GM Bret’s Outpost V Perils of the Past (Tier 7-8) (Inactive)

Game Master BretI

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The sun shines brightly over the ice fields of Akiton, the snow sparkling in the light. On the outskirts of a complex of ruined buildings ahead are numerous portable shelters emblazoned with the Starfinder Society’s symbol. Starfinders hurry in and out, ferrying supplies and calling instructions to one another.

A loud chime sounds from the largest shelter, positioned at the center of a cluster of others, and First Seeker Ehu Hadif emerges. As he holds up his hand for attention, the hubbub around dies down, and everyone pauses their activities to look at him.

“Good morning, Starfinders, and thank you all for joining me on this expedition. It’s my hope that today, we will not only investigate this site, but uncover the truth behind the rumors of hauntings here. We have some final preparations to make before we begin our mission, and I ask that no one advance into the ruins until I give the all-clear. Never fear, you’ll get your chance to explore—but first we need to ensure we’re ready. If you’d all please check in at your assigned location, we can direct you to tasks where we still need assistance.”


CLEAR THE WAY

Relevant Skills: Athletics, Piloting, or Physical Science

TASK DETAILS

Radaszam, leader of the Acquisitives, seeks volunteers to clear away rubble and debris blocking access to portions of the site. “Be careful when you're moving things around,” Radaszam says gruffly .“Don't want to destroy anything valuable in the process. That goes double for those of you using vehicles—choose your targets carefully.


EXPLORE AND REPORT!

Relevant Skills: Perception, Stealth, or Survival

TASK DETAILS

Fitch, leader of the Wayfinders, asks you to aid in a preliminary survey mapping the site. “The more research we do now,” she says with a wide grin, “the more we'll be able to orient ourselves once we go down into the depths. Oh—if you'd all pose there for a second?” She holds up her datapad to show you her camera app. “I promised the kiddos I'd send them pictures!


COORDINATE COMMUNICATIONS

Relevant Skills: Computers, Engineering, or Profession (maintenance worker)

TASK DETAILS

Celita, leader of the Dataphiles, looks up from her datapad and nods to you as you approach. “Good morning,” she says. “We've identified some weaknesses in our mobile communication infrastructure, given the remoteness and temperature of our location. Your help in patching these vulnerabilities will ensure all agents can stay in contact during the mission.


RALLY THE RANKS

Relevant Skills: Diplomacy, Intimidate, or Mysticism

TASK DETAILS

As you approach, Venture-Captain Arvin is giving a pep talk to a cluster of nervous-looking Starfinders. “Ah!” he says, as he spots you. “Perhaps hearing from your peers would be helpful.” He steps aside, gesturing for you to follow, and murmurs, “It's their first mission, and they're a bit skittish. I have some things I need to attend to, so would you mind giving them some advice?


INTERVIEW LOCALS

Relevant Skills: Culture, Diplomacy, Sense Motive

TASK DETAILS

You find Ixthia, leader of the Exo-Guardians, issuing orders to some Starfinder teams. “Hello!” Ixthia nods to you as you approach. “Looking for a way to help? There are a few settlements to the south that might know more about these ruins. Most of the locals don't venture up this way...but the rumors come from somewhere.


SUPPLY LINES

Relevant Skills: Life Science, Medicine, or Profession (cook) or (herbalist)

TASK DETAILS

Venture-Captain Naiaj, looking harried, is coordinating with workers outside the supply tents. “If you're here to assist,” she tells you, “You can help organize these supply lines. We don't know what we'll find down there, so we want all our teams well-equipped with rations and medicinal supplies. Can't have anyone getting trapped without adequate equipment.

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:4/6 2:4/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Patrick follows the instructions he was given.

First off, he helps clear the way by using his knowledge of science.
phy sci: 1d20 + 21 ⇒ (7) + 21 = 28

He then sighs as Fitch takes a picture but does it without complaint as she is his Faction Leader. He had already seen many Starfinders taking selfies and he's never seen the point of it. He does take his own pictures but, not without any Starfinders in them.
perception: 1d20 + 9 ⇒ (1) + 9 = 10

Helping co-ordinate the comms channels is a much easier task. Much easier to deal with computers than people.
computers: 1d20 + 19 ⇒ (16) + 19 = 35

After doing that, he follows Arven to the cadets. I should warn you Venture Captain, that I am not good with other people.
mysticism: 1d20 + 15 ⇒ (11) + 15 = 26

Interviewing locals is even more stressful but he didn't want to get on Xthia's bad side. A silent prayer went up for Ziggy's well-being.
culture: 1d20 + 14 ⇒ (4) + 14 = 18

