[Oututpost] SFS 1-06: A Night in Nightarch (Inactive)

Game Master Andrew Harasty

Night at Nigharch Map


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Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

After securing the resources from Ceobarn, you now have to tack down the Villyth and the weapons.

There are two paths to getting the information you need. One utilizes the local infosphere to seek the information (Hacking Team -- Possible skills: Computers, Culture, Sense Motive, and Persception), or tacking down an informant and persuading them for the information (Street Team -- Possible skills: Diplomacy, Perception, Survival, Acorbatics, Athletics, Stealth, Bluff, Imtimiate, and Sense Motive). You can all do one team or split in to each. Your character will commit to one team for the investigation phase. Higher skill checks will result in less time taken. The team that takes the least time will determine the total used.

Once you pick your team make all three rolls and when everyone is posted, I will tally the results and write the narrative.

Hacker Team:

If at least one person on this team speaks Drow, then there is an additional bonus since most of the local infosphere is in Drow and not common

Locate: The PCs attempt to locate relevant information sources using Computers or Culture.
Access: The PCs can use Computers to launch a bruteforce attack to crack passwords or Sense Motive to guess the passwords.
Analyze: The PCs must use Computers or Perception to sift through a lot of data to find the relevant information.

Street Team:

A player that wishes to use excessive force durring the Interrogate will get a significant bonus, to that check and 1 point of Infamy. Additional bonuses if the character has any Infamy already

Track: In order to find an informant with useful information, the PCs must attempt a Diplomacy check to gather information, a Perception check, or a Survival check to track the informant.
Chase: The informant tries to slink away, and the PCs must attempt an Acrobatics, Athletics, or Stealth check to catch him.
Interrogate: Getting the right information out of the informant requires a Bluff, Intimidate, or Sense Motive check.

Dataphiles

Female Halfling Pop Star Icon Operative 7 | SP 42/42, HP 40/40 | EAC 21, KAC 23 | Fort +4(6), Ref +12(14), Will +6(8) | Init +9 | Perc +11 | Sense Motive +9 | RP 9/9

Vixi will go ahead and start off on the street team, though her interrogation is clearly a bit rusty...

Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Stealth: 1d20 + 16 ⇒ (4) + 16 = 20
Bluff: 1d20 + 10 ⇒ (1) + 10 = 11


Obozaya splits off with Vixi to go after this informant.

Track with Survival: 1d20 + 7 ⇒ (8) + 7 = 15
Chase with Athletics: 1d20 + 8 ⇒ (14) + 8 = 22
Interrogate with Intimidate: 1d20 + 7 ⇒ (10) + 7 = 17


Keskodai attaches his comms unit to the computer terminal and starts to hack into the network to discover the information.

Locate: Computers 1d20 + 5 ⇒ (2) + 5 = 7
Access: Computers 1d20 + 5 ⇒ (13) + 5 = 18
Uses Communalism for Analyse ....
Analyse: Perception 1d20 + 11 ⇒ (2) + 11 = 13
Analyse: Perception 1d20 + 11 ⇒ (15) + 11 = 26

Communalism:
Once per day, as long as an ally is within 10 feet, Keskodai can roll a single attack roll or skill check twice and take the higher result.


I know GUNN can help with the hacker team, and speaks drow, so that is a benefit. Navasi has skills to help either group, so I will wait and go where we have the least specialists.

Dataphiles

"G.U.N.N." non-binary LN Android mercenary operative 4 | SP 24/24 HP 28/28 | RP 5/5 | EAC 19; KAC 20 | Fort +3; Ref +8; Will +4 | Init: +6 | Perc: +8, SM: +6; darkvision, low-light vision | Speed 40 ft, fly 30 ft (Avg)| Evasion | Active conditions: None

GUNN thanks Ceobarn for his gracious help and quickly excuses itself from the dimly-lit office.

"Alright, that's about as much cooperation as we can expect from... them. Time for some good old fashioned detective work."

