Spacey McSpacerton
|
Spacey gasps. GAH!
Ref: 1d20 + 1 ⇒ (10) + 1 = 11
So tired...
Not having his pistol out, like a dummy, Spacey casts telekinetic projectile. A barrel flies at the baddy.
Ranged with penalty: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5
Oh bother!
| Game Master S |
Spacey gets taken advantage of by the little creature, and Smikk isn't much better off either.
If Gideon pulls out a massive hit, that damage may never happen, but let's keep it as is for now.
Round 1:
Smikk: Hit
Noble-44: Hit
Zed: Kill
Navasi: Space-bard
Hostiles: ATK
Spacey: Miss
Gideon: Go + AoO
Knight of Tides
|
Reflex: 1d20 + 3 ⇒ (11) + 3 = 14
AoO: 1d20 + 5 ⇒ (8) + 5 = 13
Bludgeoning Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Gideon immediately steps into action, taking a cautious step into flanking and swinging his hammer like a freighter.
Gravity Hammer: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
Bludgeoning Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8
| Game Master S |
Gideon misses as the creature flies down, but not on the follow up. It's a solid hit, but it'll take a few more.
Round 2:
Smikk: Go
Noble-44: Go
Zed: Go
Navasi: Go
Hostiles: TBD
Spacey: TBD
Gideon: TBD
Elec: 8 (Resolve used 1)
Noble-44
|
”Savain dictates that any enemy combatant should be fought to the the death. A survivor is a potential enemy in the shadows. Let’s finish this and remove any ‘issues’.”
Noble uses the shadows and barrels to hide his firing angle, but instead totally ruins his line of sight on the target. His shot flies past his target.
Arc Pistol: 1d20 + 5 ⇒ (1) + 5 = 61d6 ⇒ 2
Trick Attack: 1d20 + 16 ⇒ (10) + 16 = 261d4 ⇒ 1
Smikk
|
Smikk takes a guarded step backwards and fires again with his rifle as his exocortex feeds him aim adjustments during the move (Combat Tactics). Again he presses his armored forearm against the rifle, triggering a static shock (Overcharge).
Azimuth Laser Rifle: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 131d8 + 1d6 ⇒ (7) + (2) = 9
| Game Master S |
Noble-44's shot strikes some cabling, and even Smikk is off target, albeit barely.
Round 2:
Smikk: Miss
Noble-44: Miss
Zed: Go
Navasi: Go
Hostiles: TBD
Spacey: TBD
Gideon: TBD
Elec: 8 (Resolve used 1)
| Navasi, Outlaw Envoy |
Navasi pops up from behind the barrel and shouts, That one too! Get 'em!
Get 'em in effect again until my next turn — +1 morale bonus on attack rolls vs. BLue.
azimuth laser pistol: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11
FIRE dmg: 1d4 ⇒ 1
| Game Master S |
Navasi's own shot goes wide as the creature continues to dance like a space butterfly.
Round 2:
Smikk: Miss
Noble-44: Miss
Zed: Go
Navasi: Miss
Hostiles: TBD
Spacey: TBD
Gideon: TBD
Elec: 8 (Resolve used 1)
Zedstrom Doubletech
|
Zed'll slide right on over and take a pot-shot at the remaining critter.
Azimuth Laser Rifle: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 91d8 ⇒ 5
| Game Master S |
Zed's shot misses too as the creature continues to spark and arc!
It swings its tail at Gideon! Tail slap: 1d20 + 9 ⇒ (2) + 9 = 11, but it's easily batted awaa\y.
Round 2:
Smikk: Miss
Noble-44: Miss
Zed: Miss
Navasi: Miss
Hostiles: Miss
Spacey: Go
Gideon: Go
Elec: 8 (Resolve used 1)
| Game Master S |
Spacey telekinetically lashes out ATK: 1d20 + 2 ⇒ (10) + 2 = 12, but misses!
Round 2:
Smikk: Miss
Noble-44: Miss
Zed: Miss
Navasi: Miss
Hostiles: Miss
Spacey: Miss
Gideon: Go
Elec: 8 (Resolve used 1)
| Game Master S |
Gideon breaks the stalemate with a solid hit. It's not enough to kill the thing, but it certainly hurts and draws its attention.