Last stop was Naiaj. Ever since she sent him to participate in the Zo! Dome, he had been a bit more wary of her and her motives. Still, it had been a interesting experience and he was still considering the idea of starting a live stream channel to attempt to explain cosmology and quantum physics in terms that the general public could understand.
life sciences: 1d20 + 17 ⇒ (20) + 17 = 37

Exo-Guardians

Male LN Human Spacefarer Solarion 7 | SP 29/56 HP 53/53 | RP 9/9 | EAC 26 KAC 27 | Fort +6; Ref +6(+1); Will +5 | Init +8 | Perc +6, SM +4| speed 40 ft, fly 40 ft | resist 5 cold | Reroll used | Mode: graviton 1 | Active conditions: +1 attack

"I flew a Razorback racer back in my school days. I think I can manage to clear a little rubble." Alistair boasts

Clear the Way, Piloting: 1d20 + 8 ⇒ (12) + 8 = 20

Alistair smiles graciously at Fitch while gesturing to the gruff dwarven man beside him, "Of course I'll pose for a picture, perhaps a few more? Horace, see to the information we'll need."

Explore and Report, Survival (Hireling): 1d20 + 13 ⇒ (4) + 13 = 17

"I'm not an expert at this tech stuff by any means, but I know my tools. Let me help."

*Aid* Coordinate Communications, Engineering: 1d20 + 4 ⇒ (11) + 4 = 15

Alistair take a moment to center himself before addressing his fellow Starfinders. As he does, the blue glow of his solar armor begins to pulse in a calming cadence. "Starfinders! There is nothing to fear from the black of night, for it is there we find the wisdom of the universe and we who bring the light of our brilliant minds to illuminate the dark."

Rally the Ranks, Diplomacy: 1d20 + 16 + 1d6 ⇒ (18) + 16 + (5) = 39

After his words with the cadets, Alistair moves on to interviewing locals. "What can you tell me of the hauntings nearby?"

Interview Locals, Diplomacy: 1d20 + 16 + 1d6 ⇒ (9) + 16 + (5) = 30

Alistair nods sagely to Naiaj. "I am here to offer whatever assistance I can." After a beat he adds, "Horace see to the medical supplies."

Supply Lines, Medicine (Hireling): 1d20 + 13 ⇒ (7) + 13 = 20

Exo-Guardians

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Male Large Uplifted Bear Soldier (Guard) 6 |SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

Teddington puts those big Bear muscles to use to clear the way.

Clear the Way, Athletics: 1d20 + 16 ⇒ (12) + 16 = 28

Teddington gives the rest a big bear hug as Fitch pulls the camera out, surprised and delighted to see a fellow Uplifted Bear in the party! "Well met fellow Ursine! It is nice to see another one of our kind out here helping the Starfinders"

Explore and Report, Survival: 1d20 + 11 ⇒ (14) + 11 = 25

Teddington grabs his trusty toolkit, including the Bear-Wrench he got as a present from another species and sets off to fix the Communications.

Coordinate Communications, Engineering: 1d20 + 10 ⇒ (15) + 10 = 25

Teddington doesn't know how to talk in a reassuring manner, but will try anyway.

Rally the Ranks, Diplomacy: 1d20 + 0 ⇒ (19) + 0 = 19

Teddington heads to the locals to "sniff out" some information.

Interview Locals, Sense Motive: 1d20 + 0 ⇒ (14) + 0 = 14

Teddington grabs the Medical Supplies and moves towards the supply lines, thinking "It would be unbearable if anyone were without Medical Supplies"

Supply Lines, Medicine: 1d20 + 9 ⇒ (12) + 9 = 21

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

Mel gives a firm and stiff salute to Ehu as he finishes the instructions. "Former Asana military corporal, Melisende at your service, sir! I will complete those orders to the best of my ability!"

For the first task she climbs out of her powered armor and into the nearest vehicle. "Don't you worry, I was once the best Cargo Lifter combat boxer at the academy, this couldn't be any harder than that."
Clear the Way, Piloting: 1d20 + 17 ⇒ (8) + 17 = 25

Mel forces a bit of a modest smile for Fitch, leaning up against the side of her powered armor for a photo. "A picture of me? I'm not used to this kind of attention, but very well." Then she tries to somewhat naturally fade into the background.
Explore and Report, Stealth: 1d20 + 6 ⇒ (14) + 6 = 20

"You need help with your communications? Sure, I can climb up top the comms tower for you and adjust that antenna."
Coordinate Communications, Engineering: 1d20 + 12 ⇒ (20) + 12 = 32

