Claim to Salvation (Inactive)

Game Master Nik B.

MAP


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Male Ysoki Bounty Hunter Mechanic 4 | SP 30/32 | HP 26/26 | RP 5/5 | EAC 17; KAC 17 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8; Darkvision
Scout:
HP 40/40 | EAC 17; KAC 17 | Fort +1; Ref +6; Will +0 | Perc: +8; Darkvision, Low-Light Vision

Quig moves and fires at the one on the catwalk.. Scout follows and does the same.

Attack: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Dam: 1d6 + 2 ⇒ (4) + 2 = 6

Scout: 1d20 + 6 ⇒ (11) + 6 = 17
Dam: 1d6 + 2 ⇒ (2) + 2 = 4

Acquisitives

Female Human Soldier 04 | SP 32/32 HP 34/34 | RP 5/5 | EAC 21; KAC 23 | Fort +5; Ref +4; Will +4 | Init: +7 | Perc: +0; Low Light Vision

Obozaya moves again and stands near Iseph before choosing her next target, another goblin obviously...

Attack roll (Obozaya vs Black): 1d20 + 7 ⇒ (20) + 7 = 27 -> Damage roll: 1d6 + 4 + 1d6 + 4 ⇒ (5) + 4 + (2) + 4 = 15

Move and shoot. Black this time and I think red should be removed from the map


VC - Sydney, Australia

Keskodai - you're still on fire 1d4 ⇒ 4, DC14 Ref to put it out

I managed to remove Orange instead of Red this morning, anyhow Orange is still up
Black is Dazed.

One goblin moves to get above Iseph and keeps firing.
Attack 1d20 + 3 ⇒ (20) + 3 = 23
Damage 2d4 ⇒ (1, 3) = 4+On fire (1d4 ⇒ 1 start if your next action)

The Goblin 'pilot' runs across the hangar to get a clean shot at Quig!
Attack 1d20 + 3 ⇒ (18) + 3 = 21
Damage 1d6 ⇒ 2

Obo opens fire on the dazed Goblin 'pilot', it is still standing despite the solid shot!

R3
Quig

R4
Navasi
Raia
Obozaya attacked (crit)
Iseph
Keskodai (burning)
ENEMY

O
Black 18 {dazed}
White 12

Party up!


Booker Karr Male versatile human Gunslinger 3 | HP 38/38 | AC 20 | F: +8, R: +10, W: +7, (reroll failed saves vs. Control effects one round later) | Perc. +7 E | 25 feet | 1 hero point | Exploration activity: Scout | Active Conditions: none

Unwilling to give up her prime shooting spot Navasi takes aim at the goblin with what looks like white paint on his space suit. "Great job on clearing most of these pesky goblins out. We only hve a few more left, but we should probably focus fire on oe of them first. The one in white is in a great postition for most of us, so why not him, or her?"

She then takes up her gun and trains it on the goblin, taking another long distance pistol shot at it.

_________

Actions and rolls:

Move to Get 'em target the white goblin, and then standard to fire her tactical pistol at the second rnge increment.
Pellet bullet: 1d20 + 5 - 2 + 1 ⇒ (15) + 5 - 2 + 1 = 19
Peircing the Spacesuit?: 1d6 + 2 ⇒ (4) + 2 = 6


VC - Sydney, Australia

Navasi places a well-aimed round right on target, the Goblin is now showing significant injuries!

O
Black 18 {dazed}
White 18


Male Ysoki Bounty Hunter Mechanic 4 | SP 30/32 | HP 26/26 | RP 5/5 | EAC 17; KAC 17 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8; Darkvision
Scout:
HP 40/40 | EAC 17; KAC 17 | Fort +1; Ref +6; Will +0 | Perc: +8; Darkvision, Low-Light Vision

Quig and his bot fire at white!

Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Dam: 1d6 + 2 ⇒ (1) + 2 = 3

Attack Scout: 1d20 + 8 ⇒ (2) + 8 = 10
Dam: 1d6 + 2 ⇒ (3) + 2 = 5

But are having some difficulties..

As a move action he builds a barricade to provide himself partial cover from white.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Reflex 14: 1d20 + 2 ⇒ (10) + 2 = 12 Keskodai continues to burn. He steps back around the corner to try to finish off the dazed [black] goblin with a mind thrust (cast as 1st level).
damage: 2d10 ⇒ (5, 8) = 13, DC 15 for half.


VC - Sydney, Australia

Quig is unlucky. Shots just adding to the atmosphere.

Keskodai projects willpower with confidence - the brutal beating of the Goblins psyche proves too much, and the little beast falls!

