[SFS] GM zebeev's 01-QUEST Into the Unknown - Part 1 - "Station" (Inactive)

Game Master zebeev

<Map 5: Orbital Battle with the Lawblight! >


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Exo-Guardians

CG Human Envoy 1 | Status: Ok
Stats:
KAC 15 EAC 14 | Init +3 | F +1 R +5 W +2 | Speed 30ft | Per +4 SM +4
HP 10/10 | Resolve 3/3 | Stamina 7/7 | Battery 17/20

"Okay, it seems it's over for now." Ian points out. He tries to spot the crash site from here, not being able to discern much. "Catch your breath, we don't know if there's any peril sneaking near the ship. Anyone suited to do a scouting?"

Second Seekers (Luwazi Elsebo)

M Vesk Spacefarer Bombard Soldier 1
Stats:
EAC: 15, KAC: 19 //SP:0/8, HP:11/13, RP:3/4 // Fort: +3, Ref: +3, Will: +2 // Perception: +4, Initiative: +3

Sorry, for some reason I took that bonus to any saves as to include the reflex, which I agree makes no sense. Korskal will happily spend a resolve point to recover the missing half of his stamina.

Korskal will settle down and rest. Looking over at Altronus "How are you doing? Need to rest while that works its way out of your system?" swinging his gaze back to Ian "I'm not great as a scout myself

Grand Lodge

Maps: |

Glancing at the encumbered condition, the only real penalty that Altronus will suffer from is the -10' to speed. There's also the -5 to STR and DEX-based skill checks, but his AC will stay the same.

Dataphiles

Male Elf Technomancer 1

"I have no particular stealth or skill at scouting," Jaxen supplies.


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

Not a skill she has to help right now :(

Exo-Guardians

CG Human Envoy 1 | Status: Ok
Stats:
KAC 15 EAC 14 | Init +3 | F +1 R +5 W +2 | Speed 30ft | Per +4 SM +4
HP 10/10 | Resolve 3/3 | Stamina 7/7 | Battery 17/20

"Alright, let's advance but take caution." Ian picks his rifle and slowly approaches the ship.

Second Seekers (Luwazi Elsebo)

M Vesk Spacefarer Bombard Soldier 1
Stats:
EAC: 15, KAC: 19 //SP:0/8, HP:11/13, RP:3/4 // Fort: +3, Ref: +3, Will: +2 // Perception: +4, Initiative: +3

assuming everyone has had a chance to rest as they wish

Korskal will pick up his reaction Cannon and advance just behind Altronus. Keeping an eye out for any more surprises the planet might have for him.

Grand Lodge

Maps: |

Continuing on, you summit the ridgeline of rocky outcrop, and follow it down to see the wreckage of the Unbounded Wayfarer. You come to the precipice of a cliff face that stands 10 feet or so above the sands where the crashed ship lays. about 120 feet or so beyond to the northeast.

GM Screen:

Perception Check, DC 18
Altronus Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Korskal Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Ian Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Jaxen Perception: 1d20 + 0 ⇒ (20) + 0 = 20
Raia Perception: 1d20 + 0 ⇒ (6) + 0 = 6

Survival Check, DC 18
Altronus Survival: 1d20 + 1 ⇒ (9) + 1 = 10
Korskal Survival: 1d20 + 0 ⇒ (13) + 0 = 13
Ian Survival: 1d20 + 0 ⇒ (7) + 0 = 7
Jaxen Survival: 1d20 + 0 ⇒ (10) + 0 = 10
Raia Survival: 1d20 + 0 ⇒ (8) + 0 = 8

Jaxen notices that there is a rather large divot in the otherwise smooth and windswept sandy ground of the valley. No-one in the crew can surmise whether or not it's naturally occurring. The wreck of the Wayfarer lies to the north, and the furthest south a piece of wreckage lies strewn about is directly in front of you to the east. A small piece of hull, looks to be what was a hardpoint that still has a tactical x-gun attached to it.

You feel a slight tremor in the rocky cliff you're standing on, but aside from that, the valley looks calm and serene. The cliff drops off to the south, but leads down gradually to the north.