Mel steps up to the new recruits and looks them dead in the eyes. "Pull yourselves together, cadets! You better be ready because these missions aren't kind to the underprepared!"
Rally the Ranks, Intimidate: 1d20 + 13 ⇒ (17) + 13 = 30

Mel stares at Ixthia for a moment, "Well, you drive a hard bargain. I've never been much of a good people person but hey, Commander's orders. I'll see what info I can gather up."
Interview Locals, Diplomacy: 1d20 + 2 ⇒ (14) + 2 = 16

Finally, Mel steps up to Naiaj's tent and stares at all the medical supplies. "You know, Boss. I think I might actually cause more harm than help on this one, I'll leave the medicining to the doctors, I'll stick to taking limbs off rather than patching them back on..."
Yeah I think I have to sit this last one out, those are all trained only skills and I'm not trained in any of them, so Mel's gonna hang out outside the tent and polish her armor instead.


CLEAR THE WAY REWARD

With Patrick’s knowledge of physics and Teddington’s power, your group quickly clears the rubble.

Appreciative of your assistance, Radaszam gives the you tips on using leverage against an enemy.

Hard Once during the adventure, when rolling a combat maneuver check, a Strength based skill check, or a Strength-based attack roll, each PC can choose to roll the check twice and take the higher result.


EXPLORE AND REPORT REWARD

Teddington leads the way scouting the ruins and avoiding some natural hazards.

You gain some insight into the site's layout and recognize some patterns in its construction.

Average Once during the adventure, each PC gains a +2 bonus to a Survival check or Perception check to notice a feature of the ruins.

Those who haven’t done their skill checks yet still have an opportunity to improve on this.


COORDINATE COMMUNICATIONS REWARD

Patrick and Corporal Melisende both demonstrate their skills with computers and machinery. While Patrick patches the communications protocol, Mel adjusts the frequencies to get optimal performance from the comm gear.

While working on the communications equipment, you gain valuable experience tinkering with machinery.

Hard Once during the adventure, each PC gains a +2 bonus to an Engineering check, a Sleight of Hand check, or a Reflex save against an analog trap or hazard.


RALLY THE RANKS REWARD

Although not much of a speaker, Patrick shares some observations he has about the mystical influences on the area. Alastair and Corporal Melisende find an excellent way to present his information. They use it in their pep talks with the other Starfinders.

You inspire your fellow Starfinders, and the experience buoys your own sprits.

Hard Once during the adventure, each PC can roll twice and take the higher on a Charisma-based skill check.


INTERVIEW LOCALS REWARD

There is just something about Alistair, people like talking with him.

You hear rumors from the locals about the dangers of the ruins. Your group hears several tales of people going into the ruins and not returning, or of people returning after months or even years had passed thinking they'd only been gone a few moments. Ghosts and spirits in peculiar clothing are also said to inhabit the ruins.

Hard Some of the locals take an interest in your investigations and gift them each a brown nanite hypopen that must be used during this adventure. A character can use a purple nanite hypopen as a standard action on themselves or a willing or unconscious living creature to grant the benefits of remove condition (Starfinder Armory 106).

I am checking if there is a typo in this reward. I suspect the reward is supposed to be giving a purple nanite hypopen.


SUPPLY LINES REWARD

Patrick takes the lead in this task, knowing off the top of his head what supplies are needed for what tasks. He even comes up with a better way to organize them by life form.

The supply teams are grateful for your assistance and grant them each a vial of magically-infused broth that heals the body and steels the mind.

Hard Once during the adventure, a character can consume this broth to gain the effects of a mk 3 serum of healing and a +1 bonus to Will saves for a number of minutes equal to their character level. A character can dismiss the bonus to Will saves while it is in effect as a reaction to reroll a failed Will save, after which the bonus immediately ends.

Second Seekers (Jadnura)

| SP 40/42 | HP 48/48 | RP 7/9 | EAC 22 KAC 23 CMD 31 | Fort +5, Ref +7, Will +4; +1 vs poison/disease +1 vs Radiation +2 vs mind-affecting | Init +5 | Perception +16 (60': Darkvision, Blindsense: Thought, 30': Blindsight: Life) | Active Effects: Limited Telepathy 60', Radiation Badge | Armor Environmental Seals: Inactive (7 days) | Biohacks 3/7 used, Field Dressing 1/6 used, Treat Condition 0/6 used | CG Male Uplifted Bear (Battle Medic) Biohacker 7

Dov is a 10ft tall bipedal bear wearing a long, white, leather lab-coat over khaki-colored scrubs, his pockets bearing multi-colored vials. You can see numerous cybernetic implants poking out from his fur as he arrives, broad shoulders bearly fitting as he squeezes through the door frame. Aside from several pistols on his hips, he doesn't appear to bear any other arms or armor (beyond the obvious). Even his lab coat's sleeves are quite long! He gives all of you a respectful nod but stifles an obvious yawn with a massive paw.

