OMB's Into the Unknown PbP Starfinder Quests (Inactive)

Game Master James Martin

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Bonekeep Slides

Unfortunately not on this check.

Dora manages to dock the ship, but not before an errant bone shard scrapes the hull, causing a nasty mark but not hull damage!

The airlock opens into the cargo hold, where a mostly empty bay awaits you. However a basic computer terminal seems to be working just inside the bay!

Anyone wishing to access the computer may make a Computers, Engineering or Mysticism check. The computer seems to be based as much on magic as science.

Wayfinders

HP 12/12 | SP 5/7 | RP 4/4 | EAC 12 | KAC 13 | CMD 21 | F +1 R +1 W +5| Init +1 | Perc + 7| Blindsense 30'| Shirren Mystic 1 (Priest)
Spells Available:
Level 1- 2/3

Chakanta shifts his balance in an effort to stay sure footed as the bone shard knocks into their ship. As they step off the ship, he examines the computer with interest. Not the main computer, but it may have some useful information on it."

Mysticism: 1d20 + 8 ⇒ (2) + 8 = 10


Bonekeep Slides

Chakanta works on the computer, but the logical aspects of the system seem to stymie his mystic skills! Anyone else can try, too.

Wayfinders

android mechanic 4 | SP 23/24 HP 28/28 RP 6/6 | EAC 19, KAC 20 | F+4 R+8 W+3 | Perc +7 | Init +4

Dora steps forward, ready to try a more technological approach to the computer.

computers: 1d20 + 9 ⇒ (14) + 9 = 23

Acquisitives

Vesk Soldier 1|STAM:8|HP:13|RES:5|EAC:15|KAC:17|ACvCM:25|F+3,R+1,W+2|Init:+5|Acro +4, Athl +8, Medic+4, Survi+4|

Waiola stands guard as Dora and the others fiddle with the computer. Not my thing, better to protect and guard them.


Bonekeep Slides

Dora's expertise proves to be just the thing. While the computer system mainly contains cargo manifests, you also discover a series of generators working to keep the negative energy flowing through the walls of the ship. Dora is able to shut down all four of the engines with a moment's work. Moving deeper into the ship, you begin to notice the odd mix of metal and bone at work in the ship's construction. The branching corridors inside the Endless Threnody are not made of solid bulkheads of metal and plastic, but of a lattice of enchanted bone and steel. A metal grating on the floor provides stable footing, but the walls have gaps large enough to fit a fist. The passages split and recombine in a manner eerily reminiscent of being inside a giant rib cage.

As you move into a central corridor, there is a stir as pieces of bone pull themselves together and rise! Six skeletal crewmembers stumble toward you!

Initiative!:

Chakanta Init: 1d20 + 1 ⇒ (10) + 1 = 11
Dora Init: 1d20 ⇒ 3
Waiola: 1d20 + 5 ⇒ (15) + 5 = 20
XyXy: 1d20 + 2 ⇒ (3) + 2 = 5
Iseph: 1d20 + 5 ⇒ (18) + 5 = 23
Quig: 1d20 + 2 ⇒ (11) + 2 = 13
Skeletons: 1d20 + 7 ⇒ (6) + 7 = 13

Round 1:
Iseph, Waiola
Skeletons
Quig, Chakanta, XyXy, Dora

Iseph and Waiola are up! The map has been updated!

Acquisitives

Vesk Soldier 1|STAM:8|HP:13|RES:5|EAC:15|KAC:17|ACvCM:25|F+3,R+1,W+2|Init:+5|Acro +4, Athl +8, Medic+4, Survi+4|

Waiola races down the corridor to the closest zombie and swings his weapon in a valiant attempt to protect his fellow crewmembers.
Doshko: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d12 + 4 ⇒ (8) + 4 = 12


Bonekeep Slides

Waiola swings, but his weapon slices straight through the gaps between the crewman's ribs, missing any substantial damage!

Iseph!

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

Iseph once agains pops his pistol from his arm and shoots the one closest to him in the central corridor edging forward to give the party some room

pistol: 1d20 + 4 ⇒ (18) + 4 = 22
piercing damage: 1d6 ⇒ 2


Bonekeep Slides

Iseph's shot hits the skeleton, who loses a chunk of rib!