The ship lies slightly to the north, and the gun to the east. There's the slight terrain deformation to the south.

What do you do?

Second Seekers (Luwazi Elsebo)

M Vesk Spacefarer Bombard Soldier 1
Stats:
EAC: 15, KAC: 19 //SP:0/8, HP:11/13, RP:3/4 // Fort: +3, Ref: +3, Will: +2 // Perception: +4, Initiative: +3

Korskal looks over at the gun still hooked to the ship. "So, I think we should detour over to that gun. If we can pop it loose I'm sure it would be handy incase there's anything or any one dangerous in the wreckage. And we shouldn't leave a voluble piece of equipment like that out here. I'm sure the Society could use it." The soldier's underlying desire for a bigger gun is barely hidden beneath a thin veneer of plausible excuses. And fairly obvious to the rest of the group that's been traveling with him. Unable to help himself "I've always loved the X-Gen line, they have a grace and power missing from the autobeam models. I've wanted to buy one for years but I can't seem to get the clearance. A little matter of a fight while off duty, but that guy had it coming even if he was an officer." seemingly just realizing he's rambling Korskal goes silent and gestures hopefully towards the piece of hull, and the gun, to the east.

Exo-Guardians

CG Human Envoy 1 | Status: Ok
Stats:
KAC 15 EAC 14 | Init +3 | F +1 R +5 W +2 | Speed 30ft | Per +4 SM +4
HP 10/10 | Resolve 3/3 | Stamina 7/7 | Battery 17/20

Ian is not too much into spending time with the gun, and rather getting the mission done, but Korskai has a point: it could be valuable for the Society.

"You might be right, but I wouldn't like to do this if the others are not in. What do you say, guys?"

Dataphiles

Male Elf Technomancer 1

"A gun of that nature could prove a useful tool, especially if we are going to run into more trouble the likes of which we found previously." Jaxen takes the analytical approach. One can have only as much preparedness as he has foresight, and it was never a grievous disadvantage to have too much preparedness.

Grand Lodge

Maps: |

GM Screen:

Perception Check, DC 18
Altronus Perception: 1d20 + 1 ⇒ (20) + 1 = 21
Korskal Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Ian Perception: 1d20 + 4 ⇒ (8) + 4 = 12
Jaxen Perception: 1d20 + 0 ⇒ (12) + 0 = 12
Raia Perception: 1d20 + 0 ⇒ (16) + 0 = 16

Survival Check, DC 18
Altronus Survival: 1d20 + 1 ⇒ (13) + 1 = 14
Korskal Survival: 1d20 + 0 ⇒ (18) + 0 = 18
Ian Survival: 1d20 + 0 ⇒ (16) + 0 = 16
Jaxen Survival: 1d20 + 0 ⇒ (15) + 0 = 15
Raia Survival: 1d20 + 0 ⇒ (20) + 0 = 20

Another slight tremor is felt underfoot, and attention is brought to the sands to the south.

Korskal, Raia only:

Having researched or spent some time in desert climate worlds before, you know of large subterranean insectoid creatures that bury themselves in the sands and wait in ambush for predators; the rumbling could very well be from one of these creatures, and the indentations you've spotted could be entry or exit holes from such a burrow.

Second Seekers (Luwazi Elsebo)

M Vesk Spacefarer Bombard Soldier 1
Stats:
EAC: 15, KAC: 19 //SP:0/8, HP:11/13, RP:3/4 // Fort: +3, Ref: +3, Will: +2 // Perception: +4, Initiative: +3

Korskal will shout out "I think we have burrowers, probably a big ambush predator. Or maybe several of them. Keep your weapons ready, they could pop up anywhere." Having spread the word Korskal will pull out his sticky grenade and hold his Cannon in one hand. He'll also try to make a bit more speed to the X-Gen gun.


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

The kalushta will cast detect magic.

Wayfinders

Male Kasatha Scholar Solarian 1 | HP: 11/11 | KAC: 13, EAC: 12 | SP 8/8 RP 1/2 | Fort +3; Ref +1; Will +3 | Init: +1 | Perc: +1 | Speed 30ft | | Active conditions: None.

