[SFS_Aerondor] 01-02 Fugitive on the Red Planet (Inactive)

Game Master Aerondor

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Chronicles


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Wayfinders

Female Damaya Lashunta Operative 5 | SP 27/35 HP 27/34 RP 7/7 | EAC 20 KAC 21 +4 from mobility | Fort +2 Ref +9 Will +6 (+2 vs. poison/disease) | Init +7 Perc +12 darkvision 60ft | Speed 40 ft | Detect thoughts 1/1 | Active conditions: none

After tucking the discoveries into her bag, Remi follows the tracks off to the left, until they come to another intersection. {Think we should be quiet as we approach? In case Talbot is here and listening.} She starts attempting to move stealthily just in case, and then walks a short ways along the right-hand track to see if she can tell what lies down that way.

Stealth: 1d20 + 8 ⇒ (8) + 8 = 16

I've moved myself on the map

Lantern Lodge

SFS 05-99 BftB

@Sebrir, you could finish in two weeks, I'm not sure I'd go quite as far as likely, but I wouldn't be surprised at all.

Remi slips ahead into yet another intersection of several tracks.

Second Seekers (Luwazi Elsebo)

Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5

Revvy follows after Remi and seeing her trying to be stealthy gives her a slight lead before doing so, while trying to remain silent himself

Stealth: 1d20 + 3 - 3 ⇒ (17) + 3 - 3 = 17

Exo-Guardians

NG Android Spacefarer Operative 1 | SP 5/7 HP 10/10 RP 5/5 | KAC 16 EAC 15 | F +1 R +6 W +2 (+2 vs. poison, disease, mind-affecting, sleep) | Perc +5 SM +3 | Init +5 | Speed 30 ft | Active Conditions: ---

Blake parallels Remi's path, using the rock between them for cover.

Stealth: 1d20 + 11 ⇒ (11) + 11 = 22

Lantern Lodge

SFS 05-99 BftB

The Starfinders slip silently forward...

Nothing happening here
random dice to scare players: 4d20 ⇒ (4, 8, 10, 8) = 30

Wayfinders

Female Damaya Lashunta Operative 5 | SP 27/35 HP 27/34 RP 7/7 | EAC 20 KAC 21 +4 from mobility | Fort +2 Ref +9 Will +6 (+2 vs. poison/disease) | Init +7 Perc +12 darkvision 60ft | Speed 40 ft | Detect thoughts 1/1 | Active conditions: none

{I’m just choosing random directions here, so do let me know if you have a better plan.} With that thought Remi moves forward once more.

Lantern Lodge

SFS 05-99 BftB

As Remi walks into the intersection a hidden panel swings open and a laser rifle tracks her movement for half a second, then fires.

attack: 1d20 ⇒ 20
damage: 3d6 + 1 ⇒ (1, 5, 2) + 1 = 9

The shot takes her straight in the back.

The rifle starts to recharge..

engineering DC 12:
Probably takes about a minute

Status, bold may post
Blake
Revvy 2 physical damage ; 2 points stamina damage;
Remi 4 physical damage; 6 stamina damage;
Sebrir

Wayfinders

Male Human Envoy 3 | HP 22/22, SP 18/18, RP 5/5 | EAC 12, KAC 13 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +6

Engineering 12: 1d20 + 5 ⇒ (1) + 5 = 6 Sebrir has no clue what to do.

"We need to get her out of there!" He will try to grab her and drag her back.
Reposition vs. KAC + 8: 1d20 + 0 ⇒ (9) + 0 = 9 But is useless.

Wayfinders

Female Damaya Lashunta Operative 5 | SP 27/35 HP 27/34 RP 7/7 | EAC 20 KAC 21 +4 from mobility | Fort +2 Ref +9 Will +6 (+2 vs. poison/disease) | Init +7 Perc +12 darkvision 60ft | Speed 40 ft | Detect thoughts 1/1 | Active conditions: none

Isn't it 7 stamina and 3 physical damage?

Engineering: 1d20 + 5 ⇒ (4) + 5 = 9

"Heurk!" Remi feels a sudden burst of pain and then scrambles backwards. "Stay back!" she gasps out, totally unnecessarily.

I don't know exactly what that little square is, but she's trying to take cover behind it

Exo-Guardians

NG Android Spacefarer Operative 1 | SP 5/7 HP 10/10 RP 5/5 | KAC 16 EAC 15 | F +1 R +6 W +2 (+2 vs. poison, disease, mind-affecting, sleep) | Perc +5 SM +3 | Init +5 | Speed 30 ft | Active Conditions: ---

Blake darts into the hallway and tries to dodge past the rifle's range.

Acrobatics: 1d20 + 11 ⇒ (16) + 11 = 27

I'm not sure which way to move the pog since I don't know where the artillery is.

Lantern Lodge

SFS 05-99 BftB

Yes to the damage, and I've added a green circle with bar to where the laser is.