"Oh dear, looks like I'm late again...I've been volunteering with Doctors Beyond Bearders - I mean Borders, and my flight back got delayed. The pilot lost his bearings trying to find the right landing zone"

"Er, in any event. Dr. Dov at your service. I don't suppose I could offer everybody a free checkup?"
(If you let Dov scan you, he can use beneficial biohacks and shoot healing serums at you from a distance without missing or dealing you any damage during this adventure. I'm happy to hold on to any serums you want during game for that purpose, too!)

Explore and Report: Dov brings his cybernetic-enhanced eyes to bear on the surveys that Fitch is hoping for!

Perception: 1d20 + 16 ⇒ (20) + 16 = 36
Note: Broad-Spectrum Scanning Kit (+4 circumstance bonus for Percepton checks to Search).


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EXPLORE AND REPORT REWARD

Scanning the area with his cy-bear-netic eyes, Dr. Dov finds some details that Teddington had missed.

This replaces the previously posted result.

Hard Once during the adventure, each character may roll twice and take the better result on a Survival or Perception check.

Wayfinders

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Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:4/6 2:4/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Patrick lets Dr Dov scan him

Erm Doc .... Do you know of a biohack that gives one more confidence with women? That one over there looks ..... rather scary

He very discretely indicates Melisende

... and I believe she is on our team

Exo-Guardians

Male LN Human Spacefarer Solarion 7 | SP 29/56 HP 53/53 | RP 9/9 | EAC 26 KAC 27 | Fort +6; Ref +6(+1); Will +5 | Init +8 | Perc +6, SM +4| speed 40 ft, fly 40 ft | resist 5 cold | Reroll used | Mode: graviton 1 | Active conditions: +1 attack

The man, Alistair, wears his air of authority as easily as his glowing plates of solarion armor. The color almost matching the piercing blue eyes set within his aquiline features save for faint veins of purple fire. Alistair is clearly a spacefarer, dressed to be comfortable in zero-g and at home in the void. While most solarions strive to achieve balance, it is increasingly clear that Alistair is attracted to the force of gravity.

Alistair assents to Dr. Dov's scan with a comment to his dwarven hireling to download the medical files for future reference. The scan reveals that Alistair's human genome has already been altered with a devolotion activating latent avian traits in the man. Yet another way for him to defy gravity.

After assessing the party, Alistair addresses his ursine companions, "This is my first time away with agents such as yourselves. Unfortunately, I am unable to effectively reposition those of your... stature." he turns to the elf, "Corporal Melisende might do."

"Anyone chime in here, but especially you, Corporal. Give us a tactical assessment for exploring and investigating these haunted ruins. What are our best operating procedures?"

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

Melisende is a tall elven woman with green eyes and long black hair that she always keeps tied back in a heavy pony tail anytime she's on the job and working. She doesn't seem to wear anything unique or original over her fully black set of armor, and on her person she only seems to carry a small doshakari punching dagger. Though, the real marvel of her gear is a mechanical suit of armor with three massive mounted cannons on it, as well as a set of partially magnetic pads that you can tell are meant to help the armor move more easily up verticle surfaces.

She lets Dr. Dov scan her vitals while she finishes up a bit of maintenance on the suit. He quickly learns of her unusual capability for psychic magic and telepathy much like the Lashunta who also come from the planet of Castrovel. The trait, when found among elves usually implies that the elf in question grew up among the shorter-lived Lashunta rather than their own kind.

After a moment she finally turns from her armor and looks at Alistair in thought, "To tell you the truth, it's been a good three decades since I organized a tactical mission of my own. I've grown a bit rusty over the years. We also lack a lot of crucial information so far. But... if I had to make a tactical assessment right at this moment I'd say our best method of attack going forward is to keep our strongest in the front and keep an eye on our best cataloguers, lest they stumble into danger. Information gathering is crucial in any operation, and most especially so in Starfinder expeditions." She looks to the others in the party, and tries to give her best smile. "Happy to be working with you, all. Let me know whenever any of you need back up, I'm quite the markswoman at just about any distance, if I do say so myself."

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:4/6 2:4/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Patrick introduces himself.

Professor Patrick Messier. Technomancer with two PhDs in Quantum Physics and Cosmology. I'll ...... be in the back.