O
White 18

Grand Lodge

QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6

Raia moves forward behind Lenik's make shift cover and aims his thunderstrike sonic pistol at the hurt goblin before pulling the trigger

To hit EAC white: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Sonic damage if hit: 1d8 + 2 ⇒ (5) + 2 = 7

"Boom baby!"


VC - Sydney, Australia

Raia gets the Goblin lined up neatly and pulls the trigger - the shot is right on the mark, the Goblin 'pilot' goes down...


M Android Ace Pilot Operative 4|Init +6 Per +9| FORT +1 REF +8 WILL +4

Iseph fires off another shot at the goblin. "You may cease to be now."

bang bang: 1d20 + 4 ⇒ (4) + 4 = 8
dmg: 1d6 ⇒ 4

Standard to shoot at white.


VC - Sydney, Australia

White is down, there's one Gobbo left, but that misses...

The last Goblin is now of the opinion that he's bulletproof and starts wailing in appreciation to some strange god (Zarongel) and pointing at the burning Starfinder as the gift he has provided which has secured his immortality.

Acquisitives

Female Human Soldier 04 | SP 32/32 HP 34/34 | RP 5/5 | EAC 21; KAC 23 | Fort +5; Ref +4; Will +4 | Init: +7 | Perc: +0; Low Light Vision

"Die already!": Obozaya opens fire again, targetting the last remaining gobbo...

Attack roll 01: 1d20 + 7 ⇒ (12) + 7 = 19 -> Damage roll: 1d6 + 4 ⇒ (6) + 4 = 10


VC - Sydney, Australia

The Goblin fires back at Iseph

Attack 1d20 + 8 ⇒ (18) + 8 = 26
Damage 1d6 ⇒ 3

Hitting the android neatly.

...and then, just like that, Obo shows the little Goblin it is NOT so bulletproof after all...

End combat


VC - Sydney, Australia

On the north side of the room is a pair of tightly locked steel doors, but Navasi gets her teammates to crack the door to the control room, which is achieved in fairly short order.

A soft glow radiates from flickering computer screens, washing the various numerous workstations under a film of light the color of sea foam. The constant hum of electronics floods the room, enhanced periodically by several nagging pings from blinking console alarms.

You have not yet searched the hangar, just giving you your choice of options :)

Grand Lodge

QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6

"Hey that ship hull plate that sits discarded near the entrance. Just below a number designation, in bold red letters, reads the ship’s call sign: Archer..maybe there's more pieces of the Archer around?. Maybe that's what behind those locked steel doors to the north"


VC - Sydney, Australia

Or it is that massive wreck pictured in the hangar :)

Acquisitives

Female Human Soldier 04 | SP 32/32 HP 34/34 | RP 5/5 | EAC 21; KAC 23 | Fort +5; Ref +4; Will +4 | Init: +7 | Perc: +0; Low Light Vision

"Let's look around.... maybe there's more gobbos from where those came from..." says Obozaya, checking out the hangar.

Perception check: 1d20 ⇒ 16


VC - Sydney, Australia

Shattered pieces of the Archer cover the hangar bay’s floor. Obo inspects the damaged wreck of the ship and notes that whilst you could get in via the rear, there is dangerous debris that should be cleared first to get in safely (you aren't Goblin sized) or a competent engineer could probably remove the cockpit windows and get in that way.

Grand Lodge

QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6
Shifty wrote:
Or it is that massive wreck pictured in the hangar :)

That would make more sense, yeah ;)

Grand Lodge

QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6

"It doesn't look safe to crawl in there, does anyone think they can get rid of the cockpit windows so we can go in that way?"

...wait, I think I can do that myself.."

Raia checks if he can get the windows out

Engineering check I assume?: 1d20 + 11 ⇒ (17) + 11 = 28


VC - Sydney, Australia

The windows come out without much effort due to Raia and some deft workmanship.

Inside the cockpit, you can see that the ship's computer is still operational, and various personal effects are strewn throughout that obviously belonged to the crew.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Keskodai quickly sorts through the personal items to see if any seem recently-used, as sign the crew might still be around.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19


VC - Sydney, Australia

Keskodai notes most of the items are broken or worthless, but opening a footloker reveals a leather tool harness, in the blinking computer light, you can see it is embroidered with the name “Livewire.”

Grand Lodge

QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6

Raia tries to access the computer

Computers check if needed: 1d20 + 14 ⇒ (19) + 14 = 33

He then asks over his shoulder
"What did you find?"


VC - Sydney, Australia

Raia gets the console on line, but finds one particular audio log rather fascinating...