Altronus, Kasatha Solarian

Altronus slowly trudges with the others, his normal pace in the sandy desert absent since the little storm blew through them.
Looking over the wreckage, he agrees that the gun is a good place to start.
"I was going to suggest splitting up but if there is a chance of being attacked by burrowers, then I don't think that would be a good idea." Altronus states as they try to move faster to the gun.

Sorry for the absence, guys. It's been a tough couple weeks.
I should've asked earlier, but is there anything i can do to cure the Encumbered condition? You'll let me know when it's over?

Grand Lodge

Maps: |

@Veraziea: Unfortunately, encumbered is an odd condition - it's typically only cured by relieving yourself of bulk until you become unencumbered - however, the module clearly says "must succeed at an additional DC 12 Fortitude save or gain the encumbered condition (regardless of the weight she is carrying) for 1 hour". It's a poison effect without a cure, so it seems the only way to rid yourself of it is to wait the hour. :/

GM Screen:

Enemy Stealth check: 1d20 + 8 ⇒ (20) + 8 = 28

Altronus Perception: 1d20 + 1 ⇒ (13) + 1 = 14
Korskal Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Ian Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Jaxen Perception: 1d20 + 0 ⇒ (12) + 0 = 12
Raia Perception: 1d20 + 0 ⇒ (5) + 0 = 5

Random Target for Surprise Round (Alphabetical): 1d5 ⇒ 5

As you make your way to the wreckage and approach the gun emplacement, the sands around you shift in a peculiar manner. The rumbling has subsided, so you assume the coast is clear – however, when you approach the weapon emplacement, a 14 foot burrowing beast with six powerful legs bursts skyward from the sands in the middle of the party - the creature's chitinous carapace is made of thick reflective crystal, and it bears enormous mandibles that thrum with sonic energy.

The large bug thrashes about, and its mandibles gnash at Raia! Randomly targeted...

Attack, Melee bite: 1d20 + 8 ⇒ (15) + 8 = 23
Damage, Slashing: 1d6 + 3 ⇒ (1) + 3 = 4
Damage, Sonic: 1d3 ⇒ 3

The barbed crystalline blades rake across Raia's torso, and a gut-shuddering sonic pulse thumps through the tines, dealing 7 damage.

Combat Round 1

GM Screen - Initiative!:

Altronus: 1d20 + 1 ⇒ (3) + 1 = 4
Ian: 1d20 + 3 ⇒ (13) + 3 = 16
Jaxen: 1d20 + 3 ⇒ (4) + 3 = 7
Korskal: 1d20 + 3 ⇒ (7) + 3 = 10
Raia: 1d20 + 2 ⇒ (3) + 2 = 5
Enemy: 1d20 + 0 ⇒ (6) + 0 = 6

BATTLEMAP!

Effects: (none)
Terrain: elevation changes, marked on map

Those bolded below may act.
Enemy - Surprise Round
Ian
Korskal
Jaxen

Enemy
Raia
Altronus

Exo-Guardians

CG Human Envoy 1 | Status: Ok
Stats:
KAC 15 EAC 14 | Init +3 | F +1 R +5 W +2 | Speed 30ft | Per +4 SM +4
HP 10/10 | Resolve 3/3 | Stamina 7/7 | Battery 17/20

Ian knows his of no use while too close to the beast, so he decides to disengage a bit while shouting to his companions. "!Try to find a weak spot!"

Move: Guarded Step.
Standard (convert to Move): Get'Em (All allies +1 to hit vs the giant insect.

Second Seekers (Luwazi Elsebo)

M Vesk Spacefarer Bombard Soldier 1
Stats:
EAC: 15, KAC: 19 //SP:0/8, HP:11/13, RP:3/4 // Fort: +3, Ref: +3, Will: +2 // Perception: +4, Initiative: +3

Well at least I can give Jaxen a chance to break free.

Seeing the beast burst out into the middle of them Korskal yells and moves. "Pull back!"