He then attempts to fade into the background, most likely behind the two ursanoids.


“Attention, Starfinders!” First Seeker Ehu calls from in front of his shelter. The remaining hubbub quiets, and the Starfinders gather in lines for the briefing. “Our preparations are complete, so we can begin our exploration momentarily. Our first step is investigating the aboveground portions of the ruins and those accessible just below the surface.” He nods to Fitch, who’s tapping on the edge of her datapad. “Fitch, the surveys?”

Fitch quickly tucks her datapad away and hops into position next to him. “Right! Our preliminary surveys indicate there are five main sites that might provide access to the lower levels. To better organize the expedition, we ask that each team choose a site to investigate. Once you decide, the leader in charge of that site can provide you the details we know... though in most cases, that isn’t much. After you’ve secured a site and verified whether it leads further down, report back here and we’ll determine our next moves.”

Fitch steps aside, and Ehu takes her place, glancing over the assembled crowd.

“Some of you have been with us for years,” he says, “while others are new recruits. Whatever your level of experience, I have every confidence that your skills will be invaluable to our efforts here. Exploration and discovering forgotten secrets are what we Starfinders do best, after all. I expect all of you to work hard to achieve our goal, take care of each other, and report anything you find. Now, without further ado, let’s begin!”

Table GMs, Part 1 has begun.

★ ---- ★ ---- ★ ---- ★

The efforts of Pathfinder Society agents in the distant past were successful!

To represent their triumphs and heroism, you will receive additional beneficial conditions during this adventure.

In tinkering with time, Pathfinder agents have spun off a temporal anomaly that may help you in dangerous situations.

The Advantageous Anomaly condition is in effect.

Pathfinders were careful to rescue their agents from peril whenever they could.

The Survivors condition is in effect.


I have added a list of the five possible missions to the slides. See slide #2.
Repeating it here this once so the conversation can start.

Each group can attempt the following five missions in any order. The Type column provides a note about the mission's content, hinting at what skills and abilities are useful.

Mission Type
Memory of Water Combat and exploration
The Singing Pillars Exploration and puzzle
Rimerunning Escape and survival
The Emissary Negotiation
Frozen Refractions Combat and puzzle

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:4/6 2:4/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Patrick votes for the Singing Pillars.

Exo-Guardians

Male LN Human Spacefarer Solarion 7 | SP 29/56 HP 53/53 | RP 9/9 | EAC 26 KAC 27 | Fort +6; Ref +6(+1); Will +5 | Init +8 | Perc +6, SM +4| speed 40 ft, fly 40 ft | resist 5 cold | Reroll used | Mode: graviton 1 | Active conditions: +1 attack

”Singing is one of the Bear Necessities, is it not? Let’s investigate the pillars,”

Pillars first. I’m not sure we are all up for combat yet

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:4/6 2:4/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Is this mission going to be full of bear-ly tolerable puns? Patrick replies. I should warn you that might become un-bear-able after a while and become a Ursa Major, i.e. a major pain in the urse.

He then looks over to the two large ursanoids, looking a bit worried.

All that was delivered with a completely straight face.

Patrick sounds like Severus Snape with the same snarkiness in the voice

Paizo Employee

| SP 56/56 | HP 52/52 | RP 10/10 | EAC 24 KAC 26 CMD 34 | Fort +3, Ref +12, Will +8 | Init +9 | Perception +15 [/b] | Active Effects: None | Armor Environmental Seals: Inactive (8 days remaining) | Female Screedreep (Street Rat) Operative (Thief) 8

Pheobe pokes her head out from under a pile of supplies, seemingly coming out of nowhere. "I can bearly believe that I've ended up with y'all, but I think if we don't want to start with a grizzly situation, we should try to scratch our backs on the Singing Pillars."

This is going to be a beary long game.


The Singing Pillars

Fitch motions for her team to follow her into a tent with the Wayfinders' symbol painted onto its sides. As the Starfinders assemble, she takes a few paces around the room, brow furrowing thoughtfully.

All right,” she says, once everyone is settled. “I've got something interesting for you, though whether it'll be useful is up to you to figure out. Our surveys found an odd set of stone pillars at the northeastern end of the ruins. They seem to be arranged on a set of grooves in the ground, suggesting that maybe they can be moved along them, all surrounding a disc in the ground at the center. Our analysis indicates there's a hollow space under the floor.

She grins. “Now, I don't know about you, but to me that sounds like a puzzle we can unlock to get into the ruins. Go see about finagling the pillars around—but be careful. We don't know what might happen if you get it wrong, after all. Could be that the mechanism doesn't even work anymore, but it's worth a shot!