GUNN is extremely at home with the Drow infosphere, and will assign itself to the hacker team. It retires to a quiet corner of House Zeizerer's corporate tower and connects to the 'net.

Locate (Computers): 1d20 + 12 ⇒ (20) + 12 = 32
Access (Computers): 1d20 + 12 ⇒ (15) + 12 = 27
Analyze (Computers): 1d20 + 12 ⇒ (1) + 12 = 13

Plus whatever the circumstance bonus is for knowing Drow.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Looking at the current results, Navasi can not significantly change/improve the out come. So I can just go from here

The team splits up with Navasai acting at coordinator of both and keeping communications open.

GUNNs familiarity with drow and the additional access granted from Ceobarn allows him to quickly find a source of data regarding Villyth in 3.5 hours. As he starts using the access codes granted by Ceobarn, Vixi reports in that she and Obozaya have located their contact a half our later.

While the street team is chasing down the informant, Keskodai is able to help GUNN break into the data core and download the important data files in another 3.5 hours. The immediately start to decrypt and analyze the data.

When about half way though the street team finally corners their mark and begin to question him. However, only after two hours of talking with the informanat, Navasi reports that GUNN and Keskodai have cracked the codes and have located where the Starfinder weapons shipment is located.

Total investigation time 11 hours

With the time remaining you have the additional chance to 4 additional pieces of information from the following:

  • Access Codes
  • Floor Plans
  • Guard Posts
  • Security Network
  • Troop Composition

Also you know that with the transport you were given from Ceobarn it will only take 30 minutes to get to the location.

Dataphiles

"G.U.N.N." non-binary LN Android mercenary operative 4 | SP 24/24 HP 28/28 | RP 5/5 | EAC 19; KAC 20 | Fort +3; Ref +8; Will +4 | Init: +6 | Perc: +8, SM: +6; darkvision, low-light vision | Speed 40 ft, fly 30 ft (Avg)| Evasion | Active conditions: None

Are we, as a group, meant to choose off of that list? My vote is for everything except Troop Composition if the case.


Nice hacking! I agree that those four pieces of info seem the most important.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Yes as a group as close to consensus as possible. But I will move things along tomorrow regardless


I also concur with GUNN's assessment

Dataphiles

Female Halfling Pop Star Icon Operative 7 | SP 42/42, HP 40/40 | EAC 21, KAC 23 | Fort +4(6), Ref +12(14), Will +6(8) | Init +9 | Perc +11 | Sense Motive +9 | RP 9/9

Works for me!

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Sounds good

Access Codes: You manage to uncover a set of access codes to Villyth’s warehouse. They can use override codes to open any door in the upper floor. Using an override code is a full action that requires a datapad, personal comms unit, or another suitable wireless device. The override code works even if the building is in a full lockdown mode.

Floor Plans: You get the layout of the upper office floor and know that the warehouse itself is 100 feet below. See Map

Guard Posts: Recent surveillance footage from a flying drone shows that there is usually just one guard stationed at the main entrance of the offices. Other guards can be found at the Starred locations.

Security Network: The building’s mainframe and access terminal are in a large room in the northwest part of the upper floor. The system is isolated from Nightarch’s infosphere, so hacking it remotely is not possible. You will receive a +4 circumstance bonus to Computers checks to hack any computer on the top floor as a result of learning this information.

After a brief 30 minute travel in Ceobarn's transport you arrive at the location.

Villyth’s warehouse is located within a vast pressurized dome. The dome contains several other buildings, some of which can be used as sniper perches within roughly 120 feet of the entrance. Villyth’s warehouse has a spacious office complex on the ground floor. A 10-foot-high chain-link fence surrounds the building, with 20 feet of space between the fence and the building. Climbing the fence requires a successful DC 15 Athletics check. A 10-foot-wide gate in the fence is aligned with the double door that leads to the freight elevator. The gate to this area is open.

Feel free to plan your approach.

