

GM Valen |

Brookwillow takes his turn examining the bodies.
The ghoran finds a trail of uprooted trees and bushes, which the yetis tore up in order to move more easily through the swamp, as well as evidence that the yetis’ bodies were dragged from somewhere nearby by a hoofed creature.
Ashtif scans the dead yetis with his broad-spectrum scanning kit. Satisfied that he has identified everything he can, he stows it and then moves cautiously through the thorny and jagged branches.
Ashtif identifies the hazard posed by the thorny and jagged branches. Further, he is able to determine that one can step them to avoid the most dangerous branches if they are have some skill or a careful eye.
Terrain note:Unless a PC makes a successful Survival check (DC 16) or Perception check (DC 21) at the beginning of each round, any movement through the thorny area, inflicts 1d6 slashing damage plus 2 damage for each affected square the PC entered.
?, Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Ashtif, Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Brookwillow, Initiative: 1d20 + 0 ⇒ (11) + 0 = 11
Gil-Oloth, Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Kat5e, Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Mobius, Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Shelldrake, Initiative: 1d20 + 10 ⇒ (5) + 10 = 15
Suddenly, a predatory cry can be heard ahead as you spot four ghostly lights advancing toward you along the path, floating above the thorns.
Lights revealed on map.
Initiative Round One
PCs in bold may take a full round of actions
?(lights)
Gil-Oloth
Shelldrake
Mobius
Ashtif
Brookwillow
Kat5e

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Gil-Oloth makes her couch moves closer to the light, she tries to recognize the creatures.
?: 1d20 ⇒ 8 +5 Life Science, +10 Mysticism, +8 Physical Science
Then, she ready to take a shot at one of the creature if it came closer to her Bybass the thick branch/thorns and comes toward us
Ready Laser Rifle vs EAC: 1d20 + 6 ⇒ (17) + 6 = 23
Damages, F: 1d8 + 4 ⇒ (6) + 4 = 10
Her drone deploys a long pike to protect its maker. My drone has reach with the pike

GM Valen |

Gil-Oloth makes her couch moves closer to the light, she tries to recognize the creatures.
The elf does not recognize the lights as matching the description of any creature that she is aware of.

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Sheldrake just moves into position behind some cover and drops prone, machine gun at the ready, but not firing until we know the intent is hostile.
"Halt where you are, we didn't kick your mushroom rings, we aren't gnolls or yetis, and were here to talk"

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Ashtif pulls his broad-spectrum scanner and begins focusing it on the area near the lights, extending into ultraviolet and thermal bandwidths, as well as calibrating the acoustic scans toward the predatory cry.
Perception, scanning kit: 1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19

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"One good light deserves another!"
Quirk moves forward and casts a spell, summoning a "wisp ally" to light up the area near these strange lights.
Wisp Ally has a 20" radius of light in a color of my choice. Let's choose a nice shade of Kelly Green. I have noted its location on the map. I can move it next turn, and if it occupies the same space as this mysterious creature, it can provide harrying or covering fire.

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Kat waits to see how the lights will react, and if her teammates words have any effect.
She fires at the first attack on her crewmates.
Azimuth Laser Rifle vs EAC: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d8 ⇒ 7
I moved Kat beside the yellow Yeti because I had her examine them earlier. If you want me to move as combat actions I can have her start at the back again

GM Valen |

The creatures, resembling ghostly headlights in the foggy swamp, fly rapidly forward in formation toward the Starfinders closest to the thick, thorny undergrowth.
The lounging elf, prepared for the action, fires upon the closest creature. However, the laser beam appears to have no effect on the light creature.
Nevertheless, the advancing creatures suddenly come to a stop before reaching the edge of the growth. There, they hover as if challenging the party to come after them.
Initiative Round Two
PCs in bold may take a full round of actions
?(lights)
Gil-Oloth
Shelldrake
Mobius
Ashtif
Brookwillow
Kat5e

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@GM my ready was only if the light were moving outside the bushes. Sorry if it wasn't clear.
Gil-Oloth tries to recognize if the creature of light are not creature but only a spell manifestation.
Mysticism: 1d20 + 10 ⇒ (18) + 10 = 28

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Brookwillow's wisp zips across the overgrown area and settles near one of the lights.
This illuminates this area, 20' radius. Do we see additional details? If we do, it will affect what Brookwillow does on his turn.
This will also provide harrying fire. The next starfinder who attacks this will get +2.

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Mobius moves towards the edge of the thorn area still curious as to what the lights are.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13

GM Valen |

Gil-Oloth tries to recognize if the creature of light are not creature but only a spell manifestation.
The elf sage surmises that the lights are a manifestation of dancing lights.
The light from Brookwillow's wisp illuminates no additional features or foes.