Round 3:
Smikk: Go
Noble-44: Go
Zed: Go
Navasi: Go
Hostiles: TBD
Spacey: TBD
Gideon: TBD
Elec: 14 (Resolve used 1)
| Navasi, Outlaw Envoy |
Heh, this is fun! Navasi says. Just like playing laser tag as a kid. Pew! Pew! Pew! Oh, and get 'em!
Get 'em in effect again until my next turn — +1 morale bonus on attack rolls vs. Blue.
azimuth laser pistol: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
FIRE dmg: 1d4 ⇒ 2
| Game Master S |
Navasi and Smikk both continue to miss, by a wide margin too.
Round 3:
Smikk: Miss
Noble-44: Go
Zed: Go
Navasi: Miss + Space Bard
Hostiles: TBD
Spacey: TBD
Gideon: TBD
Elec: 14 (Resolve used 1)
Chris Marsh
|
Desna snickers as the party continues to shoot everything EXCEPT the monster.
Round 3:
Smikk: Miss
Noble-44: Miss
Zed: Go
Navasi: Miss + Space Bard
Hostiles: TBD
Spacey: TBD
Gideon: TBD
Elec: 14 (Resolve used 1)
Zedstrom Doubletech
|
At least we can hit the broad side of a starship... that's AC 5...
Zed will focus his exo-cortex onto the monster move action and give it the business.
Azimuth Laser Rifle: 1d20 + 4 + 1 + 1 ⇒ (12) + 4 + 1 + 1 = 181d8 ⇒ 6
| Game Master S |
Zed's shot is right on target, and the creature is clearly close to death as it whips its tail again at Gideon, as if berserk! Tail: 1d20 + 9 ⇒ (1) + 9 = 10, but misses!
Round 3:
Smikk: Miss
Noble-44: Miss
Zed: hit
Navasi: Miss + Space Bard
Hostiles: Miss
Spacey: Go
Gideon: Go
Elec: 20 (Resolve used 2)
Knight of Tides
|
Gideon's gaze swivels around the room, assessing the proximity of his associates. He shoves some barrels aside to put his back to the wall (guarded step move action) as the room seems to grow unnaturally dim. He plants himself, and unleashes.
Starfire engulfs the winged pest.
Supernova Fire Damage: 3d6 ⇒ (5, 6, 3) = 14
Photon mode: 0 points.
| Game Master S |
Even if I nail the save... When Gideon erupts the electrovore is overwhelmed by the cosmic energy. A burned and dead husk falls to the ground.
While the fight seemed like an eternity, it was less than half a minute. The party gathers themselves and looks around.
Rusted crates and plastic barrels crowed this cramped workspace. Discarded R2E packaging, beverage pouches, and packing material litter the space. A ledge along the south wall holds a stack of rubber mats in an approximation of a bed beside a high-quality industrial backpack. Ragged wires droop from an exposed conduit along the northern wall, occasionally showering the room in sparks as the lights flicker.
The backpack contains an unremarkable set of clothing, a set of armor, a weapon seal, a hygiene kit including a vial of Dagret’s Scalesheen Oil and a jar of FLĒQ Texture Cream for Curly Hair, and a computer It's locked, make a computers check to open.
You find among the discarded wrappers a series of packaging for
five industrial explosive devices.
If you scored a 27+ on your check, read the spoiler below
| Navasi, Outlaw Envoy |
Well done, Gideon! Navasi shouts, clapping excitedly. Oh, if Zo! could've only seen that, you'd be on his next vidcast for sure!
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Navasi concurs with Noble's assessment. Yeah, this is not a good sign. She points their findings out to the group. Go ahead and read the DC 17 spoiler, then make a roll for the higher DC. We'd best find them soon.
Smikk
|
Smikk takes a look around as the group does the same, but sees nothing the group hasn't already identified. He spends time examining the weapon seal and the computer, as well.
How could I identify the weapon seal? Engineering check?
Computers: 1d20 + 8 ⇒ (17) + 8 = 25
| Game Master S |
I think it's Mysticism to identify the seal.
Smikk gets to work and just barely gets all the way through the computer's countermeasures. The computer also has a firewall protecting a secure data module. The module contains a file with a list of names, dates, and locations, culminating with an alarming entry: “Luwazi Elsebo; Lorespire Complex, Skyreach Room, gala” and the present date. With a few minutes of research using the local infosphere, you ascertain that every individual on the list is recently deceased, save for Luwazi; the obituary dates and locations correspond with the dates and locations in the files, but the causes of death are widely varied. Most notably, those few that are documented as homicides all list radically different perpetrators: individuals of varying gender, race, and background...