She then goes into what is currently known about the pillars, including their location.

Locals living in the settlements nearby believe the pillars are arrayed in a particular pattern, and legend says they're haunted by the “singing spirits” of the people who built them for mystical rituals millennia ago. Fitch encourages everyone to make sure they're well-equipped before the mission, including making any last-minute purchases from the commissary.


After a short trip to the destination…

Standing tall atop a glacial formation are twelve stone pillars arrayed on a series of concentric circles, as well as a thirteenth pillar that sits on an oval stretching from northwest to southeast. The lines radiate outward from a central metal disc, gleaming gold in the sun. Carved designs on the pillars' sides may have once been brightly painted, but their colorful hues have long since faded to more muted shades. Whenever the wind blows across the icy terrain, the pillars each hum discordantly as the chill air whistles through them.

Doing a quick investigation, you find that some pillars move freely, while others are stuck. You also find an inscription in a strange language at the central metal disc.

See slide deck for Handout #4 illustrating the location.

These skills can be used to gain information:
* Mysticism
* Culture or Physical Science

Those who know either Akitonian or Aklo may attempt a Culture check to decipher the inscription. Comprehend Languages or similar magic automatically deciphers the inscription.

You can also attempt to move the pillars. It would help to know where you want it moved to before attempting to move it.

Athletics or Engineering to move a stuck pillar. People can Aid Another either of these checks with a successful Athletics, Engineering, or Physical Science checks. In this case, the skill used to Aid does not have to match the skill used to move the pillar.

Any time a pillar is moved, please give a Profession (musician) or Perception check.

Exo-Guardians

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NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

Mel stares at the rest of the group and blinks a few times, clearly in shock. "And I thought the copious ant puns I heard back during the Formian war were a lot but you lot really take the prize on this. I daresay it might be a bit overbearing." She laughs in an obviously forced way for a moment before her intense stare reappears on her face, "Seriously you're being excessive."

A very long beat passes before she turns away again, pointedly turning her attention back to her armor and hooking into it. "Oh right, yeah. Pillar sounds fine, I guess. I'm not much of an explorer much as I am a fighter but I s'pose sometimes moral support is just as valuable as anything else."

Later:

Mel walks up and is the first to try moving the pillars, but looking over them she shrugs after a moment or two. "I don't know much about any of these history or language things but if you need my help pushing these around, just let me know! I'd be happy to put these mechanical arm to good use."

Not sure if the Athletics has to be after other info has been gotten first so I'll put mine under a spoiler here to save time if the order matters.

Athletics for when its relevant:

Athletics: 1d20 + 15 ⇒ (5) + 15 = 20

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:4/6 2:4/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

I know Aklo Patrick replies.

culture: 1d20 + 14 ⇒ (18) + 14 = 32
If that isn't enough, he'll cast Comprehend Languages.

He also has equipment out to record the sounds produced and if they change once the pillars are moved to see if their frequencies are significant as well as comparing them to standard frequences for potential harmonics.

There are twelve notes in an octave - and twelve pillars he muses. Whether or not that is significant though ....

mysticism: 1d20 + 15 ⇒ (3) + 15 = 18
physical science: 1d20 + 21 ⇒ (20) + 21 = 41

perception: 1d20 + 9 ⇒ (19) + 9 = 28


You can push a pillar immediately. Without a plan, it is a coin flip. Pillar can only go one direction or the other.

I should have said, please put any attempts to push or aid the push in spoilers.

It is alright to put the Profession (musician) or Perception check outside a spoiler. I will bot anyone who hasn’t given one when I resolve the attempt to move a pillar.

I will give some time for others to respond before resolving Mel’s Athletics.


Patrick is able to figure out the inscription without needing to use magic.

Inscription wrote:
Draw the line toward the Stranger to sing forth the way.

He is not able to make out enough of the symbols on the pillars to tell what they may be. He does recognizes “the Stranger” as an epithet for Aucturn.

Although almost everyone knows the current star system, Patrick recalls what the Pact Worlds system was like before The Gap.

The current ordering of planets and significant orbital space colonies in the Pact Worlds system: Aballon, Castrovel, Absalom Station, Akiton, Verces, Idari, the Diaspora, Eox, Triaxus, Liavara, Bretheda, Apostae, and Aucturn.

The Pact Worlds solar system as it was millennia ago: Aballon, Castrovel, Golarion, Akiton, Verces, Damiar, Iovo, Eox, Triaxus, Liavara, Bretheda, Apostae, and Aucturn.

