GM Khaoz - GD.VII - SFS 1-99 The Scoured Stars Invasion (Inactive)

Game Master KhaozKnight

Maps and Handouts


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Second Seekers (Luwazi Elsebo)

Dalaya Lashuntas Envoy/2 (Xenoseeker)

Zoicoluu feels uncomfortable in the swamp, but not that uncomfortable..

Survival: 1d20 + 0 + 0 + 1 + 0 ⇒ (19) + 0 + 0 + 1 + 0 = 20

Acquisitives

SP 14/14 | HP 16/16 | Resolve 4/4 | EAC 14 KAC 15 CMD 23 | Init +4 | Perception +6 | F/R/W: +2/+6/+3 Android Operative 2

Survival: 1d20 + 1 ⇒ (18) + 1 = 19

6ix, similarly unskilled in the ways of the habitats of wild creatures, has surprisingly little trouble.

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

Spanner has no idea what he's doing.

Survival: 1d20 ⇒ 10

Wayfinders

Human Male LN Priest | SP 5/5 HP 9/9 | RP 5/5 | EAC 13; KAC 14; CMD 22 | Fort +0; Ref +4; Will +2 | Init: +2 | Perc: +0, SM +0 Technomancer/1

Survival: 1d20 ⇒ 3

Dataphiles

Female LN Android Bounty Hunter Technomancer 3 | SP 18/18 HP 19/19 | RP 4/4 | KAC 16 EAC 15 | Fort +2; Ref +4; Will +3 | Init: +3 | Perc: +3, SM: -2 | Speed 30ft | Active conditions: None.

Survival, aid: 1d20 + 4 ⇒ (8) + 4 = 12

Ella tries to help the others by aligning her compass and keeping track of magnetic north.

Grand Lodge

Zoicoluu and 6ix find tracks that belong to carnivorous dinosaurs, from these, they can deduce where the creatures are, and you can each attempt Stealth checks to approach unnoticed; keep their nest near the beacon located in the northwest of the map. Map will be updated after the Stealth checks.

Dataphiles

Female LN Android Bounty Hunter Technomancer 3 | SP 18/18 HP 19/19 | RP 4/4 | KAC 16 EAC 15 | Fort +2; Ref +4; Will +3 | Init: +3 | Perc: +3, SM: -2 | Speed 30ft | Active conditions: None.

Stealth: 1d20 + 3 ⇒ (8) + 3 = 11

Ella tries to make her way without making noise, but she finds it much harder than she expects.

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

Stealth: 1d20 ⇒ 8

Second Seekers (Luwazi Elsebo)

Dalaya Lashuntas Envoy/2 (Xenoseeker)

Zoicoluu's nervousness, means she finds it hard, no impossible not to chatter to herself as they approach.

Stealth: 1d20 + 0 + 0 + 2 + 0 - 1 ⇒ (2) + 0 + 0 + 2 + 0 - 1 = 3

Second Seekers (Luwazi Elsebo)

Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5

Stealth: 1d20 + 3 ⇒ (4) + 3 = 7

The Umbral Dawn tries to sneak through the woods, but his graceful dancer's feet keep gracefully kicking stones and breaking branches as he stumbles through the woods.

Grand Lodge

Updated Map
@6ix and Centian: Make your stealth check first, if you beat DC 15, you'll get an extra move or standard action (a surprise round).

The Starfinder have caught glimpses of the dinosaurs as they get closer, they look like feathered bipedal snakes with rattling frills and two small forelimbs. The area has quite a few dry land patches surrounded by shallow dirty green water (Difficult Terrain), several rickety bridges connect the islets DC 12 Acrobatics to cross, and there are some large, jagged rock formations between some islets 10 feet tall, provide cover.

Initiative:

6ix: 1d20 + 4 ⇒ (16) + 4 = 20
Centian: 1d20 + 2 ⇒ (4) + 2 = 6
LA64397F: 1d20 + 3 ⇒ (12) + 3 = 15
Zoicoluu: 1d20 + 2 ⇒ (5) + 2 = 7
Umbral Dawn: 1d20 + 3 ⇒ (20) + 3 = 23
Spanner: 1d20 + 2 ⇒ (12) + 2 = 14
Ophidiraptor: 1d20 + 4 ⇒ (18) + 4 = 22

ROUND 1 START
The Umbral Dawn
Ophidiraptors
6ix
Ella
Spanner
Zoicoluu
Centian

Second Seekers (Luwazi Elsebo)

Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5

The Umbral Dawn sees the threatening looking dinosaurs and draws his pistol, quickly moving across the small islands and narrow bridges to intercept the creature.

Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22

Acrobatics: 1d20 + 10 ⇒ (17) + 10 = 27

He is double moving (treating the acrobatics checks over the two bridges as if they costed double movement. At the same time, he is also going to become photon attuned.

Grand Lodge

ROUND 1.1 UPDATE
6ix
Ella
Spanner
Zoicoluu
Centian

The dinosaurs move towards their next meal.

ROUND 2 START
The Umbral Dawn
Ophidiraptors
6ix
Ella
Spanner
Zoicoluu
Centian

Wayfinders

Human Male LN Priest | SP 5/5 HP 9/9 | RP 5/5 | EAC 13; KAC 14; CMD 22 | Fort +0; Ref +4; Will +2 | Init: +2 | Perc: +0, SM +0 Technomancer/1

Stealth: 1d20 + 2 ⇒ (17) + 2 = 19

Centian uses his surprise round to shoot some magic at the dinosaur directly across his group.

Fire Ray: 1d20 + 2 ⇒ (7) + 2 = 9
damage: 1d3 ⇒ 3

He then moves to the edge of the islet and shoots some more magic.

Fire Ray: 1d20 + 2 ⇒ (13) + 2 = 15
damage: 1d3 ⇒ 3

Dataphiles

Female LN Android Bounty Hunter Technomancer 3 | SP 18/18 HP 19/19 | RP 4/4 | KAC 16 EAC 15 | Fort +2; Ref +4; Will +3 | Init: +3 | Perc: +3, SM: -2 | Speed 30ft | Active conditions: None.

Acrobatics: 1d20 + 3 ⇒ (14) + 3 = 17
Acrobatics: 1d20 + 3 ⇒ (6) + 3 = 9

Ella crosses the first bridge, following Umbral, then moves south, but gets hung up crossing the second bridge. She tries to steady it, but she can't seem to get a good footing.

Grand Lodge

@Centian: The dinos were/are out of range for Energy Ray, which I assume you're casting. I'll be retconning your actions so you're back where you began.

@Ella: Quick question, you actually ended up your movement where the bridge begins right?

@All: Please bear with me and this map that doesn't convey ideas correctly, the water surrounding the walkable areas is deep enough to be considered Difficult Terrain, but not enough to warrant climb checks back to ground level. The jagged, pointy looking rocks on the water, are supposed to be some sort of 10 feet tall rock sheets, they would impede vision for Medium and smaller creatures. Beacon is in the north west corner (not Kanye's daughter mind you), but the map has been rotated clockwise to better fit the screen, so North is right and West is up.

ROUND 1.1 UPDATE
6ix
Spanner
Zoicoluu

When Ella sets one foot on the bridge, it collapses into the muddy waters below. Luckily she stays on dry ground.

ROUND 2 START
The Umbral Dawn
Ophidiraptors
6ix
Ella
Spanner
Zoicoluu
Centian

Wayfinders

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Human Male LN Priest | SP 5/5 HP 9/9 | RP 5/5 | EAC 13; KAC 14; CMD 22 | Fort +0; Ref +4; Will +2 | Init: +2 | Perc: +0, SM +0 Technomancer/1

CENTIAN'S RETCONNED ACTIONS
Centian moves twice, wading through water and not caring much about it. He ends his movement, and readies his attack to shoot on the dinosaur if it closes the distance between it and The Umbral Dawn

Dataphiles

Female LN Android Bounty Hunter Technomancer 3 | SP 18/18 HP 19/19 | RP 4/4 | KAC 16 EAC 15 | Fort +2; Ref +4; Will +3 | Init: +3 | Perc: +3, SM: -2 | Speed 30ft | Active conditions: None.

Ella would have had enough movement to just get across the bridge, but I stopped, assuming that the failed roll would not let me cross. I guess if it's a worse result, let me know.