See handouts

Grand Lodge

QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6

"Hey guys, listen to this"

Raia then plays the audio files


Male Ysoki Bounty Hunter Mechanic 4 | SP 30/32 | HP 26/26 | RP 5/5 | EAC 17; KAC 17 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8; Darkvision
Scout:
HP 40/40 | EAC 17; KAC 17 | Fort +1; Ref +6; Will +0 | Perc: +8; Darkvision, Low-Light Vision

Sry folks, had to go out of town for work today and just got back.

"Seems the ship had a bit of discontinuity on it. I suppose we should look around a bit more and see if we can find the value here we were sent to find."


Booker Karr Male versatile human Gunslinger 3 | HP 38/38 | AC 20 | F: +8, R: +10, W: +7, (reroll failed saves vs. Control effects one round later) | Perc. +7 E | 25 feet | 1 hero point | Exploration activity: Scout | Active Conditions: none

Navasi listens to the logs, and nods. "I'd had the feeling that something else was going down on the ship. And that is pretty toxic. You'd let me know if things were getting this bad, right guys?"

Deciding they group probably has everything in the cockpit handled, Navasi goes back to the control room they'd swept for enemies earlier.

_________
Computers check to understand what is going on: 1d20 + 8 ⇒ (17) + 8 = 25
Computers check if needed: 1d20 + 8 ⇒ (20) + 8 = 28

Acquisitives

Female Human Soldier 04 | SP 32/32 HP 34/34 | RP 5/5 | EAC 21; KAC 23 | Fort +5; Ref +4; Will +4 | Init: +7 | Perc: +0; Low Light Vision

"Don't worry Navasi. I'll let you know well before that in ways you won't be able to ignore..." says Obozaya following the others but keeping her riffle ready.


M Android Ace Pilot Operative 4|Init +6 Per +9| FORT +1 REF +8 WILL +4

Iseph dabs at his wound with a grimace and listens to the audio file. "Interesting. Our mystery deepens. I agree Quig, we should make sure we have exhausted any assets here." Iseph searches the area for any relevant information or items.

Perception: 1d20 + 9 ⇒ (1) + 9 = 10


VC - Sydney, Australia

There being little on the hangar floor of further interest (other than smouldering Goblin corpses) you check the control room.

A soft glow radiates from flickering computer screens, washing the various numerous workstations under a film of light the color of sea foam. The constant hum of electronics floods the room, enhanced periodically by several nagging pings from blinking console alarms.


Booker Karr Male versatile human Gunslinger 3 | HP 38/38 | AC 20 | F: +8, R: +10, W: +7, (reroll failed saves vs. Control effects one round later) | Perc. +7 E | 25 feet | 1 hero point | Exploration activity: Scout | Active Conditions: none
Obozaya - Iconic Soldier wrote:
"Don't worry Navasi. I'll let you know well before that in ways you won't be able to ignore..." says Obozaya following the others but keeping her riffle ready.

Navasi gives a slight shudder at the thought of ways she can't ignore, before shaking it off. "Well that's good to hear. Just try not to make it too painful, whatever it would be."

Also, GM, Navasi's last post was dealing with the room...


VC - Sydney, Australia

Navasi starts fixing all the crazy wiring and finds the charred body of a goblin who must have tried the same thing, he also has a pattern that translates loosely to “5731170" burned into his arm.

Navasi can now tell that the wiring is pretty bad, and although she could probably hack the computer pretty easily if it was all correctly rewired, it would take some engineering skills to get it set up safely...

Grand Lodge

QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6

Raia ambles over to Navasi in the command center

"You have some faulty wiring? Let me see if I can fix that"

Engineering: 1d20 + 11 ⇒ (17) + 11 = 28


Male Ysoki Bounty Hunter Mechanic 4 | SP 30/32 | HP 26/26 | RP 5/5 | EAC 17; KAC 17 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8; Darkvision
Scout:
HP 40/40 | EAC 17; KAC 17 | Fort +1; Ref +6; Will +0 | Perc: +8; Darkvision, Low-Light Vision

Quig assists in the rewiring if needed..

Engin: 1d20 + 13 ⇒ (9) + 13 = 22

Acquisitives

Female Human Soldier 04 | SP 32/32 HP 34/34 | RP 5/5 | EAC 21; KAC 23 | Fort +5; Ref +4; Will +4 | Init: +7 | Perc: +0; Low Light Vision

Obozaya just smiles to Navasi... showing her huge fangs while doing so...


VC - Sydney, Australia

The wiring looms rendered safe, Navasi manages to get into the mainframe.

Whilst there is nothing particularly interesting in and of itself, she is able to now access several functions:

• Turn the hangar’s lights on and off.
• Activate or deactivate any electronically sealed doors
• Silence the alarms pinging within the room.
• Adjust the ambient temperature between 66° and 78° F.

She also pinpoints the source of the mysterious signal.

Hooking the computer into her communicator, she is now able to access these functions remotely.