Thirteen pillars, thirteen significant orbital objects both pre-Gap and now. Could just be a coincidence.

Second Seekers (Jadnura)

| SP 40/42 | HP 48/48 | RP 7/9 | EAC 22 KAC 23 CMD 31 | Fort +5, Ref +7, Will +4; +1 vs poison/disease +1 vs Radiation +2 vs mind-affecting | Init +5 | Perception +16 (60': Darkvision, Blindsense: Thought, 30': Blindsight: Life) | Active Effects: Limited Telepathy 60', Radiation Badge | Armor Environmental Seals: Inactive (7 days) | Biohacks 3/7 used, Field Dressing 1/6 used, Treat Condition 0/6 used | CG Male Uplifted Bear (Battle Medic) Biohacker 7

<3 you all.

Dr. Dov munches on some rations while the group travels to their designated mission area, muttering "Ursa butyrum...I can bearly believe this isn't butter..."

After arriving in the area, the doctor is all business. He activates his glamored armor's environmental seals (a comical-looking glass bubble appears to form around his head, even as he continues to appear to be wearing only scrubs and a doctor's lab coat), and examines these pillars closely.

Physical Science - Examine: 1d20 + 19 ⇒ (7) + 19 = 26
ugh, these dice...

Culture - Decipher: 1d20 + 16 + 4 ⇒ (5) + 16 + 4 = 25 (Aklo)
Note: Linguist's Kit (+4 circumstance bonus for Culture to decipher writing)

---

Aside, to Teddington. "Hail friend! Are you the sort who likes to, as the kids say, 'mix it up' up close and personal with enemy combatants and monsters, as it were?"

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:4/6 2:4/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

As soon as I saw the slide I started thinking solar system

Patrick, being an astronomer suddenly realises what could be going on.

Draw the line to the Stranger ...... draw the line to Aucturn .... could it be?

He stepped to the central pillar. If this one represents the Sun....

He then started walking outwards. As he crossed a circle, he named a planet. Aballon, Castrovel, Golarion, Akiton, Verces......

The next two had him stumped a bit Could be Damier and Ivo but ... I was sure that they were in similar orbits before they collided and formed the Diaspora .... but if that's the case the next one is Eox ... hmmm .... wonder what it was like way back then ... guess we'll never know ... the one in the odd loop has to be Triaxus

He kept on working his way out .... Liavara, Bretheda, Apostae then Aucturn.... but .... if that's the case ... why is Bretheda and Apostae in the same slot ..... unless they're meant to be Damier and Ivo .... but what are they doing out there? ..... Nah ... maybe I'm on the wrong track here


Dr. Doh agrees both with Patrick’s deciphering of the inscription and the order of the solar objects in modern and ancient times.

When Patrick expresses his doubts about Iovo and Damiar, Dr. Dov notes that ancient texts referred to them as the twins. He agrees though that they should be closer to the center if that is what those two pillars represent.

If you don’t want it to be random which pillar Mel tries to move, someone should probably suggest one. Mel can feel free to just pick one if she is impatient with all the talking.
By the way, the pillars are twenty foot tall. It looks like I left that detail out of the original description.

Exo-Guardians

Male Large Uplifted Bear Soldier (Guard) 6 |SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

Teddington marches in and snaps to attention. He looks around at the other Starfinders and says in a gruff voice, ”Welcome, my name is Teddington, and my job is to make sure that ALL of you come back in one piece! So let’s go out Bear and do this!”

You see an Uplifted Bear with Heavy Armour, and 2 Doshko weapons strapped to his back and a Singing Disk on his belt. He looks ready to get out there and tackle everyone, literally and figuratively.

He lets Dr. Dov scan his vitals, and gets ready to bear-hug the mission ahead!

Exo-Guardians

Male Large Uplifted Bear Soldier (Guard) 6 |SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

Teddington looks at the pillars and tries to work out what is going on.

After a little while, he realises he has no idea.

So he picks the closest planet, Golarian, and pushes.

Push attempt:
Athletics to Push: 1d20 + 16 ⇒ (3) + 16 = 19

He attempts to look around while doing so.
Perception: 1d20 + 0 ⇒ (2) + 0 = 2

Perfect. This is going well...

---

To the Doc: "Why yes, how do you give Bear Hugs without being up close and fursonal?"
"What about yourself? I noticed a few claws-es in your contract, what's your speciality?"


Hearing Dr. Doh and Patrick talk, Teddington motions to Mel. They go up to the third pillar out from the center and try to push it.