Second Seekers (Luwazi Elsebo)

Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5

The Umbral Dawn continues building up solar energy [ooc](2 points now) as he readies himself for the first dinosaur to attack. He draws his trusty sword while stepping backwards several long paces, then fires a quick shot from the hip at the approaching animal.

Semi-Auto Attac: 1d20 + 5 - 2 ⇒ (4) + 5 - 2 = 7
Pistol Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Second Seekers (Luwazi Elsebo)

Dalaya Lashuntas Envoy/2 (Xenoseeker)

Acrobatics: 1d20 + 1 + 3 + 2 + 0 - 1 ⇒ (11) + 1 + 3 + 2 + 0 - 1 = 16

Zoicoluu moves after the rest of the party.

Acquisitives

SP 14/14 | HP 16/16 | Resolve 4/4 | EAC 14 KAC 15 CMD 23 | Init +4 | Perception +6 | F/R/W: +2/+6/+3 Android Operative 2

Stealth: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27

His camouflage modules working expertly, 6ix has no trouble blending.

Not rolling acrobatics as unable to fail a DC 12

He moves forward along bridges, deftly maneuvering and keeping fairly hidden, not exposing himself as yet. Stealth, defensive action.

Grand Lodge

LA64397F wrote:
Ella would have had enough movement to just get across the bridge, but I stopped, assuming that the failed roll would not let me cross. I guess if it's a worse result, let me know.

In that case you're able to get to the other side, after getting splashed with water. Since moving out of Difficult Terrain doesn't add any additional squares.

@Spanner: Instead of botting you, you'll have two rounds worth of actions, you can't make any attacks for Round 1, there are no enemies in sight.

Round 1.2 PENDING
Spanner

Round 2.1 UPDATE
OR 1 - Moves on the double.
OR 2 - Moves to The Umbral Dawn tries to bite. Bite vs KAC: 1d20 + 8 ⇒ (1) + 8 = 9 Misses.
6ix
Ella
Spanner
Zoicoluu
Centian

Round 3 START
The Umbral Dawn
Ophidiraptors
6ix
Ella
Spanner
Zoicoluu
Centian

Dataphiles

Female LN Android Bounty Hunter Technomancer 3 | SP 18/18 HP 19/19 | RP 4/4 | KAC 16 EAC 15 | Fort +2; Ref +4; Will +3 | Init: +3 | Perc: +3, SM: -2 | Speed 30ft | Active conditions: None.

Seeing the dinosaur move, Ella crosses back over the bridge and then casts a spell on her laser pistol. It begins beeping loudly and flashing quickly.

Cast Supercharge Weapon

Wayfinders

Human Male LN Priest | SP 5/5 HP 9/9 | RP 5/5 | EAC 13; KAC 14; CMD 22 | Fort +0; Ref +4; Will +2 | Init: +2 | Perc: +0, SM +0 Technomancer/1

CENTIAN'S READIED ACTION FROM ROUND 1
Centian tries to shoot at the dinosaur attacking The Umbral Dawn.

Azimuth Laser: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 ⇒ 1

CENTIAN'S TURN FOR ROUND 2
Centian moves out of the water and onto the small islet next to him on the West. From there, he casts ghost sound so a shrill roar comes from behind the dinosaur. Hopefully, it will distract it so the Umbral Dawn's next attack lands easier.

DC 14 for the dino to disbelieve my sound

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

Sorry for the delay. Power out at work and got home to a world of family drama. Nothing serious unless you're a twenty something year old young lady.

Turn 1: Spanner tries to follow the others across the bridges? He doesn't really trust their structural integrity. When the one falls apart as Ella steps onto it, he fells a sense of satisfaction and increased concern.
Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13
He then starts Tracking the closest raptor

Turn 2: Spanner fires at the raptor.

Azimuth Laser Rifle: target tracking
v EAC 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12 Fire Damage 1d8 ⇒ 7

I hope I did not over step, but I placed an orange box in the corner to represent the beacon as well as the raptor nest.

Second Seekers (Luwazi Elsebo)

Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5

Round3

The Umbral Dawn explodes, filling the area around him with blinding white light.