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Good call Gil-Oloth
Kat keeps a keen eye into the thorny foliage, and remains ready to fire on anything that threatens her crew.
Azimuth Laser Rifle: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 ⇒ 8

GM Valen |

Shelldrake repeats herself once more "Advance and be recognised. We didn't kick your mushroom rings, we aren't gnolls or yetis, and were here to talk"
At the android's insistence, the lights blink out of existence and an equine creature instantly appears. A beautiful specimen of its kind, the creature's coat is spotlessly white despite the muddy nature of the swamp and its mane shimmers with an inner light. Its eyes, however, are inky black and full of cruelty.
A single horn adorns the creature's forehead, though its shape is eclipsed by the presence of an NIL merc grenade launcher affixed above it.
"Trespassers!" huffs the creature. "You dare to enter my domain with neither invitation nor authority! Be gone! Lest your lives be forfeit!"
Picture now revealed on Slides and location revealed on Map.
Initiative Round Three
PCs in bold may take a full round of actions
Horned creature with grenade launcher
Gil-Oloth
Shelldrake
Mobius
Ashtif
Brookwillow
Kat5e

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Round 3
Move Action - Combat Tracking
Kat's exocortex overlays her visual combat display and begins tracking the creature. Add Mechanic level to attack bonus vs creature
Standard Action - Overcharge
Her laser rifle powers up with a whine and releases a powerful blast of energy. Add I d6 damage by burning 3 charges
Azimuth Laser Rifle vs EAC: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Damage: 1d8 ⇒ 8
Overcharge Damage: 1d6 ⇒ 5
Critical Hit: 1d8 ⇒ 6
Crit Damage, Burn: 1d6 ⇒ 3
After the shot, the rifle puffs out a small cloud of superheated gasses with a red glow. Kat smirks, quite pleased with her shot.
I should add, I do act last, so I f someone pulls off diplomacy, Kat won't fire. But I really, really want that shot to land

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Mysticism: 1d20 + 5 ⇒ (1) + 5 = 6
Ashtif stares bewildered at the unknown creature before him.
Junior Ambassador Calvon, on the other hand, shuffles forward, hands actively stroking a small object he holds before his chest. "Good sir, we had no invitation, true, but did not know of whom to ask for one. Now that we have met you, we would ask, by your authority, for permission to enter your lands and parlay with you."
Diplomacy: 1d20 + 4 ⇒ (12) + 4 = 16

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Mysticism: 1d20 + 10 ⇒ (2) + 10 = 12
Mysticism (reroll 2 novas): 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Gil-Oloth has a dream about the creature and recognizes it with a little effort!
By all the Stars and Dreams! This is a freaking Unicorn!!! That’s soooo cool !!!!
Then she, almost, dresses up from her couch and says, excited Please Madame Unicorn, pardon our intrusion , we didn’t know it was your home! We just want to know what is going on here! Please listen to us!
Diplomacy (aid): 1d20 + 0 ⇒ (19) + 0 = 19

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Mobius holds up his hands. "What they said. We're here to ask questions and we mean no harm." Upon hearing Gil's remarks, he turns to her and mouths Unicorn? with a look of amazement.
Diplomacy Aid: 1d20 ⇒ 17

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"Yeah we have no intention of staying in your beautiful forest nor kicking any of your mushrooms, let's all calm down and chat nicely - no reason there has to be any destruction here today"
Diplomacy Aid 1d20 - 1 ⇒ (19) - 1 = 18

GM Valen |

"As one of the constructs noted, you are neither gnolls nor yetis. And I observed that you neither harmed the mushrooms nor damaged the thorns." concedes the unicorn. "You decry violence and destruction, yet that it was has kept those who would destroy this swamp at bay."
The unicorn snorts and stamps her hoof a few times as if considering her next move. Then, after a second snort, she states, "You say you have questions? That you wish to talk? Very well, if you swear not to defile my realm, then I shall permit you to ask whatever questions you may wish."
The unicorn then lowers her head to glare at you. "But, I,Sparklemane, cannot guarantee that you will receive any answers."

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"Fair enough. You mistake us, we are not here for violence and do not seek it, but we only decry needless violence. If that has been what kept your realm safe then it was not needless. What we'd like to put an end to though, is the need for it"
"Right now there are three forces trapped in this kingdom, and we in turn trapped in here with the rest of you"
"There are a bunch of Yetis who are happy playing in their smokeholes, but wander off and blunder into accidental destruction of property when all they need is food. If they are fed, they have no interest in accidentally trespassing into your realm"
"There are a bunch of Gnolls who have the capacity to feed the Yetis, and can keep them from your realm, but those Gnolls really need to harvest the miraculous plants that only grow in your realm, if they could safely access these they would have no need to end up accidentally trespassing into your realm"
"There is a majestic unicorn, yourself, who has the capability to solve all these problems with a mere flick of your mane, and in showing such grace, you would show the Gnolls and Yetis the true charity and benevolence of your rulership"
"So my question is two-fold - would you like to show your magnanimity and be declared the ruler of the whole realm, or even more enticingly, come to a new and larger realm where you could be adored by millions?"
"I am sure my fellows will happily expand on my thoughts"

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Gil-Oloth listens to Shelldrake’s speech and is quite impressed by it.
Seems like a good idea to me. What says Shelldrake is quite true. We’ve already secure the accord of the gnoll to speak with the Yetis to let them help each other rather than working against each other.
Becoming the leader of this place will be a good idea and will protect your kingdom for sure!