Dataphiles

"G.U.N.N." non-binary LN Android mercenary operative 4 | SP 24/24 HP 28/28 | RP 5/5 | EAC 19; KAC 20 | Fort +3; Ref +8; Will +4 | Init: +6 | Perc: +8, SM: +6; darkvision, low-light vision | Speed 40 ft, fly 30 ft (Avg)| Evasion | Active conditions: None

I assume we have access to the map on the way to the location due to the "drone surveillance" fluff?

On the ride to the compound, GUNN will turn the drone's flyover data into a rudimentary holoprojection. It's skeletal fingers peck at it's comm. pad for a few moments before the blue-green light of a holographic map bathe the inside of the land cruiser.

GUNN notes that there are no windows on the east side of the facility, "so if we're going to breach the fence without being seen that seems like an opportune place."

"Of course,"it says, gesturing to Navasi and Vixi,"bluffing our way in may be an option for some of us. I am more used to the old cloak-and-dagger, though."

It points to the south-facing double doors in the southeast corner.

"Breach the fence, slip in through here. Should be able to bypass the doors no problem, these corp locks are almost always drek. It's a cost saving measure. Obo, you think you'll be able to sneak past this window?"

The android stares at the map for a moment and narrows it's eyeshrouds.

"Seems like we could slip right by security and head straight down into the warehouse if we really wanted to, but if you all don't mind a bit more skulking about I'd like to plant my Imp in Villyth's computer to see what it can dig up while we're down there."

GUNN looks up from the map with a start and nervously scratches the back of it's cranium.

"I am, uh, open to other ideas, though."


"I appreciate the vote of confidence, but no one's that good of a liar! I like the idea of scaling the fence in their blind spot, and hacking into the computers before we go down. I am a little concerned if we skip the security room, that might come back to bite us in the end. However if we fight the one guard in the security room, it's likely the sounds of fighting will draw attention to the rest of the guards on this level too. So either we skip them all or fight them all, not knowing how much more are waiting for us below."

Dataphiles

Female Halfling Pop Star Icon Operative 7 | SP 42/42, HP 40/40 | EAC 21, KAC 23 | Fort +4(6), Ref +12(14), Will +6(8) | Init +9 | Perc +11 | Sense Motive +9 | RP 9/9

I like the plan, Gunn!
Well if we try to fight them all and there's too many, we're in trouble. If we try to sneak past them all and there's too many, at least we're being sneaky!
Plus, we can always change our mind and go loud; once they know we're here we lose options.


Obozaya gives a little harrumph. "I don't much enjoy sneaking around when there are enemies to fight. But what Vixi says is true: once they know we're here we lose any advantage we might get from stealth. If you want to skulk through this place I will try, but I promise to be ready to fight the first enemy to spot us." She brandishes her doshko for emphasis.

Dataphiles

"G.U.N.N." non-binary LN Android mercenary operative 4 | SP 24/24 HP 28/28 | RP 5/5 | EAC 19; KAC 20 | Fort +3; Ref +8; Will +4 | Init: +6 | Perc: +8, SM: +6; darkvision, low-light vision | Speed 40 ft, fly 30 ft (Avg)| Evasion | Active conditions: None

"Don't worry, Obo,"

Says GUNN with a grin,

"These things almost always go loud eventually."

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Ok Someone place the yellow pentagon from where you want to approach. Also what order and how do you want to approach


Keskodai nods in agreement with the plan, though you overhear him talking to, "Chk Chk, this is what they call being stealthy, though sometimes its just as easy to talk your way in. This sneaky stuff is OK but my robes can get a bit troublesome. Lets hope Navasi can come up with a good tale, if we get spotted." The shirren pulls his robes close and follows through the breach in the fence. Keeping his head low, crouch as much as possible Keskodai, follows.

Gunn hears in his head, "Forward Gunn, lead on this could turn out to be a nice plan. I'll follow once you have made sure the coast is clear."

Stealth 1d20 + 1 ⇒ (9) + 1 = 10

Keskodai would be last or last but one in line.
Will let Gunn choose the path, as it's his plan or someone else in the party cos Keskodai in following the others forward.