Super Nova:Reflex DC 14: 3d6 + 1 ⇒ (5, 1, 5) + 1 = 12

Second Seekers (Luwazi Elsebo)

Dalaya Lashuntas Envoy/2 (Xenoseeker)

Round 2
Zoicoluu moves closer and attempts to confuse the creature by making noises in the creatures mind, before feinting to shoot at it. As she does this she studies the creature.

Move Action: moves 5ft closer
Tries to use clever feint envoy improvisation. Bluff: 1d20 + 2 + 3 + 3 + 2 + 1d6 ⇒ (12) + 2 + 3 + 3 + 2 + (2) = 24 if creature has intelligence and the attempt if successful, then creature -2AC against allies attacks til end of Zoicoluu's next turn.
Life Science to identify the creature.:1d20 + 1 + 3 + 1 + 0 ⇒ (9) + 1 + 3 + 1 + 0 = 14

Clever Feint:

CLEVER FEINT As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
At 6th level, you can spend 1 Resolve Point to treat a failed Bluff check for clever feint as if it were a success.

Grand Lodge

@Spanner: Thanks for the box, hadn't thought of that, moved it to the 'beacon'.
@6ix: You'll get two rounds worth of actions, for the first one Dino #2 is not a valid target.

Round 2.2 Pending
6ix

Will Save vs Ghost Sound: 1d20 + 1 ⇒ (20) + 1 = 21
Reflex Save: 1d20 + 5 ⇒ (20) + 5 = 25
The ophidiraptor instincts prove to be too good for Centian's spell and its scales too tough for The Umbral Dawn's Supernova. But Spanner's attack land on target.
Zoicoluu's clever feint works and the dinosaur is distracted, but she doesn't recognize the creature, perhaps it's endemic to this system.

Attack vs KAC; Damage (P): 1d20 + 8 ⇒ (19) + 8 = 271d6 + 3 ⇒ (3) + 3 = 6
The closest dinosaur attempts to bite once again, digging its teeth into The Umbral Dawn.
The farthest one moves closer, much closer.

Round 3.1 UPDATE
OR #1 (HP 7/?)
OR #2
Ella
Centian
Spanner
Zoicoluu
6ix

Round 4 START
The Umbral Dawn
OR #1
OR #2

Second Seekers (Luwazi Elsebo)

Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5

Supernova does normally still deal half damage on a successful save, just making sure because I forgot to put the 1/2 in.

The Lashunta grimaces as the raptor's teeth crunch through his armor. He delivers a flurry of blows at the raptor with his sword.

Photon Attuned 1 again
Full Attack: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 181d8 + 2 ⇒ (2) + 2 = 4
Full Attack: 1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 111d8 + 2 ⇒ (7) + 2 = 9

Second Seekers (Luwazi Elsebo)

Dalaya Lashuntas Envoy/2 (Xenoseeker)

Round 3
Seeing The Umbral Dawn's armour crack and blood seep through his protective suit, Zoicoluu lets her fellow Lashunta that his strength will out. "Your body is your strength, it is whole."

Inspiring Boost, a max of 7 SPs back to Yhe Umbral Dawn.

Inspiring Boost:

INSPIRING BOOST
As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.
At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.

Wayfinders

Human Male LN Priest | SP 5/5 HP 9/9 | RP 5/5 | EAC 13; KAC 14; CMD 22 | Fort +0; Ref +4; Will +2 | Init: +2 | Perc: +0, SM +0 Technomancer/1

ROUND 3.1

Centian uses a full round action to hit the second dinosaur with three magic missiles.

Damage: 3d4 + 3 ⇒ (2, 4, 4) + 3 = 13

Dataphiles

Female LN Android Bounty Hunter Technomancer 3 | SP 18/18 HP 19/19 | RP 4/4 | KAC 16 EAC 15 | Fort +2; Ref +4; Will +3 | Init: +3 | Perc: +3, SM: -2 | Speed 30ft | Active conditions: None.

Ella lines up with the second dino, trying to cross the bridge. She aims her supercharged laser pistol at it. It unleashes a gigantic burst of energy.