Two skeletons move up to attack Iseph, two attack Waiola and one attacks Dora!

Claw vs Iseph: 1d20 + 4 ⇒ (16) + 4 = 20 vs KAC for 1d6 + 2 ⇒ (6) + 2 = 8 damage!
Claw vs Iseph: 1d20 + 4 ⇒ (2) + 4 = 6 vs KAC for 1d6 + 2 ⇒ (6) + 2 = 8 damage!

Claw vs Waiola: 1d20 + 4 ⇒ (2) + 4 = 6 vs KAC for 1d6 + 2 ⇒ (2) + 2 = 4 damage!
Claw vs Waiola: 1d20 + 4 ⇒ (18) + 4 = 22 vs KAC for 1d6 + 2 ⇒ (2) + 2 = 4 damage!

Claw vs Dora: 1d20 + 4 ⇒ (10) + 4 = 14 vs KAC for 1d6 + 2 ⇒ (1) + 2 = 3 damage!

Quig, Chakanta, XyXy, Dora are up!

Wayfinders

android mechanic 4 | SP 23/24 HP 28/28 RP 6/6 | EAC 19, KAC 20 | F+4 R+8 W+3 | Perc +7 | Init +4

Dora's armor protects her from the skeleton's attack, but barely.

Dora grabs her club and swings it at the skeleton who attacked her.
attack: 1d20 ⇒ 13

This is an archaic weapon.
damage: 1d6 ⇒ 4

Arod points his gun (tactical semi-auto pistol) at the skeleton attacking Dora and fires.
attack: 1d20 + 6 ⇒ (6) + 6 = 12 Is there a penalty for into melee? I can't seem to find it right now.
damage: 1d6 ⇒ 1

Dataphiles

"Iseph" | non-binary NG Android ace pilot operative 8 | SP 56/56 HP 52/52 | RP 8/8 | EAC 23; KAC 24 | Fort +5; Ref +10; Will +6 | Init: +7 | Perc: +14, SM: +1; darkvision, low-light vision | Speed 40 ft, fly 40 ft (avg)| Evasion; Cloaking field 10/10 | Active conditions: None

Quig and Scout both shoot at a skeleton!

Tactical Semi-Auto Pistol: 1d20 + 2 ⇒ (15) + 2 = 17, for 1d6 ⇒ 1 damage.
Tactical Semi-Auto Pistol: 1d20 + 5 ⇒ (7) + 5 = 12, for 1d6 ⇒ 1 damage.


Bonekeep Slides

No penalty for firing into melee, just soft cover where appropriate!

Dora smashes her club into the nearest skeleton, cracking ribs. Arod follows up with a shot that knocks the skeleton's head off, sending it crashing to a pile on the ground!

Quig and Scout combine to pepper a skeleton menacing Waiola with fire!

Chakanta and Xy XY!

Wayfinders

HP 12/12 | SP 5/7 | RP 4/4 | EAC 12 | KAC 13 | CMD 21 | F +1 R +1 W +5| Init +1 | Perc + 7| Blindsense 30'| Shirren Mystic 1 (Priest)
Spells Available:
Level 1- 2/3

Chakanta draws his semi-auto pistol and takes a step forward towards Dora, ready to heal when necessary.

1st Move: Move 5 feet, 2nd Move: Draw weapon.


Bonekeep Slides

Chakanta readies himself for battle!

Xy Xy for round 1 and Ispeh and Waiola for round 2!

Acquisitives

Vesk Soldier 1|STAM:8|HP:13|RES:5|EAC:15|KAC:17|ACvCM:25|F+3,R+1,W+2|Init:+5|Acro +4, Athl +8, Medic+4, Survi+4|

Still blocking the corridor, Waiola swings at the Zombie. I'm at work, so if the Zombie I was facing moved, someone please move me to be with it again. Thanks

Doshko: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d12 + 4 ⇒ (10) + 4 = 14


Bonekeep Slides

Waiola destroys the skeleton in front of him!

Xy Xy for Round 1 and Iseph for round 2!

