Rando's Starfinder 2018 - Zothune (Inactive)

Game Master rando1000

Exsilium


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Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Esh's shot does the expected damage.

Quinn continues firing her laser.

1d20 + 6 ⇒ (3) + 6 = 9
2d4 + 5 ⇒ (1, 3) + 5 = 9

Top of Round 3


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

Isis shoots at it. 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25 for 1d6 + 2 ⇒ (2) + 2 = 4 electricity damage plus 1d20 + 23 + 1 ⇒ (16) + 23 + 1 = 40 for 3d8 ⇒ (2, 4, 8) = 14 trick attack damage.


Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |

Catching the attack on a thick section of armour plating, Sharlavaka snarled and attacked back again. Long, armoured claws with worryingly needle-esque points hunted for a weakness in the enemies armour.

To Hit: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d3 + 18 ⇒ (3) + 18 = 21


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Between Isis' sneaky attacks and Sharlavaka's brute force, the giant centipede-like beast is finally brought down.


Female Human Envoy 5

Irina runs a medical scanner over Sharlavaka.

"Mostly just surface damage. You should be okay," she notes, staunching any minor bleeding wounds the Vesk sustained.

Assuming Sharlavaka will use Resolve to regain Stamina after resting.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

As you continue downward, the land becomes more and more cut off from the surface light, and the air takes on an eerie green-purple hue. The life that has developed here, an oasis from the over-developed technology of the surface, is alien and different from the mechanical life of Aballon.

After about another hour, you come across your first confirmation that you're on the right track; a section of jet wing is lodged into a tree overhanging the trail.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

I'm not sure what you want us to do at this point. Do you need a Survival check for tracking? A perception check? An athletics check for descent?


Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |

Any of the above should work. And yeah, I'll spend a point of Resolve to top my Stamina back up - just say when I have ten minutes, Rando.

Nodding at Irina's assessment, Shalravaka replied, "Minor surface burns and abrasions. Armour took worst of it. Already healing. Thank you for concern."

Finding the damage fighter wing made Sharlavaka click in annoyance. "Hope we had not paid for that one." He looked around, seeing if there any hints of what happened. Like more fragments nearby, or the pilot. Even the angle of damage to the trees could tell them if it came from above, or if it crashed while flying out. And how old it was. If this crash site was more than a few days it was likely nothing to do with them.

Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Engineering: 1d20 + 7 ⇒ (7) + 7 = 14


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

Isis: Perception 1d20 + 11 ⇒ (6) + 11 = 17, Engineering1d20 + 13 ⇒ (7) + 13 = 20


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Well, it definitely came in from above, though the angle of descent is less obvious than it should be due to a rubbery quality some of the plantlife seems to possess. It is POSSIBLE it was attempting a landing when it crashed.

The ambassador's signal is coming from quite a bit further down, though you still have a tough time telling how far, exactly. So, obviously the cabin wound up dropping quite a ways.

Give me an athletics check for climbing during the next hour of travel. The climbing is getting a bit more difficult at this point.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2
Sharlavaka wrote:

Any of the above should work. And yeah, I'll spend a point of Resolve to top my Stamina back up - just say when I have ten minutes, Rando.

consider it said.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

Isis climbs down. Athletics 1d20 + 6 ⇒ (14) + 6 = 20


Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |

It seemed odd that it came from above - perhaps an attacker, rather than a defender? Whatever was happening here it seemed like someone had decided to put the entrepreneur into a grave. He began to suspect there was going to be a lot of dead people down below.

Athletics: 1d20 + 7 ⇒ (5) + 7 = 12


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

Keeping his objectiona to a minimum, the fairly outnof shape elf continued his pace as he msde his way downward. Always at the back of his mind was an emergency casting of flight to save him from a brutal fall-related death.

athletics: 1d20 ⇒ 15


Female Human Envoy 5

Athletics: 1d20 + 8 ⇒ (4) + 8 = 12


Mystic HP: 30 (30) SP: 34 (7) EAC: 13 KAC: 14

Athletics: 1d20 + 0 ⇒ (2) + 0 = 2


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Disaster! As you're working your way down a long ravine, Quinn slips on an icy rock and loses grip on the rope. She drops all the way down to the edge of the ravine and flies off, hitting a tree about 30' down.

3d6 ⇒ (5, 5, 6) = 16

Isis and Esh are the first ones to make it safely down to the next section of trail.


Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |

This was why they needed to use gang ropes, so Sharlavaka could anchor the less climby in the group. He continued down as fast as he could manage to see how much was left of the captain.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

Isis suggested "I have a grapple gun and line. I can descend first and fire it up to the rest of the group so we don't have this in the future."