Move: move up to the gun, provoking AoO (I'll be ready, waiting and hoping to note the damage)
Standard: Throw Strickybomb grenade to the point on the map, no one else is in the area.
Grenade: 1d20 + 4 ⇒ (3) + 4 = 7
Creature must make a DC 13 reflex or become entangled for: 2d4 ⇒ (1, 3) = 4 rounds: moves half speed, -2 to AC, attacks, ref, and a few more besides.
Free:drop my reaction cannon
If possible use my swift to heft the X-Gen gun, but if not(most likely) that's it till next turn.

Grand Lodge

Maps: |

The beast takes a swipe at Korskal as he retreats to the gun emplacement.

Attack, bite: 1d20 + 8 ⇒ (12) + 8 = 20 - HIT
Slashing DMG: 1d6 + 3 ⇒ (4) + 3 = 7
Sonic DMG: 1d3 ⇒ 3

The beast's vicious mandibles connect for a bone crunching 10 damage. Korskal staggers to the gun emplacement, tosses the grenade, and then attempts to lift the x-gen gun from it's mounting. However, it won't budge; attached to a heavy section of fractured hull, and the mount release is covered in sand that would take far more than a couple of rounds to uncover. When Korskal racks the bolt back, he is relieved to see that it otherwise looks to be in operational shape - the external magazine hopper states "10" in holographic read out, which doesn't leave a lot of rounds left, but certainly enough to combat the large burrower downrange.

X-Gen Gun, Tactical
1d12 piercing damage
120' range
80 max ammo, 10 current
2 usage

The stickybomb detonates, and covers the surrounding area in a viscous fluid.

Enemy Reflex: 1d20 + 7 ⇒ (16) + 7 = 23 - SUCCESS

Perhaps it's the sand that doesn't let the contents adhere properly, or perhaps it's the slippery nature of the giant insectile predator, but it appears to be moving unhindered by the effect of the grenade.

Those bolded below may act.
Jaxen
Enemy
Raia
Altronus

Dataphiles

Male Elf Technomancer 1

Jaxen takes a step back, then draws in the arid heat of the planet and shunts it out toward the creature.

Damage: 2d8 ⇒ (6, 8) = 14 DC 14 Reflex Half

Grand Lodge

Maps: |

Enemy Reflex Save: 1d20 + 7 ⇒ (19) + 7 = 26

The beast moves fast for its size, narrowly avoiding the pyrokinetic blast. It takes a halved 7 fire damage, and thrashes back at Jaxen with it's might.

Attack, bite: 1d20 + 8 ⇒ (6) + 8 = 14
Slashing DMG: 1d6 + 3 ⇒ (6) + 3 = 9
Sonic DMG: 1d3 ⇒ 1

Narrowly missing Jaxen's 15 KAC.

That leaves Raia and Altronus to act, then we're back to the top of the order, and the start of Round 2 of combat.

Exo-Guardians

CG Human Envoy 1 | Status: Ok
Stats:
KAC 15 EAC 14 | Init +3 | F +1 R +5 W +2 | Speed 30ft | Per +4 SM +4
HP 10/10 | Resolve 3/3 | Stamina 7/7 | Battery 17/20

Posting in advance to save time

Ian recoils a bit more, and points at the creature. "It's ours now, fire at will and it will soon fall!"

He follows his own advice and uses his rifle as best as he can.

Move: Get'Em! (everyone +1 to hit vs the insect for 1 round)
Standard: Attack

Laser Rifle: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Damage: 1d8 ⇒ 6

Wayfinders

Male Kasatha Scholar Solarian 1 | HP: 11/11 | KAC: 13, EAC: 12 | SP 8/8 RP 1/2 | Fort +3; Ref +1; Will +3 | Init: +1 | Perc: +1 | Speed 30ft | | Active conditions: None.

Altronus, Kasatha Solarian
Photon Mode, 1

Altronus reaches up for his orb and slashes down with his sword at the creature. Still reeling from the shard storm, his sword doesn't make contact with the thing.

Solar weapon: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
damage: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Second Seekers (Luwazi Elsebo)

M Vesk Spacefarer Bombard Soldier 1
Stats:
EAC: 15, KAC: 19 //SP:0/8, HP:11/13, RP:3/4 // Fort: +3, Ref: +3, Will: +2 // Perception: +4, Initiative: +3

Likewise trying to save time with an early post.