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

Iseph pulls a knife and tries to keep the bone men at bay
fight defensively: 1d20 ⇒ 8

But does no damage AC+2

Xy xy meanwhile casts a full round magic missile on the one by Waiola

magic missile damage: 3d4 + 3 ⇒ (1, 4, 1) + 3 = 9


Bonekeep Slides

Xy Xy's missile takes out the skeleton! Iseph's blade weaves, but misses anything vital!

Round 2:
Iseph, Waiola
Skeletons
Quig, Chakanta, XyXy, Dora

A skeleton steps toward Dora and attacks, while the two next to Iseph attack him!

Skeleton vs D KAC: 1d20 + 4 ⇒ (19) + 4 = 23 for 1d6 + 1 ⇒ (3) + 1 = 4 damage!
Skeleton vs I KAC: 1d20 + 4 ⇒ (4) + 4 = 8 for 1d6 + 1 ⇒ (3) + 1 = 4 damage!
Skeleton vs I KAC: 1d20 + 4 ⇒ (17) + 4 = 21 for 1d6 + 1 ⇒ (5) + 1 = 6 damage!

Quig, Chakanta, XyXy and Dora are up!

Wayfinders

android mechanic 4 | SP 23/24 HP 28/28 RP 6/6 | EAC 19, KAC 20 | F+4 R+8 W+3 | Perc +7 | Init +4

"Youch!" yells Dora as the creature's claws rake at her.

Dora swings her club at the skeleton who attacked her.
attack, archaic: 1d20 ⇒ 2

Arod points his gun (tactical semi-auto pistol) at the skeleton attacking Dora and fires.
attack: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d6 ⇒ 6


Bonekeep Slides

Dora misses, but Arod does the trick! Only two skeletons remain!

Quig, Chakanta and XyXy are up!

Acquisitives

Vesk Soldier 1|STAM:8|HP:13|RES:5|EAC:15|KAC:17|ACvCM:25|F+3,R+1,W+2|Init:+5|Acro +4, Athl +8, Medic+4, Survi+4|

We can do it!

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

"Caution android reversing. Caution android reversing" announces Iseph in common and in a load of chirps and whistles in Shirren too


Bonekeep Slides

Between the rest of you, you're able to take down the two remaining skeletons, though Iseph looks slightly the worse for wear.

Handwaving because, really, two skeletons aren't gonna kill you.

The bridge of the Endless Threnody is located behind the enormous crimson eye at the front of the ship, bathed in a blood-red glow. The crew stations are fabricated from bone and steel, apparently grown from the floor and walls of this room. Battle damage is evident throughout the bridge, but it is now empty and utterly silent—truly a ghost ship. The ship's computer awaits!

Need two rolls here, mysticism or engineering or computers. Roll 1 is to access the system. Roll 2 is to bypass security systems.

Wayfinders

android mechanic 4 | SP 23/24 HP 28/28 RP 6/6 | EAC 19, KAC 20 | F+4 R+8 W+3 | Perc +7 | Init +4

Dora smiles at her companions and walks up to the computer terminal. She thinks for a moment and then starts pushing buttons and reading the screen.
computers, access system: 1d20 + 9 ⇒ (17) + 9 = 26
computers, bypass security: 1d20 + 9 ⇒ (15) + 9 = 24

Wayfinders

HP 12/12 | SP 5/7 | RP 4/4 | EAC 12 | KAC 13 | CMD 21 | F +1 R +1 W +5| Init +1 | Perc + 7| Blindsense 30'| Shirren Mystic 1 (Priest)
Spells Available:
Level 1- 2/3

Chakanta puts his gun away as the skeletons fall, and places his hand on Ispeh, seeing the android in need of aid.

Mystic Cure: 1d8 + 3 ⇒ (3) + 3 = 6

Iseph regains 6 hp

The shirren then steps back as Dora begins to work the ship's computer.


Bonekeep Slides

Dora makes quick work of the computers, laying bare the ship's secrets. You discover a short vid of the battle that crippled the ship as well as the coordinates for the planet the Eoxian vessel found the insignia on. The vid of the battle shows a marked pirated ship attacking from behind an asteroid, severely damaging the Eoxian ship, which limps into the Drift to escape.