The square is a pillar with the panel on the far side.

Status,
Blake
Revvy 2 physical damage ; 2 points stamina damage;
Remi 3 physical damage; 7 stamina damage;
Sebrir

Second Seekers (Luwazi Elsebo)

Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5

"Anyone want to try to disable the thing?"

If someone wants to try that I'll stay back like Remi said

"Or should I just bash it into little pieces of scrap metal"

If we go for the smash option:

Walk next to it and pull out Tactical Doshko and ignite it
to hit KAC: 1d20 + 4 ⇒ (2) + 4 = 6
P damage if hit: 1d12 + 3 ⇒ (2) + 3 = 5

Exo-Guardians

NG Android Spacefarer Operative 1 | SP 5/7 HP 10/10 RP 5/5 | KAC 16 EAC 15 | F +1 R +6 W +2 (+2 vs. poison, disease, mind-affecting, sleep) | Perc +5 SM +3 | Init +5 | Speed 30 ft | Active Conditions: ---

Blake returns to hack into the turret to either disable it or reprogram it.

Computers: 1d20 + 6 ⇒ (17) + 6 = 23

Lantern Lodge

SFS 05-99 BftB

Disabling it is an engineering check, although Revvy's approach could possibly work as well.

Wayfinders

Female Damaya Lashunta Operative 5 | SP 27/35 HP 27/34 RP 7/7 | EAC 20 KAC 21 +4 from mobility | Fort +2 Ref +9 Will +6 (+2 vs. poison/disease) | Init +7 Perc +12 darkvision 60ft | Speed 40 ft | Detect thoughts 1/1 | Active conditions: none

{I don't know how that thing works, just that it's quite successful at inflicting pain. By all means, bash away.} Remi tries to straighten up and winces when her back objects to the motion. She suggests tentatively, {I wouldn't mind a short rest to catch my breath, if we could find a safe spot.}

Wayfinders

Male Human Envoy 3 | HP 22/22, SP 18/18, RP 5/5 | EAC 12, KAC 13 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +6

Sebrir shouts to Remi "You can do it! You're fine! It's barely a flesh wound!" Regain 5 Stamina Points.

Wayfinders

Female Damaya Lashunta Operative 5 | SP 27/35 HP 27/34 RP 7/7 | EAC 20 KAC 21 +4 from mobility | Fort +2 Ref +9 Will +6 (+2 vs. poison/disease) | Init +7 Perc +12 darkvision 60ft | Speed 40 ft | Detect thoughts 1/1 | Active conditions: none

{Well, I suppose it is at that. Thanks Sebrir.} She smiles, grateful for the encouragement.

Lantern Lodge

SFS 05-99 BftB

Revvy goes around the corner and starts to bash away at the trap. It takes a bit of time and makes a lot of noise, but he manages to break it before it recharges.

Where to now?
Status,
Blake
Revvy 2 physical damage ; 2 points stamina damage;
Remi 3 physical damage; 2 stamina damage;
Sebrir

Exo-Guardians

NG Android Spacefarer Operative 1 | SP 5/7 HP 10/10 RP 5/5 | KAC 16 EAC 15 | F +1 R +6 W +2 (+2 vs. poison, disease, mind-affecting, sleep) | Perc +5 SM +3 | Init +5 | Speed 30 ft | Active Conditions: ---

"Onward then?" Blake suggests before slipping off down the tunnel.

Stealth: 1d20 + 11 ⇒ (15) + 11 = 26

Lantern Lodge

SFS 05-99 BftB

Blake silently slips down the tunnel, although someone would need to be half deaf to have not heard the racket from earlier.

He sees the tunnel continue on and twist to the right.

Wayfinders

Male Human Envoy 3 | HP 22/22, SP 18/18, RP 5/5 | EAC 12, KAC 13 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +6

I would recommend we take the ten minutes that is required to regain stamina points so that I can use Inspiring Boost again on each of you if needed.

Second Seekers (Luwazi Elsebo)

Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5

Let's try that and see if someone shows up in those 10 minutes after the noise we made

Lantern Lodge

SFS 05-99 BftB

You return to the mine entrance for ten minutes and have a quick rest.

Status,
Blake
Revvy 2 physical damage ;
Remi 3 physical damage;
Sebrir

Second Seekers (Luwazi Elsebo)

Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5

After catching his breath Revvy heads back into the tunnels

"I think the use of our stealth might be needed to supplemented by some careful watching around"

In order to speed things up...do we want to send Remi+Blake ahead and just assume everyone takes 10 on stealth and perception at every corner we encounter and me and Sebrir follow a bit behind? Say 25 ft or so? Also..are there lights inside the mines..because otherwise if not everyone has darkvision and we need to bring our own light..I think we can skip the stealth

Lantern Lodge

SFS 05-99 BftB

There are lights at irregular intervals and of differing quality in the mine. Enough for those with normal vision to at least navigate. Which branch of the passages do you want to take?

