GD VII [SFS] Revvy Bitterleaf's Scoured Stars Invasion (Inactive)

Game Master Revvy Bitterleaf

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Scarab Sages

We are getting an extension for the special, so we'll have the same time to play it as we would have had .

Scarab Sages

Just to inform everyone;

Due to the sites downtime the special has been adjusted a bit to get us back on track to finish on time. The overall successes needed to advance to the next phase has been lowered for example.

Exo-Guardians

Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)

GM - what is the travel time between planets in this system? Has it been a matter of hours, or of days?

Scarab Sages

Interplanetary Travel: While in the Scoured Stars system, the Tear resonates with the Drift engines of the Starfinder vessels in unexpected ways; as the massive ships spread out across the trinary system, they create a network that allows individual ships’ Drift engines to make short jumps in a matter of hours.
Therefore, assume that completing a mission and traveling to the next location takes about 1d4 hours. Taking a 10-minute break to rest and regain Stamina Points is always possible between the missions while the PCs are traveling from one location to another.

Dataphiles

Male Lashunta (Korasha) mechanic 1 CG | Init +6, Senses Perception +3 | EAC14 KAC16 | Fort +2, Ref +4, Will -1 | SP 2/6 HP 10/10 Resolve 1/3 | Laser Rifle [15/20]
Skills:
Athletics +4, Computers +10, Diplomacy +4, Engineering +9, Perception +3, Physical Science +7

I have noticed life science seems to be far more commonly useful over physical science.

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

I've stopped keeping track but I've also noticed mysticism is used far more often for identifying creatures. Ceolor used to have a life science bent and my 701 still does and the first three or four scenarios I played I could identify all of two creatures. Not all skills are created equal, in other words.

Exo-Guardians

Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)

Yikes, Twitch. Those were some rough Fortitude saves.

GM: I know we're on the clock here. What are the rules for carrying/dragging an unconscious person as quickly as possible?

Dataphiles

Male Lashunta (Korasha) mechanic 1 CG | Init +6, Senses Perception +3 | EAC14 KAC16 | Fort +2, Ref +4, Will -1 | SP 2/6 HP 10/10 Resolve 1/3 | Laser Rifle [15/20]
Skills:
Athletics +4, Computers +10, Diplomacy +4, Engineering +9, Perception +3, Physical Science +7

Poison/disease is nasty is Starfinder it seems. I have a dude down with void plague right now and, its rough.

Scarab Sages

This is one of the less nasty ones as far as I can tell since it allows a new save each round as opposed..you've reached the end...and now you are stuck there

Also since they lowered the save DC you don't also take damage (since that's the save DC - 10 ..which in this case is 0..otherwise you might end up getting damage each round.

And to answer Vchk's question ....I'm not sure. If you go by the rules I guess you need to make a combat maneuver check each round to reposition him.
That seems to be the only way to move someone. I guess that if he dies he counts as an object and you can just add him to your inventory and then we'd need to know how much Twitch weighs and what your carry capacity it.

Unless you want to kick (bullrush) him in front of you ;)

For simplicity sake, let's say you can drag him along/carry him at half your movement speed if you have at least one hand free as a full round action. Or if you make a Strength DC 15 check you can move full speed that round

Scarab Sages

I was just reminded that since this is part of the Gameday we have a chance to win a boon.

So each of you can roll a D20. On a 19 or 20 you've won a SFS boon (and need to supply me with your email you want the boon send to)

If you win one you need to roll a D2 and you get either a
1 - Mining Laser (starship boon)
or
2 - Emergency Resupply (starship boon)

Exo-Guardians

Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)

Oh cool, I didn't know that.

Lucky d20: 1d20 ⇒ 14

Aww, shucks.