Great. Now what Starfinders?
Knight of Tides
|
Gideon rifles through the clothing and food packaging. Clothing or diet particular to a species? Body type? Etc.
Tapping his comm, he alerts Radasvam that the assassin may be intending to utilize explosives.
He also searches the infosphere for local sellers of Dagret’s Scalesheen Oil and FLĒQ Texture Cream for Curly Hair, and a physical description/image of the explosives based on the packaging.
| Game Master S |
Gideon becomes frustrated, as it seems none of it makes any sense. It's a melange of many different things.
This scene takes 10 minutes, feel free to spend a resolve to regain SP.
While he's searching the sphere, Radasvam immediately responds. The faction leader listens to your report intently. "Bloody hell! sounds like a shapechanger!. Okay, how would you like to proceed? The way I see it we've got 2 options..."
Option 1: a conservative approach with support from Radaszam’s security agents, the Obsidian Spiders. This allows you to focus on confronting the assassin while the Obsidian Spiders handle the explosives.
Option 2: A more daring approach is for you to handle the entire affair yourselves, demonstrating that the Starfinder Society is well and able to handle its own affairs and bolstering your personal reputations. This approach is trickier, however; it involves simultaneously disarming the explosives while confronting the assassin. Radaszam warns you that you’ll need to be subtle in your search for the bombs and keep the assassin distracted so she doesn’t simply detonate them early.
"I hope you're aware of the higher risk of the second plan, and while I encourage it, I won't belittle or discourage sticking with the more conservative approach—after all, I am responsible for the safety of the event, and it would make me and my organization look bad if I pushed you to undertake an effort your were likely to fail. Whatever you decide, I'll let Luwazi, Naiaj, and Royo know the plan."
| Game Master S |
Disabling the bomb is EITHER Engineering or Disable Device.
| Game Master S |
Spacey knows an "Anchoring Seal" when he sees one.
A weapon with the anchoring fusion has a chance to immobilize its targets. The weapon gains immobilization as a critical hit effect. If the weapon already has a critical hit effect, choose each time whether to apply the weapon’s normal critical hit effect or the immobilization effect. A target affected by the immobilization critical hit effect is unable to move from its space under its own power for 1d4 rounds. It cannot use any form of movement, including teleportation effects, to change its position. If the target is entirely contained in a mobile object (such as a Starship or large Vehicle), the target is immobile relative to its location within that object. Other creatures and forces can move the target normally.
| Game Master S |
Deciding to go big clearly pleases Radaszam. "I'm going to bring others in on this too. They're going to be there, so they should know.
It'll take some time. The important thing is that WE DO NOT TIP OUR HAND. If the assassin knows there's something up, it'll ruin the whole thing. We need to identify her before we start tampering. One wrong move and she could blow us all up."
Meanwhile, as if on cue a drone arrives. Attached is a note You got this. I believe in you. - Naiaj. The drone carries 6 MK I healing serums.
| Game Master S |
Here we go. You've opted to go big or go home:
1: You're going to go back and act like nothing is wrong. This means you'll get another go at winning over some friends. Be careful though, looking for bombs isn't normal party behavior.
2. Locate the assassin. Don't screw this up and make a false accusation. Each time you influence an NPC, include a Perception check.
You have a finite amount of time to complete this. To keep the pace going though, let's do two rounds at a time. Good luck!
Round 1
Smikk: Go
Noble-44: Go
Zed: Go
Navasi: Go
Spacey: Go
Gideon: Go
Round 2
Smikk: Go
Noble-44: Go
Zed: Go
Navasi: Go
Spacey: Go
Gideon: Go
Smikk
|
Round 1
Smikk approaches Iteration-177 and invents a story of a Starfinder adventure he went on during which his custom rig malfunctioned and wouldn't stop playing Yakety Sax once a fight broke out.
Bluff: 1d20 ⇒ 15
Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Round 2
Smikk parlays that story into a conversation regarding the remarkable capability of bardic performance to improve team morale during a mission.
Diplomacy: 1d20 ⇒ 6
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
| Game Master S |
Looking for a shapeshifting assassin isn't easy, and Smikk has a hell of a time trying. He seems to get in with Iteration-177 this time, though it quickly tumbles after that. The entire situation seems tense.