Once back aboard your ship, you find the hologram of Venture-Captain Arvin already active and awaiting their report. Arvin is grateful for the news and eager to get started on the next step of their quest. He asks you to leave the Endless Threnody and return to Absalom Station while he researches the planet Ulmarid and how best to approach it.

As an additional reward, Arvin provides a password to open a concealed compartment within the Loreseeker that contains delicacies that are suitable to most palates, such as sticks of candied meats. “I know this mission isn’t yet complete,” he explains, “but you’ve earned the right to celebrate a bit on your return trip. I asked the quartermaster to include a few delicacies so you can enjoy being alive—after an encounter
with necromancy.”

END BOARDING, BEGIN SALVAGE!

Once back at Absalom, you have a day's leave before Arvin sends you off on a new ship, the Odyssey. He tells you very little, promising to contact you once you're closer. He's true to his word.

Venture-Captain Arvin’s pre-recorded hologram stands on the bridge of the Odyssey, his hands clasped behind his back. “Hopefully your journey was uneventful. Based on your previous mission, we’ve obtained information about the planet of Ulmarid. The desert world has breathable atmosphere but is devoid of intelligent civilization. A cloud of asteroids—leftover from a collision of the planet’s moons long ago—surrounds the planet, so you must carefully navigate the Odyssey to the
surface to find the crashed Unbounded Wayfarer.

“Be sure to bring the Starfinder insignias with you; they will be critical in recovering the information the Starfinders left behind. If you can recover any of the lost Starfinders—alive or dead—please do so as well. Good luck.”

Culture checks! Also, I need a Piloting check from Dora to avoid the treacherous asteroid field. Xy Xy can aid as science officer with a Computers check.

Wayfinders

android mechanic 4 | SP 23/24 HP 28/28 RP 6/6 | EAC 19, KAC 20 | F+4 R+8 W+3 | Perc +7 | Init +4

piloting: 1d20 + 8 ⇒ (2) + 8 = 10 No ship modifier added into this, because the ship's stats have not yet been posted.
culture: 1d20 + 5 ⇒ (19) + 5 = 24

"Urkkkkhhh, sorry guys. I must not be used to the new ship yet."

Acquisitives

Vesk Soldier 1|STAM:8|HP:13|RES:5|EAC:15|KAC:17|ACvCM:25|F+3,R+1,W+2|Init:+5|Acro +4, Athl +8, Medic+4, Survi+4|

Waiola has no culture to speak of.

"Wait, there were the delicacy food items on the ship and no one knew about them????? Everyone needs to stop what they are doing and have a complete check of the ship from stem to stern looking for more of this type of stuff!"


Bonekeep Slides

Dora, you recall that Ulmarid is famous for one other thing: sudden storms of crystals. Literally it rains down shards of crystal in sporadic storms that last only a few moments at a time!

The trip down to the surface is rough, as a few stray asteroids bounce off your shields and the ship shudders and creaks as Dora struggles to right its descent. However you land safely, which is a relief!

The surface of Ulmarid is a wind-scoured desert with jagged protrusions of rock thrusting up through the sand. The air has a harsh tang, like burning metal.

Survival checks, please!

Acquisitives

Vesk Soldier 1|STAM:8|HP:13|RES:5|EAC:15|KAC:17|ACvCM:25|F+3,R+1,W+2|Init:+5|Acro +4, Athl +8, Medic+4, Survi+4|

Survival: 1d20 + 4 ⇒ (7) + 4 = 11

"Just like home, barren and desolate, ready to kill you without mercy or warning."

Wayfinders

android mechanic 4 | SP 23/24 HP 28/28 RP 6/6 | EAC 19, KAC 20 | F+4 R+8 W+3 | Perc +7 | Init +4

survival: 1d20 ⇒ 2

Wayfinders

HP 12/12 | SP 5/7 | RP 4/4 | EAC 12 | KAC 13 | CMD 21 | F +1 R +1 W +5| Init +1 | Perc + 7| Blindsense 30'| Shirren Mystic 1 (Priest)
Spells Available:
Level 1- 2/3

Chakanta eyes the planet warily as the team steps off the ship. "Hopefully we can find this ship soon, before the planet consumes us," he telepaths mournfully.