Korskal will give a small sigh of regret that there is only one of the creature to try out the gun on. Then he starts methodically unloading the clip into the beast.

Move; ready the gun
Standard; fire into the beast
Attack with X-Gen: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 111d12 ⇒ 11

I'm presuming that I can fire at the creature without detaching the gun, if not please reroll damage on a d10. Or, you know ignore it entirely as I'm guessing that's a miss.

Grand Lodge

Maps: |

As it's been 24 hours, I'm botting. @Korskal: You can totally fire the x-gen gun from it's mount. Unfortunately, the attack missed just like you presumed.

RaiaBOT takes a step back and unleashes a torrent of magical force.

Magic missile damage: 2d4 + 2 ⇒ (3, 2) + 2 = 7

Altronus engages in melee with the large beast, but his solar blade finds no mark so far.

Combat Round 2!

Ian and Korskal lay down a concentrated barrage of small arms fire, but the laser beam and heavy automatic rifle gunfire fails to pierce the chitinous plating of the beast.

Those bolded below may act.
Ian
Korskal

Jaxen
Enemy
Raia
Altronus

Grand Lodge

Maps: |

Jaxen: Mysticism (Identify Creature): 1d20 + 6 ⇒ (11) + 6 = 17

Something clicks, and Jaxen has finally sussed the creature out. "Skreebara! This thing's a skreebara!" he ducks under a rock that's been cast from the burrowing and the ensuing commotion. "Crystal chitin means it'll deflect energy attacks a lot more easier than kinetic projectiles!"

2 pieces of information thanks to the Mysticism check:

EAC/KAC: 16/14
Sonic Screech (Ex) As a standard action, a skreebara can unleash a 30-foot line of sonic energy. Creatures in the line each take 4d4 sonic damage (Reflex DC 12 half). Once a skreebara uses this attack, it must wait 6 hours before using it again, and during this time period, its bite attack does not inflict any additional sonic damage. As a result, a skreebara does not use this ability unless it is desperate or frustrated.

Jaxen aims his azimuth laspistol, and takes fire.

Ranged attack, laspistol: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Damage, fire: 1d4 ⇒ 3

The beam finds its mark, sizzling through the crystalline carapace. The beast lashes out in pain, and directs its rage towards the nearest thing it can see; Altronus.

Attack, bite: 1d20 + 8 ⇒ (4) + 8 = 12
Slashing DMG: 1d6 + 3 ⇒ (2) + 3 = 5
Sonic DMG: 1d3 ⇒ 1

Altronus sees the lumbering beast telegraph its attack, and deftly steps aside it, ready for a counterattack.

Those bolded below may act.
Ian
Korskal
Jaxen
Enemy

Raia
Altronus


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

The technomancer begins to concentrate on the ground underneath the creature as a greasy reside forms under the creature.

Reflex 14

Grand Lodge

Maps: |

Enemy Reflex Save: 1d20 + 7 ⇒ (13) + 7 = 20

Raia's slippery substance appears to have little effect underfoot of the tunnelling beast, possibly due to its six lumbering legs. It lets loose a roar, and darts its attention between the group, possibly looking for it's next target.

Realistically, we can move into Round 3 while we wait for Altronus, so as to expedite things. I know the weekend was filled with lots of holiday cheer for any American friends, so we'll chalk up the lack of activity to turkey comas. :)

Those bolded below may act.
Altronus
– Round 3 –
Ian
Korskal
Jaxen

Enemy
Raia

Second Seekers (Luwazi Elsebo)

M Vesk Spacefarer Bombard Soldier 1
Stats:
EAC: 15, KAC: 19 //SP:0/8, HP:11/13, RP:3/4 // Fort: +3, Ref: +3, Will: +2 // Perception: +4, Initiative: +3

Mmm turkey comas ;)

Korskal will let loose a burst of fire on the creature. Hoping to put it down before it does too much damage to his four armed friend.