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

His eye twitched. "We've been at this for hours. If you told us this sooner I could've been floating down. For us all with that and saving everyone the threat of impending death."


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

"I know, my bad. Let's just concern ourselves with the future." Isis checks Quinn for injuries. "How do you feel?" Perception 1d20 + 11 ⇒ (12) + 11 = 23


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision
SerpentViolet wrote:
Isis suggested "I have a grapple gun and line. I can descend first and fire it up to the rest of the group so we don't have this in the future."

It's still DC 10. Rando, would my grapple gun actually make climbing any easier?


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Your grapple gun doesn't have enough length to reach the bottom (plus the line would get tangled in flora), but you can reach the tree to rescue Quinn.

Isis manages to grab Quinn, who's not severely injured (mostly if not totally SP), and climbs back to the trail with her.


Female Human Envoy 5

Irina inspects the Captain as a professional, and treats her wounds:

Medicine: 1d20 + 15 ⇒ (10) + 15 = 25

This takes care of 9 of damage; the rest can regenerate as soon as we take a break.

"Fortunately, no broken bones," she smiles at Quinn. "You'll feel better once you walk it off."


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The day is starting to fade the lower you go, and while you have artificial light, it might cause you to miss something crucial while climbing. On the other hand, the angle of the rocks to your side are lessening; soon, you might be able to move among the trees and almost slide your way down.

Do you want to continue using the natural "trails" or try to take a quicker route? Does anyone want to perform other actions to inform this decision?


Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |

Sharlavaka looked down the quicker path. He'd rather laser anything in the way than keep climbing, but it wasn't his call.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

Isis: Perception to determine the better path 1d20 + 11 ⇒ (11) + 11 = 22


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

If you go down the incline, you'll basically be slide/climbing, but there are so many trees, it's not like you'd fall far. The path itself is clearer, but also much much longer, having to orbit the hole several times and keep looking for easy ways between striations.

Cons of staying on the path: slow, eventually have to climb some anyway,
more chances of an encounter
Cons of sliding: chance of scrapes and bruises, maybe poison flora/fauna (though your suits should protect you from such), if you have to fight here, it could be rough.


Female Android Operative (Outlaw) 6 | SP: 0/42; HP: 28/40; RP: 9/9 | EAC: 21; KAC: 23 | Fort: +3, Ref: +11, Will: +6 | CMAC: 31 | Init: +8 | Perception:+12; LowLight, Darkvision

Isis immediately slides down the hill. Athletics check 1d20 + 6 ⇒ (13) + 6 = 19. Since this is sliding, her Acrobatics are much more favorable. She does have low light and darkvision.


Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |

Sharlavaka started as Isis suddenly ran off. "I suppose we follow?" he asked, and headed to follow.

Athletics: 1d20 + 9 ⇒ (2) + 9 = 11


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

I'll allow either Athletics or Acrobatics on this one; it's kind of halfway between climbing and brachiating. Low light vision is more useful, since you're moving pretty quick and things will pop up you'll want to know about sooner than 60'.

Isis is moving more agilely than Sharlavaka, but he's getting by as well.


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

acrobatics: 1d20 + 3 ⇒ (17) + 3 = 20


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Eventually, after a few missteps resulting in no more than some cuts and bruises, you make it down into a bowl shaped bottom where you are mostly just walking. The undergrowth is thick, and you're moving at half-speed. There is almost no light coming in from the upper levels.

Esh gets a clear signal from the ambassador's comm unit at this point, though there's still no answer. The comm reads as 3 miles away. An acrid smell fills the air down here, as if something were aflame, or had been recently.

Perhaps most concerning, you hear a fierce roar every now and again, something very large stalking through the frosted jungle.


Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |

Shalavaka's fingers flexed at the roars, looking for it in preparation. Perhaps it would make a worthwhile trophy. But hunting it wasn't the job. Instead, he moved in the direction of the com signal, his long claws slashing out to like scythes to hack apart any undergrowth that seemed particularly stubborn. His head kept swinging side to side as well, hunting for dangers...and anything else.

Perception: 1d20 + 8 ⇒ (7) + 8 = 15


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

You finally approach what appears to be the crash site of Mesk's private jet. The vessel is torn asunder, the Alset logo ripped in two on its side. Several plants in the area are burned or partially burned, and the rear of the vehicle is blown out as it the power cell exploded on landing.

Smoke is billowing from inside the structure. As the team approaches, Sharlavaka steps on something he takes to be a log, but looking down, perceives it to be the remains of a humanoid leg.


Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |

Sharlavaka picked the leg up to examine it. It was, technically, a survivable wound if the target didn't die of shock or blood loss, and Mesk's vehicle would no doubt have had the finest emergency supplies available. "At least one injured," he informed the others before dropping the leg and moving towards the wreck.

He was not hopeful.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23
Survival: 1d20 + 4 ⇒ (2) + 4 = 6


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

"Astute observation." Replied Esh, not feeling a single ounce of pity nor grief for the injured and possibly dead. Limbs can always be replaced after all, he should know.

Tapping the external portion of the implant visible around his ear, he triggered the casting of a spell. Magic swarmed across his neurons, slightly enhancing them to a degree as well as doubling his visual range. Any edge was a good one.

perception: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Shalavaka finds more bloody matter of various sorts that leads him to believe the leg as not the only wounded organ. A lower jaw, with thick Dwarven hair still attached, pretty much confirms Ambassador Thomdock has not survived.

As you move, Esh is the first to notice a low rumble. Something is tunneling just below you.

Initiative.


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

His hand leaped for the gun at his hip. "Below us!""

1d20 + 3 ⇒ (3) + 3 = 6


Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |

Sharlavaka dumped the body parts he'd been examining and swung his laser around on its strap.

Initative: 1d20 + 2 ⇒ (5) + 2 = 7


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

I forgot to post that SerpentViolent is on vacation and won't be posting until at least tomorrow evening. I'll put Isis last in the initiative order.

? Initiative: 1d20 + 0 ⇒ (15) + 0 = 15
Irina Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Quinn Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

So, initiative order:
Quinn, Irina, ?, Sharlavaka, Esh, Isis.


Mystic HP: 30 (30) SP: 34 (7) EAC: 13 KAC: 14

Quinn draws her pistol and prepares to act.


Female Human Envoy 5

Irina also draws her weapon and holds her action.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

From the ground, two strangely symmetrical tripedal creatures burrow up in close range and close to attack, claws flying everywhere and horrible teeth impractically on the tops of their heads.

Map Round 1

creature 1 (to Sharlavaka): 1d20 + 10 ⇒ (2) + 10 = 12
1d4 + 6 ⇒ (1) + 6 = 7

creature 2 (to Quinn): 1d20 + 10 ⇒ (17) + 10 = 27
1d4 + 6 ⇒ (3) + 6 = 9


Mystic HP: 30 (30) SP: 34 (7) EAC: 13 KAC: 14

Quinn steps back from the nasty gash the creature has caused and activates her Black Dragon Gland and breathes acid on the creature.

creature save: 1d20 + 2 ⇒ (12) + 2 = 14
acid damage: 3d6 ⇒ (2, 6, 6) = 14


Female Human Envoy 5

Irina shouts "Really, attacking mole-men? Didn't I see a holo about this?"

Anyone attacking Sharlavaka's opponent gets +1 to hit until next round.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

Sharlavaka and Esh may act.


Male Elf Technomancer (Scholar) 8 | SP: 21/44; HP: 44/44; RP: 8/9 | EAC: 17; KAC; 18 | Fort: +4, Ref: +7, Will: +8 | CMAC: 23 | Init: +3 | Perception: +13+2(HeiAwa); LowLight, Darkvision |

"As if the dwarves weren't bad already..." mumbles Esh, before twisting his hands in a strangr pattern. Motes of technological energy are gathered together by his will. All at once, thousands of tiny creatures are borne of it. Nanobots he would descrive them as if asked. They all at once swarm forward and around the creatures, a nuisance to distract rather then harm directly.

Microbot assault upon the creatures, providing Harrying Fire (+2 circumstance to ally attacks) and Cover Fire (+2 A.c. against attacks from the creatures).

Life Science: 1d20 + 13 ⇒ (4) + 13 = 17 If I get into, please assume Esh relays it via free action.


Male Human (Polish Jew/Native American/Irish) Techie 7/Martial Artist 2

The creatures appear similar to Xorn, but their coloration and body proportions are off; some alien variant of said delving creatures. They are likely resistant to electricity and cold.


Vesk Soldier (Guard) 8 | SP: 56/70; HP: 61/61; RP: 7/7 | EAC: 23; KAC; 27 | Fort: +8, Ref: +6, Will: +8 | CMAC: 31 | Init: +4 | Perception: +11; LowLight, Darkvision |

Well, Sharlavaka wasn't especially interested in inflicting cold or electric damage at this moment. Instead his claws appeared and he lashed out.

To Hit: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d3 + 18 ⇒ (3) + 18 = 21

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