Dataphiles

"G.U.N.N." non-binary LN Android mercenary operative 4 | SP 24/24 HP 28/28 | RP 5/5 | EAC 19; KAC 20 | Fort +3; Ref +8; Will +4 | Init: +6 | Perc: +8, SM: +6; darkvision, low-light vision | Speed 40 ft, fly 30 ft (Avg)| Evasion | Active conditions: None

Alright, since it seems like GUNN is taking the lead in this scene, I'll go first.

GUNN leads the group from the land crawler to the east fence of the facility, now communicating only via pantomime and hushed tones. Approaching the fence, it scans the area for any obvious observers.

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

Once it has ascertained that the way forward is clear, it will signal the others and begin to scale the exterior fence.

Athletics: 1d20 + 10 ⇒ (8) + 10 = 18

Arriving safely on the interior of the fence line, GUNN will scramble for the near wall of the facility and presses tight against it to minimize it's profile from any errant patrols.

Stealth: 1d20 + 13 ⇒ (17) + 13 = 30

GUNN motions for the others to follow.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

GUNN is able to clear the distance to the wall fairly easily.

You will still need to head to the freight entrance south of you or to one of the windows. The green bits in the wall. Everyone else will need to make Athletics and stealth.


As Keskodai watches Gunn climb over the fence, he whispers to those close, "Any chance you can help me over, climbing is a bit difficult in these robes. Does anyone have any rope of something that would help?" Keskodai slowly mkaes his way to the fence, gathers his robes into a ball and tries to tie the loose ends together, his mandibles click clacking away as he does.

Half way up, a gust of wind blows his robes up and over his head and wrapping round his legs, he frantically tries to get purchase on the fence to get over but fails.

Keskodai will accept any help available, and if someone has rope or other climbing aid, will wait til they are ready to aid or use whatever gear.

Athletics 1d20 + 1 ⇒ (1) + 1 = 2


I know it sucks rolling 1 (I'm there with ya), but that was a hilarious description :) Sorry I don't have climbing gear. GM Is there anything we could use to cut the fence so we don't have to climb? I assume a regular sword or whatever wouldn't cut it.

Athletics: 1d20 + 7 ⇒ (1) + 7 = 8
Stealth: 1d20 + 9 ⇒ (12) + 9 = 21

Navasi moves like a shadow but struggles with the fence.


Obozaya creeps up to the fence and goes to haul herself over the top.
Athletics: 1d20 + 8 ⇒ (5) + 8 = 13
I can aid but there may not be a lot we can do with two natural 1s. The pregen Altronus has some cable but I guess this one doesn't.

Stealth: 1d20 + 3 - 1 ⇒ (15) + 3 - 1 = 17
I also noticed that the pregen doesn't have the armor check penalty listed. The armor she's wearing is a -2, and the vesk ability for heavy armor reduces that to -1 so that's what I used. I didn't see anything else in the character that would affect it.

She goes to inspect the fence to see if there's any easier way for her comrades to get through the barrier.

Dataphiles

Female Halfling Pop Star Icon Operative 7 | SP 42/42, HP 40/40 | EAC 21, KAC 23 | Fort +4(6), Ref +12(14), Will +6(8) | Init +9 | Perc +11 | Sense Motive +9 | RP 9/9

Vixi quickly hauls herself over the fence, trailing a cable line behind her for the rest of the party.

Athletics: 1d20 + 9 ⇒ (16) + 9 = 25
Stealth: 1d20 + 16 ⇒ (4) + 16 = 20

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

After a few tries, the party gets across to the wall. So far no alarm has been noticed.

Options: You can use the access codes to open the freight entrance. Or go though the windows to the Laboratories.


If a shirren could be red faced, then the purple tinge to Keskodai's mandibles might be just that, after the ungainly climb over the fence. Keskodai pats his body and smooths down his robes, as Gunn hears in his mind "Could we make the next bit a little easier, might I suggest we go through the freight entrance. Struggling through a window is a little well .... well difficult." He then strokes his body and says quietly with affection, "Csk Csk, be alright, remember we don't climb well."