Dataphiles

Male Lashunta (Korasha) mechanic 1 CG | Init +6, Senses Perception +3 | EAC14 KAC16 | Fort +2, Ref +4, Will -1 | SP 2/6 HP 10/10 Resolve 1/3 | Laser Rifle [15/20]
Skills:
Athletics +4, Computers +10, Diplomacy +4, Engineering +9, Perception +3, Physical Science +7

I never win these things: 1d20 ⇒ 20

Dataphiles

1 person marked this as a favorite.
Male Lashunta (Korasha) mechanic 1 CG | Init +6, Senses Perception +3 | EAC14 KAC16 | Fort +2, Ref +4, Will -1 | SP 2/6 HP 10/10 Resolve 1/3 | Laser Rifle [15/20]
Skills:
Athletics +4, Computers +10, Diplomacy +4, Engineering +9, Perception +3, Physical Science +7

HA!

Second Seekers (Luwazi Elsebo)

Male CG human spacefarer envoy 2 | SP 12/12 HP 16/16 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +4; Will +3 | Init: +5 | Perc: +4, SM: +5 | Speed 30ft | | Spells: None. | Active conditions: None.

Boon: 1d20 ⇒ 15

Wayfinders

CG Male Small Humanoid (Ysoki) Bounty Hunter Mechanic 2 | SP 9/16 | HP 14/14 | RP 5/5 | KAC 16 | EAC 14 | vs CM 24 | Fort +4 Ref +6 Will +2 | Init +3 | Perc +4 (Darkvision 60 ft.) | Speed 25 ft |

Boon Chance Roll: 1d20 ⇒ 15

Scarab Sages

Hido wrote:
[Dice=I never win these things]1d20

Congratulations

I still need a D2 roll to know which boon you've won. And please PM (or post if you want) your email so that the powers that be know where to send your boon

Dataphiles

Male Lashunta (Korasha) mechanic 1 CG | Init +6, Senses Perception +3 | EAC14 KAC16 | Fort +2, Ref +4, Will -1 | SP 2/6 HP 10/10 Resolve 1/3 | Laser Rifle [15/20]
Skills:
Athletics +4, Computers +10, Diplomacy +4, Engineering +9, Perception +3, Physical Science +7

Oooh Goodies!: 1d2 ⇒ 2

Email PMd

Scarab Sages

I'll report it at the end of the special (it's all on one form),it might take a day or 2 after that before they get around to sending out boons.

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

Right I need to roll for this!
Boon: 1d20 ⇒ 12

Scarab Sages

Since the GM also get's a chance: 1d20 ⇒ 20

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

Ohhh! You got a boon! It's always nice when the GM gets one!

Scarab Sages

If you think that rolling too low is your problem this encounter you still have some rewards - one of which is;

The overall morale improves, and you can rely on your allies to help you when the going gets rough. Once during the adventure, the group can gain the benefit of aid another (+2 bonus) to all skill checks and attack rolls for 1 round.

So if you decide to use it next round all your attacks will be at a +2 then...or you can save it for later, when you could really, really use it;)

Scarab Sages

According to the overview you guys received an aid token.