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Brookwillow is both amused and flabbergasted by how brilliant Shelldrake's idea is.
"You would have so much to gain from this, and would have to give so little. You have a population of otherwise docile and friendly subjects who are looking for a ruler. I feel certain we could set up a meeting to discuss these terms with the yetis and the gnolls."

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Ashtif raises his hand. "Excuse me, Miss Sparklemane ... But I'd also like to ask, if it's not too much of a bother ... Do you remember how you got to this land? How long have you been here? The gnolls seem to have been here a few months, with no memory before that time."

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Kat snaps out of a particularly violent daydream, and absorbs Shelldrakes's proposition. She nods at her well thought through conclusion. She keeps an eye on Sparklemane for its reaction, but lowers her rifle and adopts a more relaxed posture.
"We also ask for your permission to pass through your land to investigate the temple, to try and find any answers about why these groups were brought here."

GM Valen |

Gil-Oloth listens to Shelldrake’s speech and is quite impressed by it.
Seems like a good idea to me. What says Shelldrake is quite true. We’ve already secure the accord of the gnoll to speak with the Yetis to let them help each other rather than working against each other.Becoming the leader of this place will be a good idea and will protect your kingdom for sure!
Sparklemane, too, listens to Shelldrake's speech and seems swayed by it.
"Sparklemane, Ruler of the Whole Realm and the Adored of Millions." the unicorn repeats as if trying out the proposed title, before giving a somewhat dismissive, though not completely convincing, whiny.
"You would have so much to gain from this, and would have to give so little. You have a population of otherwise docile and friendly subjects who are looking for a ruler. I feel certain we could set up a meeting to discuss these terms with the yetis and the gnolls."
"How can I be certain that what you suggest is even possible?" she asks. "To reach some sort of treaty, proposed alliance, or other agreement with the yetis and gnolls? Assurances would be needed. I don't want a bunch of gnolls or yetis tramping through the swamp wherever they want. I wish them to stay out of my land entirely. Though, I suppose I might grant access to limited areas during limited times, so long as no damage were done. What terms do you propose?"
Feel free to make a proposal along with any accompanying Diplomacy checks.
Ashtif raises his hand. "Excuse me, Miss Sparklemane ... But I'd also like to ask, if it's not too much of a bother ... Do you remember how you got to this land? How long have you been here? The gnolls seem to have been here a few months, with no memory before that time."
"My memory would appear to...similarly limited." concedes Sparklemane. "I do not know how I got to this land. My memories of arriving here and of where I was before now have been, as best as I can tell, somehow altered, if not removed completely. I know little about the purpose of the place other than a “welcome message” that I received when I first arrived."
"I was informed of the premise that one of the three groups present must defeat the others in order to go free." she continues, "But, I have had little interest in playing along such a scenario. I have claimed this swamp as my personal territory. Though I protect it fiercely, if I were to wage an ongoing conflict, to pursue the trespasses, I doubt that I would be able to preserve this land and the things that grow within it under my protection."
"We also ask for your permission to pass through your land to investigate the temple, to try and find any answers about why these groups were brought here."
The unicorn, having stood down from his aggressive posture, responds, "I know of the temple’s location and can provide directions, should you truly wish them. But I think you would be wise to stay away from it. None can enter, at least not until one has come to dominate the others here."

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Brookwillow relates to the unicorn the needs and desires that he has learned the yetis and gnolls seek within lands claimed by Sparklemane. He assists with a creating a framework that would benefit all parties involved, recording what he needs on his comm device. He then proposes a meeting at a neutral location that will include leaders of both of the yetis and gnolls.
Brookwillow makes a mental note that Lannix from the Muckfurs probably shouldn't be invited.
Hoping for some aid rolls for this.
diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28

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Junior Ambassador Calvon tries to assist Brookwillow's exceptional diplomatic efforts.
Diplomacy(aid another): 1d20 + 4 ⇒ (8) + 4 = 12

GM Valen |

Sparklemane rears up on her hind legs and releases a loud whiny, before planting her hooves firmly down onto the ground. With a snort, she nods her head in concession.
"Very well," she says. "I will agree to a meeting with heads of the trespassing tribes. But, if they will not respect my demands, then I will allow no further intrusions."
Her large, round eyes now glare at Brookwillow.
"And I find that you are seeking to lure me into a trap or have otherwise double crossed me, then I assure you that you shall die by my hoof." the unicorn declares. "Now, where do you propose this meeting take place? And what are the terms of the agreement that you are urging be brokered"