Navasi whispers "We have the key codes and there isn't a guard, we might as well go through the freight entrance. More direct."

Dataphiles

"G.U.N.N." non-binary LN Android mercenary operative 4 | SP 24/24 HP 28/28 | RP 5/5 | EAC 19; KAC 20 | Fort +3; Ref +8; Will +4 | Init: +6 | Perc: +8, SM: +6; darkvision, low-light vision | Speed 40 ft, fly 30 ft (Avg)| Evasion | Active conditions: None

"I think that would be for the best, yes."

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

You are able to use your codes to open the freight entrance. You see the freight elevator itself in front of you. However, you quickly realize that the codes you have will not activate the elevator. Although there it is possible to bypass, a quick investigation of the system makes your realize that activating the elevator would very likely alert the guard in the meeting room, not to mention alerting anyone watching the security systems.

Dataphiles

Female Halfling Pop Star Icon Operative 7 | SP 42/42, HP 40/40 | EAC 21, KAC 23 | Fort +4(6), Ref +12(14), Will +6(8) | Init +9 | Perc +11 | Sense Motive +9 | RP 9/9

Athletics: 1d20 + 9 ⇒ (20) + 9 = 29
Stealth: 1d20 + 16 ⇒ (10) + 16 = 26
Perception: 1d20 + 11 ⇒ (7) + 11 = 18

Vixi once more trailblazes for her less athletically inclined backup-dancers, leaving her cable line leading up to the window.

Once she's inside, she looks around for something that could make for a noisy distraction. I bet we can bypass the security cameras, we just need to give that guard something else to listen to.


Navasi speaks sotto voce "GUNN wanted to try to hack into some computers while we're up here, maybe he can find a way around the security measures while he's in there. Should the less stealthy of us stay back near the elevator, or should we all travel in a pack in case s+@& hits the fan?"


Keskodai is amazed as Vixi quickly climbs up to the windows and disappears inside. Inside her head Assuming Vixi is withing 30ft the halfling hears "What doo you see, perhaps we could all come up if the coast is clear?" He pats the front of his robes, "Csk Csk, we might have to go climbing again, this time I'm sure it will be all right." The shirren's claws close and cross.

In a hushed voice he says, "Gunn, Vixi is in through the window, perhaps we can go up that way and avoid setting off those alarms you identified. I don't know, but if we get an entrance without alarming them, it might be advantageous." He takes a look around the freight entrance for anything that might help, whilst the others look at the security measures.

Perception (taking a 10) 10 + 11 = 21

Dataphiles

"G.U.N.N." non-binary LN Android mercenary operative 4 | SP 24/24 HP 28/28 | RP 5/5 | EAC 19; KAC 20 | Fort +3; Ref +8; Will +4 | Init: +6 | Perc: +8, SM: +6; darkvision, low-light vision | Speed 40 ft, fly 30 ft (Avg)| Evasion | Active conditions: None

I thought we had only established that the alarm would be triggered if we activated the elevators? I didn't see any mention of security cameras. Also, to make sure I understand, Vixi's gone through the north arrow, while GUNN, Navasi, and Kesk have gone in through the south arrow? Assuming those things as true:

GUNN acknowledges Keskodai with a curt nod.

"If we move quickly and directly through the private offices we may be able to get to the security room without encountering a patrol. From there, we should be able to disable these access alarms."

It removes a semi-automatic pistol from a retention port on it's thigh, chambering a round.

"Upon ingress, however, removal of the security asset may result in the operation going loud anyway."

The android looks Keskodai up and down with something approximating a grin.

"I won't blame you if it does, Shirren-friend. Besides -" it shrugs "- that's why we brought Obo."

GUNN will approach the main hallway and listen for a patrol.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15

If it thinks the coast is clear, it will proceed to sneak to the nearest office and determine whether the door is in a locked state.

Stealth: 1d20 + 13 ⇒ (11) + 13 = 24

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

One that GUNN knows about drow is that their hubris lets them think that reputation and fear are enough to warrant security, so the lack of other passive security measures, such as cameras and other sensor alarms are not out of place. Navasi is able to get in to the one workshop with ease.