Booker Karr Male versatile human Gunslinger 3 | HP 38/38 | AC 20 | F: +8, R: +10, W: +7, (reroll failed saves vs. Control effects one round later) | Perc. +7 E | 25 feet | 1 hero point | Exploration activity: Scout | Active Conditions: none

With a sigh of relief, Navasi immediately turns off the alarms in the room. "There we go! I was afraid that was going to drive me nuts! Now shall we go see about unlocking those doors to the south?"


VC - Sydney, Australia

Navasi uses her communicator to open the metal doors to reveal what appears to be an elevator.

A thick plume of steam rolls out from the freshly opened doors. After a moment, the steam evaporates, revealing a marked transition into an entirely different area—a section of an entirely different starship. Where the hangar bay had straight lines and smooth plastic walls, this elevator has exposed cords and wires in varying dark shades such as charcoal and umber.


Male Ysoki Bounty Hunter Mechanic 4 | SP 30/32 | HP 26/26 | RP 5/5 | EAC 17; KAC 17 | Fort +5; Ref +6; Will +2 | Init: +2 | Perc: +8; Darkvision
Scout:
HP 40/40 | EAC 17; KAC 17 | Fort +1; Ref +6; Will +0 | Perc: +8; Darkvision, Low-Light Vision

"Interesting sight. Shall I send Scout in for a closer look?"


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

"Well done, Lady Navasi. It is good to know that we have some control over the area, albeit small."


VC - Sydney, Australia

Scout scouts the elevator, nothing happens...

Drawing closer, you can see that although the appearance is a little ramshackle, the elevator is safe enough.

Grand Lodge

QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6

"Shall we just go in and check it out?"

Raia peeks into the elevator

Perception: 1d20 + 0 ⇒ (5) + 0 = 5


M Android Ace Pilot Operative 4|Init +6 Per +9| FORT +1 REF +8 WILL +4

Iseph slightly inclines his head to Raia. 'We Shall."

Perception: 1d20 + 9 ⇒ (15) + 9 = 24


VC - Sydney, Australia

As tyou enter the elevator, a singsong voice greets you in an alien tongue. Soft lights wash over a smooth, wet surface at the elevator’s southern wall. Scores of holographic glyphs appear in three spiralling patterns foreign to the Pact Worlds.

iseph can tell where the elevator needs to go, but the button sequence is a mystery - you could make a Wisdom check to deduce it...

Acquisitives

Female Human Soldier 04 | SP 32/32 HP 34/34 | RP 5/5 | EAC 21; KAC 23 | Fort +5; Ref +4; Will +4 | Init: +7 | Perc: +0; Low Light Vision

Wisdom check: 1d20 ⇒ 20

"I think I know what to do..."


VC - Sydney, Australia

Indeed Obo does!

The elevator rushes down. After a short trip the doors open into a rectangular storage room that shares the same design as the hangar bay above. A mesh grating just beyond the door overlooks stacked crates below. An adjacent set of stairs descends to the floor. A second set of stairs continues to a separate, stone chamber to the east.


Booker Karr Male versatile human Gunslinger 3 | HP 38/38 | AC 20 | F: +8, R: +10, W: +7, (reroll failed saves vs. Control effects one round later) | Perc. +7 E | 25 feet | 1 hero point | Exploration activity: Scout | Active Conditions: none

Navasi steps from the elevator and takes a look around the place, before gesturing to the stone chamber to the east. She gives Raia an expectant look while tapping her temple.

Once the Lashunta gets the message and opens telepathic communication Navasio sends a quick message. "Let's check out the stone chamber before we move on. If we run into trouble, I'd prefer to make sur things don't sneak up behind us."

___________
Perception: 1d20 + 7 ⇒ (12) + 7 = 19


VC - Sydney, Australia

Navasi moves forward to get a feel of the situation. To her right she sees an intimidating giant humanoid figure with two heads! In one hand it holds a greenish chunck of meat. When it sees Navasi it growls "More food for Borgor! I was told human tastes like bacon..." at which the other head sighs "Not all is food... Can't we be friends?"

The first head responds "Shut up Bago! We kill!"

Initiative:

Iseph 1d20 + 6 ⇒ (11) + 6 = 17
Keskodai 1d20 + 1 ⇒ (12) + 1 = 13
Navasi 1d20 + 2 ⇒ (3) + 2 = 5
Obozaya 1d20 + 7 ⇒ (3) + 7 = 10
Quig 1d20 + 2 ⇒ (5) + 2 = 7
Raia 1d20 + 2 ⇒ (8) + 2 = 10
ENEMY 1d20 - 1 ⇒ (14) - 1 = 13

R1
Iseph
Keskodai
ENEMY

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