Full attack action(I'm presuming that Ian will use get em again, if not deduct mea +1 to hit.
Attack 1: 1d20 - 4 + 4 + 1 ⇒ (8) - 4 + 4 + 1 = 91d12 ⇒ 11
Attack 2: 1d20 - 4 + 4 + 1 ⇒ (7) - 4 + 4 + 1 = 81d12 ⇒ 12

great damage, bad aim.

Exo-Guardians

CG Human Envoy 1 | Status: Ok
Stats:
KAC 15 EAC 14 | Init +3 | F +1 R +5 W +2 | Speed 30ft | Per +4 SM +4
HP 10/10 | Resolve 3/3 | Stamina 7/7 | Battery 17/20

"Come on, come on! Let's finish it!"

Move: Yes, Get'Em: +1 to hit vs the beast for 1 round.

Laser Rifle 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Damage 1d8 ⇒ 1

Wayfinders

Male Kasatha Scholar Solarian 1 | HP: 11/11 | KAC: 13, EAC: 12 | SP 8/8 RP 1/2 | Fort +3; Ref +1; Will +3 | Init: +1 | Perc: +1 | Speed 30ft | | Active conditions: None.

Altronus, Kasatha Solarian Photon Mode, 2

Stepping aside as the beast made to bite him, Altronus slashes at the creature agian.

Solar weapon: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14

damage: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Grand Lodge

Maps: |

Korskal's bursts of the x-gen emplacement go wide (a shame considering those damage rolls), and while Ian hits the beast with a lasrifle shot, it doesn't appear to do too much to the insectile beast.

Jaxen and Altronus are still up!

Wayfinders

Male Kasatha Scholar Solarian 1 | HP: 11/11 | KAC: 13, EAC: 12 | SP 8/8 RP 1/2 | Fort +3; Ref +1; Will +3 | Init: +1 | Perc: +1 | Speed 30ft | | Active conditions: None.

Altronus, Kasatha Solarian
Photon Mode, 3
Round 3

Making sure his comrades weren't close enough to be hit, Altronus lets loose a supernova, the fire blasting from him.

damage, reflex dc 11 half: 2d6 + 1 ⇒ (4, 2) + 1 = 7


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

That is a pretty neat ability

Dataphiles

Male Elf Technomancer 1

Jaxen still just keeps it up with his pistol, near-immune as the thing may be to lasers, it's still his best bet.

Shot: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Fire Dmg: 1d4 ⇒ 4

Second Seekers (Luwazi Elsebo)

M Vesk Spacefarer Bombard Soldier 1
Stats:
EAC: 15, KAC: 19 //SP:0/8, HP:11/13, RP:3/4 // Fort: +3, Ref: +3, Will: +2 // Perception: +4, Initiative: +3

I'm posting a bit early to help expedite, since Korskal's actions this early in the game are pretty rote.

Korskal will let loose another burst of fire on the creature.

Full attack action(I'm presuming that Ian will use get em again, if not reduce my attack by +1 I'll stop presuming this if you'd like Ian, though personally I'm a fan of a boost to hit like this.
First Attack: 1d20 - 4 + 4 + 1 ⇒ (9) - 4 + 4 + 1 = 101d12 ⇒ 4
Second Attack: 1d20 - 4 + 4 + 1 ⇒ (15) - 4 + 4 + 1 = 161d12 ⇒ 7

By my count this leaves me 5 shots in the gun.

Did Korskal maybe actually hit the thing? Person goal met. It may now kill us all.

Exo-Guardians

CG Human Envoy 1 | Status: Ok
Stats:
KAC 15 EAC 14 | Init +3 | F +1 R +5 W +2 | Speed 30ft | Per +4 SM +4
HP 10/10 | Resolve 3/3 | Stamina 7/7 | Battery 17/20

I'll use this as much as I can, it seems a pretty good ability for these levels. Also, it is Ian's concept.


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

Is the creature still up?

Grand Lodge

Maps: |

The combined arms of the crew sets to the beast with incredible efficiency.

Surrounded from all sides, the beast takes a rending wound from Altronus' solar weapon, and faces its attention towards the kasatha. Then from behind, Ian places a precision beam of laser-light between the skreebara's chitinous plating while it is distracted. While the beast recoils in pain, it is hit by a high powered round from the x-gen gun manned by Korskal, and then finally it is felled by the snapcrack of Jaxen's laspistol.