You can use it to do one of the following:
Allied Offensive: A nearby Starfinder agent strikes a creature at the same time as the PC, increasing the damage dealt on one
attack by 1d8. In addition, after the attack, the target counts as flanked when targeted by any melee attacks until the beginning of
the attacker’s next turn. In Subtiers 5–6 and 7–8, this additional damage increases to 2d8. To Boost: Succeed at an attack roll against
an AC equal to an Average skill check DC. Boosted Effect: +1d8 damage.
First Aid: A Starfinder agent restores 1d6 Hit Points or Stamina Points to each PC—each PC can choose which benefit to receive.
In Subtiers 5–6 and 7–8, the amount restored increases to 3d6. To Boost: Succeed at an Average Medicine check. Boosted Effect:
(=+1d6 HP or SP restored.)
Remote Assistance: A Starfinder crew provides starship assistance from afar. Each PC receives a +2 bonus to all checks required
by crew actions for 1 round. To Boost: Expend 1 Resolve Point. Boosted Effect: One member of the crew also gains an additional
action, just as though the ship’s captain had successfully used the orders action.
Timely Inspiration: A Starfinder agent provides the effects of an envoy’s don’t quit improvisation. Each PC can choose one of the
benefits available at 1st level; the effect lasts 1 round. In Subtiers 5–6 and 7–8, the effects available to 6th-level envoys are added
to the list of conditions the effect can suppress. To Boost: Expend 1 Resolve Point. Boosted Effect: Choose one PC; remove one
nonpermanent condition instead of suppressing it.
Provide Knowledge (must be boosted): Gain the benefit of a successful Culture, Engineering, Life Science, Mysticism, Physical
Science, or Profession check to identify a creature or recall knowledge; the difficulty (Easy, Average or Hard) depend on the table
granting the benefit. To Boost: Succeed at a check with one of the skills listed above; the result of the check (Easy, Average or Hard)
should be noted on the Aid Token.

I suggest you use it this round (I think you all could use 1d6 healing at this point) and then we'll pass it on to another table so they can use it as well

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

I'd been wondering if we were ever going to get an aid token! Healing would be a great idea!

Scarab Sages

Well, they sort of went down the list with who was getting it next (with some exceptions here and there) and my name is at the bottom so you are the last table to get one

Dataphiles

Male Lashunta (Korasha) mechanic 1 CG | Init +6, Senses Perception +3 | EAC14 KAC16 | Fort +2, Ref +4, Will -1 | SP 2/6 HP 10/10 Resolve 1/3 | Laser Rifle [15/20]
Skills:
Athletics +4, Computers +10, Diplomacy +4, Engineering +9, Perception +3, Physical Science +7

Healing sounds great!

Scarab Sages

K, you guys decide if you want to continue fighting or go for a Starship battle. I'll mark the aid token as used and you can roll your healing 1d6 stamina or hp (choice per player)

Scarab Sages

It's a round (or day depending on your perspective) too late, but GM bigboom made an impressive intro to this Starship combat

Intro

if you want to see it

Second Seekers (Luwazi Elsebo)

Male CG human spacefarer envoy 2 | SP 12/12 HP 16/16 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +4; Will +3 | Init: +5 | Perc: +4, SM: +5 | Speed 30ft | | Spells: None. | Active conditions: None.

Haha, love it!

Wayfinders

CG Male Small Humanoid (Ysoki) Bounty Hunter Mechanic 2 | SP 9/16 | HP 14/14 | RP 5/5 | KAC 16 | EAC 14 | vs CM 24 | Fort +4 Ref +6 Will +2 | Init +3 | Perc +4 (Darkvision 60 ft.) | Speed 25 ft |

That is fantastic!

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

Sorry for the lack of postings recently, I've really been taken for a loop by a cold!

Scarab Sages

While working on your chronicles I found out that;
Each PC earns 1 additional Reputation with the Second Seekers (Luwazi Elsebo) faction, in addition to any other Reputation earned as a result of completing this scenario. Alternatively, PCs can instead put this additional Reputation toward the Second Seekers ( Jadnura) faction.

I have no info what so ever on the Jadnura faction other then that it exists, but does anyone want the Jadnura reputation instead of the Luwazi Elsebo?

Dataphiles

Male Lashunta (Korasha) mechanic 1 CG | Init +6, Senses Perception +3 | EAC14 KAC16 | Fort +2, Ref +4, Will -1 | SP 2/6 HP 10/10 Resolve 1/3 | Laser Rifle [15/20]
Skills:
Athletics +4, Computers +10, Diplomacy +4, Engineering +9, Perception +3, Physical Science +7

Not I

Second Seekers (Luwazi Elsebo)

Male CG human spacefarer envoy 2 | SP 12/12 HP 16/16 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +4; Will +3 | Init: +5 | Perc: +4, SM: +5 | Speed 30ft | | Spells: None. | Active conditions: None.