Will reveal perception results after everyone goes.
Round 1
Noble-44: Go
Zed: Go
Navasi: Go
Spacey: Go
Gideon: Go
Round 2
Noble-44: Go
Zed: Go
Navasi: Go
Spacey: Go
Gideon: Go
Noble-44
|
Noble-44 does a tuck-in-roll and comes up between Smikk and Interaction-177, his arms around both, grinning. Hopefully breaking any sour moods
Acrobatics: 1d20 + 12 ⇒ (9) + 12 = 21
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
He then attempts to start a conversation with the fellow Android .. maybe have similar traits or creation story. Just looking for some commonality to talk about.
Culture: 1d20 + 8 ⇒ (3) + 8 = 11
Perception: 1d20 + 7 ⇒ (13) + 7 = 20
| Navasi, Outlaw Envoy |
Round 1: Navasi sidles on over to the ysoki Royo, directing a conversation about culture toward the seedier side of life in the Pact Worlds, where restrictions are much more pliable and where one can truly live the maxim that "knowledge is power." A personage with your repositories of knowledge could discover, shall we say, some details that others might wish to be kept quiet...?
Take 10 on Culture for 16. DC reduced by 5 when recalling knowledge about the criminal underworld, if applicable
Perception: 1d20 + 4 ⇒ (2) + 4 = 6 ugh
Round 2: Hoping her initial subject choice has gained some purchase, she inquires about information Royo may have heard of the list of recently deceased people the Starfinders uncovered from the infoscreen in Scene 24. Poor devils. Life can be so fleeting here in the Pact Worlds, don't you think?
Take 10 on Diplomacy for 16.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9 crap on a stick!
| Game Master S |
The situation is still tense, but the party must go on. Noble-44 finds that the android isn't much into the physical acts, and indeed points out that maybe he can take that act to Zo! Navasi doesn't fare much better, but does get Royo to open up a bit. The underworld isn't his forte, but it IS a source of interest. He doesn't have much to add, but does mention that matching a guest list to the people in the room isn't a bad idea.
Will reveal perception results after everyone goes.
Round 1
Zed: Go
Spacey: Go
Gideon: Go
Round 2
Zed: Go
Spacey: Go
Gideon: Go
Knight of Tides
|
Gideon rejoins the party, dines on a few of Zo!'s least favorite hors d'oeuvres, and bumps into Iteration-177, of whom he inquires politely about the Aspis Consortium's latest promising initiatives and enterprises.
Whilst conversing, he casually scans the room for anyone he did not see earlier...
Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Stepping away from the android to again visit the snack table, he watches Ykris while stuffing his face... and watching the crowd.
Sense Motive: 1d20 + 4 ⇒ (4) + 4 = 8
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
| Game Master S |
Will reveal Perception results after everyone goes.
Gideon makes good waves with Iteration-177. The conversation is succinct, but fruitful. As for looking around and seeing an assassin...
Round 1
Zed: Go
Spacey: Go
Round 2
Zed: Go
Spacey: Go
Spacey McSpacerton
|
Spacey chats up Iteration-177. Did I tell you that I once fought a space zombie?
T10 Diplomacy for 15
T10 Perception for 18
(waiting to see if that finishes off I-177 before moving to Ykris)
Spacey McSpacerton
|
Spacey then looks as hand and realizes he shouldn't have counted his money, while sitting at the table. So, he changes his tactics.
There once was a priest of Besmara named Freedy Nichzy who became disenfranchised with religion. During a sermon, Father Nichzy declared religion to be false, and that Besmara was dead. Instantly, Besmara appeared and slapped Father Nichzy so hard, he crashed into the pulpit and died. Besmara then looked at the worshipers and said "Opposite day!" then disappeared.
T10 Mysticism = 10 + 10 + (-5 for culture/mysticism checks related to diety) I'm understanding it to be a 25, but if that isn't the case, let me know and I'll figure out if I want to roll it instead
T10 Perception = 18
Zedstrom Doubletech
|
Zedstrom will walk slowly (I -am- a gnome) over to Ykris and will begin some small chat.
Sense Motive: 1d20 + 0 ⇒ (16) + 0 = 16
Perception: 1d20 + 4 ⇒ (8) + 4 = 12