Navasi Sees:

This laboratory is filled with all manner of technological innovations. Scents both sweet and acrid pour forth from cylindrical glass containers on two long tables. The containers bubble in a rainbow of varying colors. A limb that looks like a giant scorpion’s claw twitches idly on the floor at the north end of the room.

GUNN easily makes it over to the Office area. This hall area is mostly unadorned and has nothing of interest. It is just a connection to other parts of the facility.

BTW you know there is usually on guard in the meeting room to the south. I made the stars red to be easier to notice. Everyone else can position themselves before GUNN opens a door.


Obozaya straightens up, proud at GUNN's expression of confidence in her abilities. She whispers, "I'm not going to leave one to go alone into danger. If it's going to 'go loud', I must be there."

She nods firmly and trails behind the android, holding her doshko at the ready. Once it moves forward and looks ready to open the door, she steps up close behind.

Do I need to roll stealth again? I hope it's not a new check every time I move because I guarantee I will fail sooner or later.


Gunn's mind hears Keskodai's voice, "Call me over when you're ready."

Moved to what Keskodai think's is a safe place, not wanting to be immediately in front of the door to his right, on the last step up the stairs.


I assume you mean Vixi sees the stuff in the workshop, not Navasi. I came in the south freight door.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Yes, Vixi sees the lab. Also I will need on stealth check from Obozaya for crossing the open area.


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Obozaya tucks in her tail and tries to move quietly.

Stealth: 1d20 + 2 ⇒ (7) + 2 = 9

She’s braver than she is wise, alas

Dataphiles

Female Halfling Pop Star Icon Operative 7 | SP 42/42, HP 40/40 | EAC 21, KAC 23 | Fort +4(6), Ref +12(14), Will +6(8) | Init +9 | Perc +11 | Sense Motive +9 | RP 9/9

Ah, that makes more sense :)
Engineering: 1d20 + 11 ⇒ (6) + 11 = 17

Vixi examines the various devices, hoping to find something that could "unfortunately malfunction."

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Most of the items in the lab are organic. It seems to be a collection of interesting biological experiments. However a quick survey does discover, 2 tier 2 antitoxins and 6 mk 1 serums of healing

Notice?:

Person 1: 1d20 ⇒ 16
Person 2: 1d20 ⇒ 13

Perceptions:

Per Vixi: 1d20 + 9 ⇒ (8) + 9 = 17
Per Obozaya: 1d20 + 0 ⇒ (17) + 0 = 17
Per Raia: 1d20 + 0 ⇒ (19) + 0 = 19
Per Navasi: 1d20 + 7 ⇒ (7) + 7 = 14
Per Keskodai: 1d20 + 11 ⇒ (9) + 11 = 20
Per G. U. N. N.: 1d20 + 8 ⇒ (19) + 8 = 27

GUNN is able to hear movement from the meeting room and is able to duck out of sight quickly before the door from the room to the south opens up, the armed drow is somewhat startled to see a vesk lurking in the hall.

Initiatives:

Init Vixi: 1d20 + 6 ⇒ (10) + 6 = 16
Init Obozaya: 1d20 + 7 ⇒ (7) + 7 = 14
Init Raia: 1d20 + 2 ⇒ (15) + 2 = 17
Init Navasi: 1d20 + 2 ⇒ (14) + 2 = 16
Init Keskodai: 1d20 + 1 ⇒ (3) + 1 = 4
Init G. U. N. N.: 1d20 + 6 ⇒ (3) + 6 = 9

Init Drow, Purple: 1d20 + 4 ⇒ (19) + 4 = 23
Init Drow, Red: 1d20 + 4 ⇒ (13) + 4 = 17

The drow guard readies his rifle and calls out.

Drow:

Stand down or be terminated with extreme prejudice

Although he spoke loudly, he has not signaled any particular alarm. You are able to determine he only notices Obozaya and seems like this is just a vermin to deal with swiftly.