Attacking #2
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Fire Damage: 1d4 + 4d6 ⇒ (1) + (6, 3, 4, 3) = 17

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

Spanner spins around and gets off a snap shot at the approaching raptor 2. He keeps the presence of mind to switch his Target Tracking to the new foe.

Azimuth Laser Rifle: target tracking
v EAC 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17 Fire Damage 1d8 ⇒ 6


A loud shriek of audio feedback erupts from all communication devices across the Starfinder Society fleet and deployed teams. The feedback precedes an alert of a new threat: dozens of unknown starships are entering the Scoured Stars through the Drift!

Data screens across the fleet begin displaying a live feed of a chitinous, six-legged creature with a large mouth full of sharp teeth. Rings of glowing, unblinking eyes cover the upper and lower sides of the creature’s body, looking in every direction at once. The creature’s three-clawed forelimbs hold what looks like an alien plasma cannon, while its second set of limbs terminate in cybernetic augmentations resembling long sabers.

When the creature starts speaking, its words sound like a chaotic jumble of consonants, but soon the syllables turn into a sinister-sounding, digitalized voice speaking in the Common tongue: “We are jinsuls, and you are not welcome in our space. This is our ancestral home. You do not belong here. You will be removed.”

As soon as the ominous message ends, First Seeker Luwazi Elsebo speaks to the Society through the comm system: “According to our sensors, these creatures—jinsuls—are entering the Scoured Stars through a location near Bastiar-7. I need a group of volunteers, our best starship crews, to scout the area and keep these aggressors occupied. Meanwhile, I want everyone else to continue evacuating the survivors. Time is a luxury we don’t have, so make haste and be ready to be extracted at a moment’s notice!”

Table GM’s- You are now set to start Part 3, but remember Part 2 Evacuation Missions that are still open can still be accomplished. All Part 1 Recon Missions are now closed.

Grand Lodge

After The Umbral Dawn brings the first beast down, Centian and Ella defeat the second one, fast. After traversing to the last islet, you find bones,
destroyed equipment, and other evidence that the Starfinders who left the beacon have long since died. However, the beacon contains information about a larger group of Starfinders that established an outpost on another planet in the Agillae system. The information is encrypted, and it will require time onboard one of the larger ships to decipher, so the Starfinders can now carry on with the other missions.
Luckily for the crew, a group of landing craft has just become available and can extract them from the site immediately. You do not need to trek back to their starship on foot.

We did finish the mission in time, another success for our table. I'll be posting the available mission shortly.

Grand Lodge

Historia-7 briefs you on on this mission.

“Greetings, Starfinders. Our initial recon teams found dozens of our colleagues held in stasis on Agillae-5. Forcibly removing their bodies from the stasis pods would leave their minds are trapped in a virtual world, which means we’re sending you in to release them. Our specialists have put together a digital tether that allows you to enter the virtual world without getting trapped like your colleagues did. Still, you must careful. Even though nothing that happens in there is real, dying in the simulation might kill you.”

A team of Starfinder computer specialists waits at the facility. The lead specialist approaches you. ”Everything is ready. Any gear you're carrying should transfer over, consumable or charges you spent there won't be spent in the real, but any shock or trauma you receive will transfer as weel, be careful. Now, all you have to do is plug in.” he grabs your shoulder. ”Good luck.”

111010101010110100101010100111101010101010100111100

Jacking in you instantly find yourself in a Cantina, where a bartender named Jodain sees you looking all about and in near shock. ”Relax, have a drink. Or even eat something good and not worry about a thing.”

Second Seekers (Luwazi Elsebo)

Dalaya Lashuntas Envoy/2 (Xenoseeker)

Zoicoluu pulls herself together when she hears the voice of a bartender and the familiar sound of hospitality. Turning round she steps towards the barman, "Yes that sounds a splendid idea... Jodain is it? Do you have something refreshing and fruity? It's been a long journey here to come visit some old friends." she says light heartedly as she accepts the colourful banded liquid in a tall glass. She looks around the bar, at the customers and staff, getting the lie of the land before she continues.

Turning back to Jodain she continues, "So do you get a lot of visitors? It's such a nice bar, very relaxing."