The pillar isn’t nearly as easy to move as they expected. In fact, they find it starts to topple over as they lose control over it.
Bludgeoning damage: 10d10 + 5 ⇒ (1, 2, 9, 5, 7, 5, 10, 3, 5, 6) + 5 = 58 Reflex DC 18 for half damage

The pillar didn’t move enough to change anything.

Status:
Teddington: DC 18 Reflex vs 58 damage
Mel: DC 18 Reflex vs 58 damage

Exo-Guardians

Male Large Uplifted Bear Soldier (Guard) 6 |SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

Reflex: 1d20 + 4 ⇒ (17) + 4 = 21

Teddington looks up, can't hold the pillar then let's out a low groan as he tries to dodge.

"Bear-ugger"

Exo-Guardians

Male Large Uplifted Bear Soldier (Guard) 6 |SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

Alistair’s Mysticism Check

Mysticism: 1d20 + 9 ⇒ (14) + 9 = 23

Exo-Guardians

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Male LN Human Spacefarer Solarion 7 | SP 29/56 HP 53/53 | RP 9/9 | EAC 26 KAC 27 | Fort +6; Ref +6(+1); Will +5 | Init +8 | Perc +6, SM +4| speed 40 ft, fly 40 ft | resist 5 cold | Reroll used | Mode: graviton 1 | Active conditions: +1 attack

Alistair flies up to get an overhead view of the arrangement.

Sidereal Influence: 1d6 ⇒ 6 bonus to Mysticism

"Perhaps a Grand Conjunction is what is called for. Begin with Aballon?"

Exo-Guardians

NG Female Elf Soldier 9 |SP: 81/81, HP: 67/67, RP: 7/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

Mel attempts to roll out of the way.

Reflex: 1d20 + 8 ⇒ (15) + 8 = 23

"Huh... these pillars are more stubborn than I thought. Whatever planet that one is, it sure is a tough one that certainly isn't going away anytime soon..." She shakes her head and wanders off from the Golarion pillar. "Now where in Abbadon is Castrovel... I'm going to topple that foolish planet..."


It is rocky times for Mel and Teddington, but they manage to bearly escape the worst of the damage. The pillars slowly right themselves again.

Big magical, wobbly pillars that slowly right themselves. Not something you see everyday.

Meanwhile Alistair is examining several other pillars and realizes something. Although none of the symbols are complete, he figures out that each pillar is marked with an ancient symbol representing a planet. The double-pillars most certainly represent Iovo and Damiar. Once the rubble has righted itself, he inspects that pillar and declares it has the symbol for Liavara, not Golarian.

He goes around and deciphers what each symbol is, having to use the process of elimination on a few because the symbols are so faint.

Key:
Ab: Aballon
Ak: Akiton
Ap: Apostae
Au: Aucturn
B: Bretheda
C: Castrovel
D: Damiar
E: Eox
G: Golarion
I: Iovo
L: Liavara
T: Triaxus
V: Verces


In the interest of time, you may want to take the above sorted list, look at the picture, and put the symbols in the order you think they should go.

We are going to need several checks to get the pillars moved into place.
Primary needs to use Athletics or Engineering.
Anyone aiding needs to use Athletics, Engineering or Physical Science.
Having seen a pillar fall, you know that anyone moving or attempting to aid is going to be in danger from a collapsing pillar.

The perception or profession musician check goes with moving the pillars. You will be able to do those checks even if you aren’t in the danger zone.

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:4/6 2:4/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Patrick also examines pillars and comes to the same conclusion that Alistair does. Presumably, each planet ... erm ... pillar needs to be shifted into the correct orbit. So, he constructs a small scale model of the pillars, complete with labels, in order to keep track of the positions of each pillar and to plan the more optimal method of moving them.

Exo-Guardians

Male LN Human Spacefarer Solarion 7 | SP 29/56 HP 53/53 | RP 9/9 | EAC 26 KAC 27 | Fort +6; Ref +6(+1); Will +5 | Init +8 | Perc +6, SM +4| speed 40 ft, fly 40 ft | resist 5 cold | Reroll used | Mode: graviton 1 | Active conditions: +1 attack

"Draw the line toward the stranger..." Alistair muses, "This puzzle seems not to depend on which stone we move first, but on where they are placed."

@Gm, which pillars move freely? Can we experiment quickly to figure that out? Can we move them off the circles, or only around the circles?

"These pillars are resonating with the wind, are they not? Patrick, can you determine which direction the wind is coming from? My guess is that we must arrange the pillars in solar order from windward to leeward rather than radially from the sun."

Alistair moves to the Aballon pillar and determines the direction closer to windward.
Physical Science (aid): 1d20 + 6 ⇒ (17) + 6 = 23

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