Everyone can now react.


Are we to respond in any particular initiative order, or just the whole team can go as we see fit?

Dataphiles

Female Halfling Pop Star Icon Operative 7 | SP 42/42, HP 40/40 | EAC 21, KAC 23 | Fort +4(6), Ref +12(14), Will +6(8) | Init +9 | Perc +11 | Sense Motive +9 | RP 9/9

If Navasi can open the door with a move I'll be able to get a shot in this turn...


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Obozaya doesn't hesitate; when the drow appears in the doorway she rushes towards him with her weapon raised.

Attack vs EAC: 1d20 + 7 ⇒ (8) + 7 = 15
Fire Damage: 1d8 + 8 ⇒ (5) + 8 = 13

"Quiet! I'm trying to sneak here!" she hisses in his face.

I couldn't avoid getting in the way of any ranged attacks, sorry


"Shh! Csk Csk, let's peek round the corner. Quiet now." the shirren whispers to himself.

Moved (as per map, unless Navasi wants to move there as her initiative kicks in before mine.)
Stealth 1d20 + 1 ⇒ (4) + 1 = 5

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

@Navasi: Since all the NPCs have gone you can act in any order. If it matters, I will resolve things in initiative order. Or if want to "wait/delay" for someone to do something, then you can put that in your post.

@Vixi: The door is locked, but you can take the turn to use your access codes to open it.

Shocked that the Vesk did not comply and somewhat distracted that a shirren is also hear, the drow finds a flame doshko in his face, and is hit by the assault.

Still can act:

    * GUNN
    * Navasi
    * Keskodai -- Standard and Swift left

Conditions:

Drow, Purple -- 13 damage
Drow, Others ???


As Keskodai looks into the eyes of the drow, that look back at him, he realises that he too could be a target for the guard. He draws his battle staff, and quietly Obozaya hears in his mind, Hit him as quietly as possible!!

Dataphiles

"G.U.N.N." non-binary LN Android mercenary operative 4 | SP 24/24 HP 28/28 | RP 5/5 | EAC 19; KAC 20 | Fort +3; Ref +8; Will +4 | Init: +6 | Perc: +8, SM: +6; darkvision, low-light vision | Speed 40 ft, fly 30 ft (Avg)| Evasion | Active conditions: None

"Quiet! I'm trying to sneak here!" is the funniest thing I've yet "heard" in a Starfinder game. Amazing dialogue, Obo!

If GUNN were able to properly frown, it would.

"Well, frell me dead then," it sub-vocalizes as it lets it's skeletal digits fly across the small computer mounted on it's forearm, "Hope this helps, Obo."

The android executes the program it was preparing, and shields it's optics as the overhead lighting in the meeting room rapidly brightens to an intense and almost painful incandescence.

GUNN is attempting to use it's "Amplified Glitch" feat to take advantage of the Drow's adaptation to dim environments. I've experienced some table variance with this feat; some GMs ruling that it affects only the devices the user wants it to, some GMs ruling that it affects all nearby electronics. If you fall into the latter camp, I would appreciate the opportunity to make a different action as it is not GUNN's intention to blow stealth (any worse, anyway) by making a ton of noise at this point. If the former, dice roll follows.

Computers: 1d20 + 12 ⇒ (16) + 12 = 28

Amplified Glitch:
As a standard action, you can wirelessly introduce a fast-acting virus into nearby technological devices to briefly cause them to malfunction in loud, surprising ways. You can use this ability on one target creature per character level, no two of which can be more than 30 feet apart. Each target must either be carrying technological devices or be within sight and hearing of such devices. While the locations of such devices are up to the GM, most public spaces (aside from technologically underdeveloped areas) contain enough technology for this feat to function. Your glitch causes alarms to go off, automated devices to spin and flail, readouts to flash brightly, and so on. With a successful Computers check (DC = 15 + 1 per target + 1-1/2 × the CR of the highest-CR target), all targets are shaken for 1 round, plus 1 additional round for every 5 by which your result exceeds the DC.

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