Perception 1d20 + 6 ⇒ (15) + 6 = 21
Diplomacy 1d20 + 9 ⇒ (13) + 9 = 22 to befriend Jodain.

Dataphiles

Female LN Android Bounty Hunter Technomancer 3 | SP 18/18 HP 19/19 | RP 4/4 | KAC 16 EAC 15 | Fort +2; Ref +4; Will +3 | Init: +3 | Perc: +3, SM: -2 | Speed 30ft | Active conditions: None.

This sounds awesome! Ella is so glad we picked this one!

Ella seems intrigued by the set up Historia-7 describes. "We will interact with the Starfinders in the virtual simulation? Do we know how to release them from the virtual world? Do you think they know it is an artificial construct?"

Once inside the simulation, Ella looks around for anyone who is wearing a Starfinder insignia or looks like they might have equipment from the expedition. She looks down at herself to see if she retains all her equipment and normal clothing. "Fascinating."

Perception: 1d20 + 1 ⇒ (19) + 1 = 20

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

Like Ella, Spanner is ready for this particular mission. "What do you mean shock or trauma? What can we expect going in there?"

Once inside, Spanner wonders Will my computer knowledge be of help here?

"We're looking for lost Starfinders. Can you point them out to us?"

Second Seekers (Luwazi Elsebo)

Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5

"Great, we are going to play a video game for our next assignment? I don't waste my time on such leisure activities. Could I please be assigned a task more...worthy of my abilities?"

The Umbral Dawn looks around the Cantina in wonder. So real. He walks over to where Zoicoluu is chatting with the bartender and speaks to her telepathically.

"Why are you talking with a simulation? He's probably just here to distract us from our mission."

The Umbral Dawn addresses Spanner, Elle, and 6ix telepathically. "You androids are into this high tech stuff, right? Can you just hack the information we need out of this guy or something?"

Grand Lodge

Historia-7 responds to Ella before you dive in, "We are confident the release trigger should be inside the virtual world, and they -takes a small pause to gesture towards the pods around you- have been trapped so long, they may not be aware it's a construct."

One of the specialists answers Spanner, "We've managed to build the tethers so you won't get stuck down there, but there are no guarantees the fail safes will work correctly. If you die down there, you might end up dead here as well."

110101101010010101010010110101101101010010101

DC 15 Culture or DC 18 Perception:
The simulation resembles some of the most appealing areas of Absalom Station and you immediately notice the similarities upon entering.

After seeing that you're settling in, Jodain, speaks in a friendly tone, "Why don’t you go and meet all the friendly folks who live here. But remember, we’re all happy here, so don’t say or do anything that might upset them."

You see three groups of people you could interact with.

Bikers: Five Starfinders—a human, two lashuntas, an ysoki,
and a vesk—wear leather jackets and protective clothing. They
tune-up expensive-looking enercycles.

Library: Five scholarly Starfinders—an android, a damaya lashunta, a kasatha, and two shirrens—engage in a heated debate about Golarion. According to these Starfinders, Golarion never disappeared!

Picnic: Six Starfinders—a dwarf, two kasathas, two humans, and a shirren—enjoy a picnic in the park. They wear fashionable clothes. The group marvels at the beauty of the natural world, saying things like "Ain’t it great to be outdoors, smell the flowers, feel the wind and sun on your face?"

Dataphiles

Female LN Android Bounty Hunter Technomancer 3 | SP 18/18 HP 19/19 | RP 4/4 | KAC 16 EAC 15 | Fort +2; Ref +4; Will +3 | Init: +3 | Perc: +3, SM: -2 | Speed 30ft | Active conditions: None.

Perception: 1d20 + 1 ⇒ (11) + 1 = 12

Ella approaches the group of scholars. "Greetings. Did I hear you correctly? You've been talking about Golarion as if it never disappeared?"

Grand Lodge

For this next part, you need to persuade the Starfinders that they are trapped in a simulation. A bit similar to the checks when you got to the Starship Graveyard, your crew can only make a specific skill check one per group, so two of you can't try the main check of Diplomacy for example, but one can roll the main and the second one to Aid. (Hope it's clear enough).