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Ahem. I shall attempt to channel my inner Henry Kissinger.
"Ms. Sparklemane, I believe the gnolls and the yetis have very reasonable requests. I also believe that you may have very reasonable requirements. Please remember that we are merely neutral outsiders who have some interest in being helpful by brokering a peaceful settlement. I think these "terms" that you seek are best expressed by the parties more directly involved. You will need to listen to the desires and grievances of both parties and give them due consideration. By the same token, they must listen to your desires and grievances."
Brookwillow, for just a moment, dares to flash a stern look toward Sparklemane. "Threatening violence to any of us, or any of the other participants in these negotiations is a sure way to quickly derail the discussions." Brookwillow's stern gaze turns to a warm smile. "Please remember, there is much for you to gain by entering into peaceful negotiations with the gnolls and yetis. You are a formidable unicorn, and I believe you can command the respect you deserve."
Brookwillow accesses the map we have in our possession, consults his fellow Starfinders, and decides on a convenient neutral place and time for the negotiations to begin, then relates that information to Sparklemane. GM, you can suggest a reasonable timeline here--I assume we'll have to sell the gnolls and yetis on this meeting, so we need to build in time to make that happen.

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Negotiation are so boring! I'm happy to have such good qualified comrades to do that. Thinks Gil-Oloth on her couch.
That's great! I'm a Prophetess, and I foresee that your choice is the best for this place and your future subjects.
Says Gil-Oloth, looking at the "sky".

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Mobius remains silent amidst the interrogations and negotiations. He gives Brookwillow a pat on the back and an approving thumbs up. "Good words there, Brook."

GM Valen |

GM, you can suggest a reasonable timeline here--I assume we'll have to sell the gnolls and yetis on this meeting, so we need to build in time to make that happen.
Traveling to each of the locations of the other tribes will take a few hours one-way.
Whatever spot on the map you choose on the map for a meeting location, I can go with. Travel is just a matter of time in game.
Successfully proposing a meeting/agreement between all three groups requires successful Diplomacy checks for each. The DC may be modified by the mention of certain topics, terms, etc , so please include your PCs' "talking points" along with the checks.

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Heading away shortly so a bit under the pump - these are my thoughts on talking points and some assists :)
Yetis.
Stay out of the Gnoll village.
Stay out of the swamp.
Will be provided food on a set plan.
Declare unicorn the ruler.Gnolls.
Feed the Yetis per set plan.
Yetis will stay out of Gnoll village.
Stay out of the swamp.
Will be able to collect medicines at set location.
Declare unicorn the ruler.Glorymane.
Be the 'ruler'
Put aside/allow harvest of medicines.
Don't wander off and explode any villages.
Protect own boundaries (not that this should now need to happen)
Assists:
Yetis - Diplomacy 1d20 - 1 ⇒ (4) - 1 = 3Golls - Diplomacy 1d20 - 1 ⇒ (18) - 1 = 17
Unicorn - Diplomacy 1d20 - 1 ⇒ (11) - 1 = 10

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To secure the Gnoll's agreement, Gil-Oloth asks Glorymane to be able to harvest some of the rare herbs that the gnolls need for their medicine.
When they discuss what to propose to secure a deal between the three factions, she agrees with Shelldrake's propositions of talking points.
Seems good to me.
Yetis - Diplomacy (aid): 1d20 + 0 ⇒ (10) + 0 = 10
Gnolls - Diplomacy (aid): 1d20 + 0 ⇒ (7) + 0 = 7
Glorymane - Diplomacy (aid): 1d20 + 0 ⇒ (3) + 0 = 3

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Ashtif says, "Is there anything of use the yetis can offer? The talking points sound okay, but the yetis don't really have much to offer to this collaborative. They're not even useful for manual labor ..."
Junior Ambassador Calvon helps formulate Shelldrake's talking points into formal terms for Brookwillow to present.
Diplomacy(assist w/ yetis): 1d20 + 4 ⇒ (9) + 4 = 13
Diplomacy(assist w/ gnolls): 1d20 + 4 ⇒ (14) + 4 = 18
Diplomacy(assist w/ Sparklemane): 1d20 + 4 ⇒ (11) + 4 = 15

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diplomacy (gnolls): 1d20 + 8 ⇒ (19) + 8 = 27
diplomacy (Muckfurs): 1d20 + 8 ⇒ (3) + 8 = 11
I wanted to get these rolls in, though I don't have a lot of time tonight to post a long role play. I am planning to be active in posting when we get these three groups together. THEY REALLY NEED TO MEET EACH OTHER!