The skreebara limps over in a heap, struggles for a moment, then its many limbs relax into the shifting sands.

Now that combat is over (congrats!), make me some Life Science and Engineering checks, if you please.

Exo-Guardians

CG Human Envoy 1 | Status: Ok
Stats:
KAC 15 EAC 14 | Init +3 | F +1 R +5 W +2 | Speed 30ft | Per +4 SM +4
HP 10/10 | Resolve 3/3 | Stamina 7/7 | Battery 17/20

Got none of those, lol.

Ian wipes his sweat. "Alright, guys, we did it. But beware, we don't know if there could be more."

Second Seekers (Luwazi Elsebo)

M Vesk Spacefarer Bombard Soldier 1
Stats:
EAC: 15, KAC: 19 //SP:0/8, HP:11/13, RP:3/4 // Fort: +3, Ref: +3, Will: +2 // Perception: +4, Initiative: +3

Korskal slings his canon over his shoulder. "I'm not sure if there are, but I'd rather think there are and be wrong than be than the other way around." With that he'll set to removing the gun from its mount. Korskal has a set of tools if it helps.

Engineering: 1d20 + 4 ⇒ (10) + 4 = 14

Wayfinders

Male Kasatha Scholar Solarian 1 | HP: 11/11 | KAC: 13, EAC: 12 | SP 8/8 RP 1/2 | Fort +3; Ref +1; Will +3 | Init: +1 | Perc: +1 | Speed 30ft | | Active conditions: None.

Altronus, Kasatha Solarian 

"Good work, guys." Altronus looks over the big creature, wondering if there was anything worth taking from the thing.

"Hey, Korskal, do you think you'll be able to get the gun off? Anything i can do to help?" altronus asks as he makes his way over to the vesk.

 Life Science: 1d20 + 4 ⇒ (18) + 4 = 22
I'm not sure if this applies or not--reduce the DCs of Life Science checks by 5 when recalling knowledge about xenobiology.
Posting from my phone, sorry for any messups.

Grand Lodge

Maps: |

As Korskal starts to free the x-gen gun from its mount, he can see that the gun is in a worse shape than he previously thought. The hopper feed from the external magazine has been damaged to the point where it requires a complete replacement. Apart from firing its remaining shots, the only use at this point would be to sold as scrap (for 212 credits).

Altronus' background in xenobiology presents him with a curious learning opportunity now the skreebara is dead. The tough, overlapping crystals that make up the skreebara’s carapace are certainly of value on markets of varying legality - he is able to harvest crystals (worth 800 credits)
from the creature.

The wreck of the Wayfarer lies mere steps away. When you approach, you can plainly see that the vessel is far beyond repair. Although one of the Starfinders survived long enough to activate the distress beacon, there are no survivors—seven desiccated corpses remain in the wreckage, while the remaining crew members must have been pulled out by the skreebara and devoured.

Make me a Perception or Piloting check to better examine the wreckage, if you please.

Second Seekers (Luwazi Elsebo)

M Vesk Spacefarer Bombard Soldier 1
Stats:
EAC: 15, KAC: 19 //SP:0/8, HP:11/13, RP:3/4 // Fort: +3, Ref: +3, Will: +2 // Perception: +4, Initiative: +3

Korskal will comb over the wreck hoping to find why it crashed. Once he's finished that he'll start preparing the corpses for travel with a surprising amount of care.

Piloting: 1d20 + 9 ⇒ (13) + 9 = 22

Grand Lodge

Maps: |

As the crew makes their way through the Wayfarer, Korskal recognizes characteristic impact marks of heavy ferromagnetic slugs, such as those used in coilguns or railguns on starships.

The damage on the ship’s hull gives Korskal the impression that the pilot of the Wayfarer tried to dodge the strafing fire, but darted the wrong way at the wrong time.