You can try rolling Bluff, Diplomacy or Intimidate on each group, AND if you succeed at some specific skill checks you can lower the DC for ONE of the previously mentioned checks. These are Engineering or Piloting for the Bikers, Culture, Mysticism or Physical Science for the Librarians, Life Science, Perception or Survival for the Picnic. Finally, Have your character at least say something for the check, dice only posts won't be taken into consideration.

"As if? There's no as if, the blue planet is where it's always been, third from the orbit of the sun. With it's oceans and forests and deserts and... What'd you call them? Mountains! All of that in one place... Of course it never disappeared." Says the kasatha.

Second Seekers (Luwazi Elsebo)

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Dalaya Lashuntas Envoy/2 (Xenoseeker)

"Morning starfinders, great that you have had such a relaxing time, but the First Seeker has new instructions, time for action. Please you can you halt the relaxation program and return to action stations. We have incoming, could be a threat. We need all able bodied starfinders to return to their ships and prepare. All civilians must be evacuated back to the starships as we suspect that the planet is threatened, and loss of life could be imminent." She looks around the picnic area, a puzzled look on her brow, "Hmmmm, when we get back, remind me to get the programming changed, there are anomolies with the plant life. On Castrovel you would never get a great blue ostrichas plant growing up next to the aggressive golden bloomrist strangler, which would send creepers out and strangle the life from nearby plants and unlucky small creatures. Surely the program should have factored that into it's reality program. I know they look good together, but really the program ought to be better than that." she points to the two plants growing peacefully to the side of the picnic area.

Bluff: 1d20 + 2 + 3 + 3 + 2 + 1d6 ⇒ (5) + 2 + 3 + 3 + 2 + (3) = 18 to get the starfinders to believe they are in a rest program and their services are needed by the First Seeker. I assume as part of their training all starfinder know about the Scoured Stars expedition led by First Seeker Jadnura.
Life Science: 1d20 + 1 + 3 + 1 + 0 ⇒ (12) + 1 + 3 + 1 + 0 = 17 to disprove the current reality by reference to anomalies in the natural setting.

Not sure if Zoicoluu can help with the other two settings or not, so will wait for confirmation from GM. As Zoicoluu has pretty good Bluff, min of 12, went going straight off and a reasonable Life Science too, hope you guys are OK with that.

Expertise (extra d6 for bluff):

EXPERTISE You are an expert at dealing with challenges that test your skills, be the challenges social or otherwise. At 1st level, when attempting a Sense Motive check, you can roll 1d6 (your expertise die) and add the result of the roll to your check as an insight bonus. You can use this and other expertise abilities as long as you have at least 1 Resolve Point remaining. At 5th level, anytime you roll your expertise die, you gain a +1 bonus to the result. At 9th, 17th, and 20th levels, this bonus increases by 1. At 13th level, you roll 1d8 as your expertise die instead of 1d6.
Beginning at 9th level, you have even greater expertise with skills to which you can add your expertise die that you have also selected with the Skill Focus feat. For each such skill, once per day when rolling your expertise die to add to that skill, you may roll the expertise die twice and take the better of the two results.
SKILL EXPERTISE At 1st level and every 4 levels thereafter, you can use expertise with one additional class skill. You must have at least 1 rank in a skill to select it, and it must come from the following list: Bluff (Cha), Computers (Int), Culture (Int), Diplomacy (Cha), Disguise (Cha), Engineering (Int), Intimidate (Cha), and Medicine (Int).
1st Level - Bluff

Second Seekers (Luwazi Elsebo)

Ammo:
Laser Rifle 40/40 (hc bat x3); Semi-Auto Pistol 12/12 (sa round x30, adamantine x30, cold iron x30, silver x30)
Android Spacefarer Mechanic 11 | SP 88/88 HP 70 (+17)/70 RP 11/11 | EAC 31 KAC 32 | Fo +9 Re +14 Wi +7; +2 vs. disease, mind-affecting, poison, and sleep | Init +7 | Percep +19; Darkvision 60', Low-Light Vision |

Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Spanner goes over to the bikers and starts talking shop. He'll begin with the bikes they have then start to talk about more recent bikes and upgrades that the trapped Starfinders may not know as much about.