ELSEBO 4 LIFE!

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

Ceolor's not going to throw behind a First Seeker that threw the Starfinders into complete disarray and earned them a solid and potientally deadly adversary!

Nope for me too!

Wayfinders

CG Male Small Humanoid (Ysoki) Bounty Hunter Mechanic 2 | SP 9/16 | HP 14/14 | RP 5/5 | KAC 16 | EAC 14 | vs CM 24 | Fort +4 Ref +6 Will +2 | Init +3 | Perc +4 (Darkvision 60 ft.) | Speed 25 ft |

No thank you.

Exo-Guardians

Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)

I'll stick with Elsebo.

Scarab Sages

Sorry for not responding yesterday but I was all day at a local convention and I didn't have a whole lot of time.

I'll finish sending out the chronicles.

If someone thinks something is wrong let me know and I'll try to fix it.

Scarab Sages

I'll leave the thread open for another day or 2 in case anyone has a question/wants me to change something on their chronicle and after that I'll put it to inactive so it will disappear from everyone's active list.

You were a nice group of players to run an scenario for and I hope everyone enjoyed themselves

Dataphiles

Male Lashunta (Korasha) mechanic 1 CG | Init +6, Senses Perception +3 | EAC14 KAC16 | Fort +2, Ref +4, Will -1 | SP 2/6 HP 10/10 Resolve 1/3 | Laser Rifle [15/20]
Skills:
Athletics +4, Computers +10, Diplomacy +4, Engineering +9, Perception +3, Physical Science +7

Thanks for the great game GM!

Wayfinders

CG Male Small Humanoid (Ysoki) Bounty Hunter Mechanic 2 | SP 9/16 | HP 14/14 | RP 5/5 | KAC 16 | EAC 14 | vs CM 24 | Fort +4 Ref +6 Will +2 | Init +3 | Perc +4 (Darkvision 60 ft.) | Speed 25 ft |

Thank you everyone for a fun and enjoyable session.

Second Seekers (Luwazi Elsebo)

Male CG human spacefarer envoy 2 | SP 12/12 HP 16/16 | RP 4/4 | EAC 12; KAC 13 | Fort +0; Ref +4; Will +3 | Init: +5 | Perc: +4, SM: +5 | Speed 30ft | | Spells: None. | Active conditions: None.

That was great, thanks for GMing, that scenario was a lot of work I'm sure! And all the players were great as well Hope to play with you all again.

Exo-Guardians

Male Shirren Soldier 1 | SP 7/7 : HP 13/13 : RP 3/4 | EAC 17 : KAC 19 | Fort. +2 : Ref. +3 : Will +3 | Init. +3 : Perc. +1 (blindsense [vibration] 30 ft., darkvision 60 ft.) : Speed 25 ft.
Attacks & Abilities:
LVL 4 machine gun +4 (1d10 P; 60 ft., analog, automatic, 28/40) | LVL 1 hammer +3 (1d6+2 B; analog) | Communalism 1/1
Stats & Skills:
Str 14 : Dex 16 : Con 12 - 2 : Int 10 : Wis 12 : Cha 9 | Acrobatics +6, Diplomacy +1, Life Science +4, Medicine +4, Piloting +3, Survival +5 (AC check -1)

Agreed, thank you GM (and everyone else) for sticking with this game through the site outages and all that hectic stuff.

Second Seekers (Luwazi Elsebo)

Male CG Akiton Human Tempered Pilgrim Solarion 7 | SP 0/56 HP 34/53 | RP 7/7, 1st level spell 2/2 | EAC 25; KAC 25 | Fort +6; Ref +7; Will +5 | Init: +5 | Perc: +10, SM: +8 | Speed 50ft | Unaligned | Active conditions: none

Thanks Revvy for being willing to take on our game and running a fun game! You did a great job of explaining how things worked and building a consistent narrative!

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