As you make your way to the cockpit, you see that the helm as a whole has suffered a great deal of damage. What wasn't destroyed in the crash must have been scavenged by the Corpse Fleet when they came across the wreck. The main computer of the ship is still onboard, and mostly intact save for a perfect hole in its one corner. Another railgun slug. Was this a lucky one-and-a-million shot, or was it targeted?

Though heavily damaged, the Starfinder insignias you've brought along are able to interface with the computer, and the ship system recognizes you as its deceased crew members when you come closer.

When one of the insignias is slotted into the indentation, the computer flares to life just enough to display a datafile of worlds previously explored by crew of the Unbounded Wayfarer. They include:

• A wasteland planet called Elytrio that displayed signs of scattered technology.
• A sentient asteroid called Lamentia teeming with morlock “children” in the Vast.
• A massive space station called End of Bright Things stuck between the orbits of two blue dwarf stars.
• A stormy, oceanic world called Wealdriad, with upthrust columns of basalt piercing the storm-tossed ocean’s surface.

The final location’s coordinates are too damaged to display, but the computer has enough power for one last task. A slot opens up on the side of the computer terminal, containing a single item - a long iridescent stone with smooth edges. You get the feeling that there is more to this stone than meets the eye.

You send the navigation data through a shortbeam wireless transmission to the Odyssey for storage, and anyone who would like to do so, please make me a Mysticism check to examine the stone.


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

Msyticsm check 1d20 + 4 ⇒ (15) + 4 = 19

Second Seekers (Luwazi Elsebo)

M Vesk Spacefarer Bombard Soldier 1
Stats:
EAC: 15, KAC: 19 //SP:0/8, HP:11/13, RP:3/4 // Fort: +3, Ref: +3, Will: +2 // Perception: +4, Initiative: +3

Pointing out he damage to the others. ”I think I remember Exegara mentioning that her ship was attacked after scavenging, maybe that ship is what took the Wayfarer out? We should let the society know about it. Maybe one of our ships can pay her back for this, or at least keep from being surprised. Korskal looks around and shakes his head. ”Well, if you’re ready grab a corpse. I’m good to go when you all are.” With that Korskal will shoulder two of the bodies of the unfortunate Starfinders.

Grand Lodge

Maps: |

You're able to locate some body bags in what was at one point the ship's med bay. Once the corpses are placed in the soft cocoon-like sarcophagi, you push the button on the bags' attached control panels. This brings to the life the whirring sounds of small motors, and the hissing of air escaping. The bags contract and constrict the late members of the Wayfarer, keeping their remains preserved to the best of your abilities.

You're able to find some lightweight panels of the outer hull in which you can fashion a few sleds to haul the bodies back to the Odyssey.

Once inside, everyone unpacks their gear, and prepares to leave Ulmarid’s surface.

Nothing much more to do on the surface of Ulmarid, so with that said, we'll move on to Part 5. I'll allow all of tomorrow for any last-minute changes to be made, or preparations for what will be the beginning of your journey back to Abaslom station.


Init +4; Senses low-light vision; Perception +2 DEFENSE AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 32 (4d8+9) Fort +6, Ref +4, Will +5; +2 vs. enchantments Immune sleep

Did her check discern anything?

Grand Lodge

Maps: |

My bad, I swore I included that in the post!

Raia examines the stone, and indicates to the group that it is a iridescent spindle aeon stone (SFSRD link) - it's power contained allows its user the ability to negate the need to breathe.

Korskal, having completed the pre-launch checklist, signals to the group to strap into their crash chairs and prepare for liftoff from the sands of Ulmarid.

A short time later, the craft rumbles and shakes itself from the surface, then begins its gradual ascent to the stars.

As Korksal begins to navigate through the dense asteroid field, a warning klaxon blares from the ship's navcomputer, and the ship lurches to one side - the asteroid field around the world of Ulmarid is more agitated than on the descent down to the surface.

Although it’s not clear what's caused the anomalous activity, what’s certain is that you must reach safer altitude before a more serious collision occurs!

Korskal, make me a Piloting check to get the Odyssey through without a scratch!
Ian, do your best to encourage or browbeat by making either a Diplomacy or Intimidate check!
Everyone else, you can assist by taking your respective stations and scanning for incoming large objects by making a Computers check!

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