Engineering: 1d20 + 11 ⇒ (2) + 11 = 13
Intimidation: 1d20 - 1 ⇒ (11) - 1 = 10

Dataphiles

Female LN Android Bounty Hunter Technomancer 3 | SP 18/18 HP 19/19 | RP 4/4 | KAC 16 EAC 15 | Fort +2; Ref +4; Will +3 | Init: +3 | Perc: +3, SM: -2 | Speed 30ft | Active conditions: None.

Ella cocks her head to one side, listening to the assertion of Golarion's existence. "An odd assertion. Sensor readings show quite the opposite. The planet vanished during the Gap. Trace amounts of neutrino and quantum fields are all that remain. If a planet was there, gravitational effects such as lensing and disruption of solar winds would be a dead giveaway. Not to mention Absolom Station would be consumed by it."

Physical Science: 1d20 + 7 ⇒ (10) + 7 = 17

Acquisitives

SP 14/14 | HP 16/16 | Resolve 4/4 | EAC 14 KAC 15 CMD 23 | Init +4 | Perception +6 | F/R/W: +2/+6/+3 Android Operative 2

6ix finds himself well at home among the Librarians, being an accountant by trade as he is. He tries to think of a manner in which he could convince them that they are in fact not in the real and actual world.

Physical Science: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25

"Have you perhaps noticed that the passage of time is not what it should be for the given rotation of the planet? Do you ever consider that the day lasts longer than it should, and your diurnal rest period seems to last only a flicker?" He tries to go at it from an Astrophysics approach, speaking of celestial bodies and orbits. "You are yourselves trapped in a simulation! Your bodies are in stasis and you must return to them! If you do not leave shortly, you will be in grave danger!"

He tries to motivate them to action based on fear, rather than with kindness or subtlety. Intimidate: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24

Second Seekers (Luwazi Elsebo)

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Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5

Culture: 1d20 + 5 ⇒ (12) + 5 = 17
The Umbral Dawn addresses everyone as a realization dawns on him about the simulation.
"I recognize this bar. Its in Absalom Station. I think this whole simulation is pulled from places on Absalom.

The Lashunta heads towards the group of bikers. "This is a simulation, you fools. We're here to snap you out of your fantasy. If you ever want to ride an energycycle again, for real, you need to take a real hard look at reality you're in."

Intimidate->Piloting: 1d20 + 10 ⇒ (12) + 10 = 22

If I can get these guys riding on their cycles, they'll see that there is something off. I'm sure they can tell the difference between riding a bike for real and driving in a simulation.

He looks at one of the bikers in particular and challenges him. "You think I'm crazy, huh? Why don't you get on this bike and test it." He reaches into his pocket and pulls out a credit stick, slamming it on the table. "Here, its money. Go out and race. Whoever wins can have this."

Piloting: 1d20 + 3 ⇒ (11) + 3 = 14

Grand Lodge

Because of the medium and lack of immediate communication between you, I won't count Spanner's Intimidate check.

We still need a different persuasion check for each group, you can't roll another Bluff for the Picnic, nor Intimidate on the other two.

After talking to the different groups you can see their attitude starting to shift, but they aren't convinced of what you're saying yet. Still, doubt is growing within the trapped Starfinders.

  • --- Picnic
  • Zoicoluu (Life Science ✔) Bluff ✔
  • --- Bikers
  • Spanner (Engineering ✘)
  • Umbral (Piloting ✘) Intimidate ✔
  • --- Library
  • Ella (Phys Science ✔)
  • 6ix (Phys Science ✔) Intimidate ✔

Dataphiles

Female LN Android Bounty Hunter Technomancer 3 | SP 18/18 HP 19/19 | RP 4/4 | KAC 16 EAC 15 | Fort +2; Ref +4; Will +3 | Init: +3 | Perc: +3, SM: -2 | Speed 30ft | Active conditions: None.

So we can all aid the main social skill check for each group? Or do we need to do a Diplomacy, Intimidate, and Bluff check for each group?

Ella tries to help 6ix with her efforts to scare the Librarians. "Indeed. We must find a way out or your bodies will slowly rot in place. Who knows what your bodies have been subjected to while your minds have been engaged here?"

Intimidate: 1d20 - 1 ⇒ (16) - 1 = 15

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