Survival: 1d20 + 3 ⇒ (19) + 3 = 22


Bonekeep Slides

Chakanta spots an odd cloud formation moving toward the party at speed - It's one of those crystal storms! And it will be here in less than a minute!

Chakanta, because you spotted it and beat the DC, you and 3 party members of your choosing will each get +4 to their saves during the storm. Which 3 party members will it be?

Wayfinders

HP 12/12 | SP 5/7 | RP 4/4 | EAC 12 | KAC 13 | CMD 21 | F +1 R +1 W +5| Init +1 | Perc + 7| Blindsense 30'| Shirren Mystic 1 (Priest)
Spells Available:
Level 1- 2/3

Chakanta shields his eyes to see the shape more clearly in the distance, and takes a sudden step back as he recognizes it for what it is. "A crystal storm! Take cover!" he attempts to telepath to everyone else, but the sudden stress of the situation prevents him from reaching everyone.

Waiola, Xy Xy, and Dora


Bonekeep Slides

Okay, Chakanta, Waiola, Xy XY and Dora, you each have a +4 to your saves during this storm!

A sudden hiss is all the warning you get as finger length crystal begin to fall from the sky!

I need 3 Reflex Saves from everyone, please!

Wayfinders

android mechanic 4 | SP 23/24 HP 28/28 RP 6/6 | EAC 19, KAC 20 | F+4 R+8 W+3 | Perc +7 | Init +4

reflex: 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27
reflex: 1d20 + 5 + 4 ⇒ (3) + 5 + 4 = 12
reflex: 1d20 + 5 + 4 ⇒ (16) + 5 + 4 = 25

Acquisitives

Vesk Soldier 1|STAM:8|HP:13|RES:5|EAC:15|KAC:17|ACvCM:25|F+3,R+1,W+2|Init:+5|Acro +4, Athl +8, Medic+4, Survi+4|

Reflex: 1d20 + 1 ⇒ (4) + 1 = 5
Reflex: 1d20 + 1 ⇒ (3) + 1 = 4
Reflex: 1d20 + 1 ⇒ (12) + 1 = 13

Wayfinders

HP 12/12 | SP 5/7 | RP 4/4 | EAC 12 | KAC 13 | CMD 21 | F +1 R +1 W +5| Init +1 | Perc + 7| Blindsense 30'| Shirren Mystic 1 (Priest)
Spells Available:
Level 1- 2/3

Reflex 1: 1d20 + 1 + 4 ⇒ (12) + 1 + 4 = 17
Reflex 2: 1d20 + 1 + 4 ⇒ (9) + 1 + 4 = 14
Reflex 3: 1d20 + 1 + 4 ⇒ (3) + 1 + 4 = 8

Wayfinders

android mechanic 4 | SP 23/24 HP 28/28 RP 6/6 | EAC 19, KAC 20 | F+4 R+8 W+3 | Perc +7 | Init +4

Waiola, you forgot your +4's

Acquisitives

Vesk Soldier 1|STAM:8|HP:13|RES:5|EAC:15|KAC:17|ACvCM:25|F+3,R+1,W+2|Init:+5|Acro +4, Athl +8, Medic+4, Survi+4|
Dora 34 wrote:
Waiola, you forgot your +4's

Looks like it, doesn't it. Don't think it will matter for the first two saves....

Dataphiles

"Iseph" | non-binary NG Android ace pilot operative 8 | SP 56/56 HP 52/52 | RP 8/8 | EAC 23; KAC 24 | Fort +5; Ref +10; Will +6 | Init: +7 | Perc: +14, SM: +1; darkvision, low-light vision | Speed 40 ft, fly 40 ft (avg)| Evasion; Cloaking field 10/10 | Active conditions: None

Quig frantically tries to avoid the crystals as best he can,

Reflex: 1d20 + 4 ⇒ (14) + 4 = 18.
Reflex: 1d20 + 4 ⇒ (20) + 4 = 24.
Reflex: 1d20 + 4 ⇒ (11) + 4 = 15.


Bonekeep Slides

Anyone getting less than 12, takes damage per failed save.

So Waiola, you take 2d6 ⇒ (4, 6) = 10 damage and need 2 Fort saves!
Chakanta, you take 1d6 ⇒ 2 damage and need 1 Fort save.

Dora and Quig, you're good. Xy Xy and Iseph still need to save.

Guys, I will be on vacation from Friday until Monday and should return Tuesday!

Acquisitives

Vesk Soldier 1|STAM:8|HP:13|RES:5|EAC:15|KAC:17|ACvCM:25|F+3,R+1,W+2|Init:+5|Acro +4, Athl +8, Medic+4, Survi+4|

Fort Save: 1d20 + 3 ⇒ (8) + 3 = 11
Fort Save: 1d20 + 3 ⇒ (19) + 3 = 22


Bonekeep Slides

You also get your +4 on these saves, too!

Wayfinders

HP 12/12 | SP 5/7 | RP 4/4 | EAC 12 | KAC 13 | CMD 21 | F +1 R +1 W +5| Init +1 | Perc + 7| Blindsense 30'| Shirren Mystic 1 (Priest)
Spells Available:
Level 1- 2/3

Fortitude: 1d20 + 1 + 4 ⇒ (13) + 1 + 4 = 18

Acquisitives

Expertise 1d6 sense motive and intimidate Sidereal 1d6 culture (or mysticism) Kasatha icon envoy 1/solarian 5. Sp 0/47 hp 38/45 RP(6)/7 EAC 20; KAC 21 Fort +4; Ref +4; Will +7 Defensive Abilities solar manifestation (solar armor); Resist electricity 5, cold 5

Survival: 1d20 ⇒ 17

reflex: 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15
reflex: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24
reflex: 1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15

And bottling xy xy who is about to fly to NZ

Survival: 1d20 ⇒ 16

reflex: 1d20 + 6 ⇒ (13) + 6 = 19
reflex: 1d20 + 2 + 4 ⇒ (6) + 2 + 4 = 12
reflex: 1d20 + 6 ⇒ (16) + 6 = 22

Middle one broken into base save plus four

Acquisitives

Vesk Soldier 1|STAM:8|HP:13|RES:5|EAC:15|KAC:17|ACvCM:25|F+3,R+1,W+2|Init:+5|Acro +4, Athl +8, Medic+4, Survi+4|

Were it not for this storm, this barren landscape reminds me of home. Home, boy do I miss it.


Bonekeep Slides

There are some scratches and scrapes, but you manage to avoid the worst of the storm! It's over as quickly as it came, and you're able to begin moving again. In the distance you can spot the downed Starfinder ship; it looks like it nose-dived hard into the rocky ground and no amount of repairs will see it fly again. However bits appear salvageable, especially an anti-personnel weapon mounted above an airlock.

As you move forward, there is a sudden shifting of the ground and BOOM! A giant insect erupts from the ground in the middle of you all. It roars, a thunderous booming roar and dives at Waiola!

Bite vs Waiola KAC: 1d20 + 12 ⇒ (8) + 12 = 20 for 1d6 + 3 ⇒ (4) + 3 = 7 slashing damage plus 1d3 ⇒ 3 sonic damage as the jaws clack with thunder!

Initiative!:

Chakanta Init: 1d20 + 1 ⇒ (14) + 1 = 15
Dora Init: 1d20 ⇒ 6
Waiola: 1d20 + 5 ⇒ (16) + 5 = 21
XyXy: 1d20 + 2 ⇒ (11) + 2 = 13
Iseph: 1d20 + 5 ⇒ (12) + 5 = 17
Quig: 1d20 + 2 ⇒ (1) + 2 = 3
Bug!: 1d20 ⇒ 19

Round 1:
Waiola
Bug!
Iseph, Chakanta, Xy Xy, Dora, Quig

Waiola is up first!

Acquisitives

Vesk Soldier 1|STAM:8|HP:13|RES:5|EAC:15|KAC:17|ACvCM:25|F+3,R+1,W+2|Init:+5|Acro +4, Athl +8, Medic+4, Survi+4|

"Heal me!"

Wailoa steps up to the...... thing is the best way to describe it..... and tries to return the damage favor....
Doshko: 1d20 + 6 ⇒ (20) + 6 = 26 Crit
Damage: 1d12 + 4 ⇒ (1) + 4 = 5
Damage: 1d12 + 4 ⇒ (3) + 4 = 7

And deals a massive blow in return.

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