Second Seekers (Luwazi Elsebo)

Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5

I say the track Blake is following, around the rock pillar and up North?

Lantern Lodge

SFS 05-99 BftB

Remi peaks around the corner...

The passage heads west and then turns north into a T-shaped room. The ceiling is higher than other chambers, cut to fifteen feet in height. Permanent light fixtures set in the ceiling provide brighter light. The minecart tracks that have run throughout this mine hug the south wall, turn north, and run along the west wall before coming to a dead end at the north end of the room. A single mine car stands on the tracks. Across from the cart is a small office fashioned from two out-of-place plastic walls set into the stonework. An open door provides access to the room within a room.

A dusty looking miner lurks in the doorway, his pistol trained on the entrance.

He doesn't appear to have seen Remi yet. However the mine cart in the corner starts to move toward you, and a figure from within takes a quick shot at Remi which hits her badly. The electrical charge then arcs over to Blake, also zapping him.

rolls:

perception: 1d20 + 4 ⇒ (7) + 4 = 11
Remi stealth: 1d20 + 8 ⇒ (10) + 8 = 18
other stuff: 1d20 ⇒ 14
trick shot?: 1d20 + 8 ⇒ (5) + 8 = 13
attack: 1d20 + 10 ⇒ (20) + 10 = 30
damage: 1d6 + 2 ⇒ (3) + 2 = 5
crit damage: 1d6 + 2 ⇒ (2) + 2 = 4

Status,
Blake 2 stamina
Revvy 2 physical damage ;
Remi 5 physical damage; 7 stamina damage;
Sebrir

baddies

Note, the figure with the blue border (which looks like the description you had of Talbot) has cover from the minecart which is moving down the track. Being in the way of the minecart might prove painful.

Wayfinders

Female Damaya Lashunta Operative 5 | SP 27/35 HP 27/34 RP 7/7 | EAC 20 KAC 21 +4 from mobility | Fort +2 Ref +9 Will +6 (+2 vs. poison/disease) | Init +7 Perc +12 darkvision 60ft | Speed 40 ft | Detect thoughts 1/1 | Active conditions: none

Remi absorbs yet another incredibly painful burst, this time from an electric charge. The thought briefly flashes through her mind Next time somebody else can go first and in the next instant she's reacting instinctively. She fires off a shot at the mining cart, hoping to catch whoever is in it with a head poking over the top at least, and then dashes back around the corner to her other teammates.

Attack blue: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d4 ⇒ 3

Extra dmg if it's a crit: 1d4 ⇒ 1
It would also be a burn, but I'm not clear whether I roll that or if the burning person rolls it each turn

Lantern Lodge

SFS 05-99 BftB

Feel free to roll the burn

Wayfinders

Female Damaya Lashunta Operative 5 | SP 27/35 HP 27/34 RP 7/7 | EAC 20 KAC 21 +4 from mobility | Fort +2 Ref +9 Will +6 (+2 vs. poison/disease) | Init +7 Perc +12 darkvision 60ft | Speed 40 ft | Detect thoughts 1/1 | Active conditions: none

Ok then, this is for the start of the maybe-Talbot's turn
Burn damage: 1d4 ⇒ 2

Wayfinders

Male Human Envoy 3 | HP 22/22, SP 18/18, RP 5/5 | EAC 12, KAC 13 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +6

Seeing Remi take another painful hit in front of him, he yells out his encouragement again. "Great shot, Remi! You can do this!"

Take another 5 SP back.

Second Seekers (Luwazi Elsebo)

Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5

Just wondering, do I think I could use a grenade to blow to tracks apart (one side of the rails so it might derail the cart, picking a spot that doesn't include any party members in the blast area)? If it seems like it could be possible I'll just dig a short hole big enough to fit a grenade under one of the tracks and pull the pin before diving away..not sure what kind of check to attach to that..I figure it's athletics to dig/jump away or something?

Athletics: 1d20 + 6 ⇒ (8) + 6 = 14
Reflex save in case I end up in the blast myself: 1d20 + 3 ⇒ (12) + 3 = 15

If I can't I'll move forward and shoot at the blue man

To hit KAC if I can't use the grenade idea: 1d20 + 4 ⇒ (12) + 4 = 16
P damage if hit: 1d10 ⇒ 4

Lantern Lodge

SFS 05-99 BftB

I think it would be an engineering check with a circumstantial bonus to try and blow apart the tracks with a grenade in the middle of a battle. But one you can do untrained.

Exo-Guardians

NG Android Spacefarer Operative 1 | SP 5/7 HP 10/10 RP 5/5 | KAC 16 EAC 15 | F +1 R +6 W +2 (+2 vs. poison, disease, mind-affecting, sleep) | Perc +5 SM +3 | Init +5 | Speed 30 ft | Active Conditions: ---

Blake takes aim at their target, hidden in the mining cart.

Stealth: 1d20 + 14 ⇒ (10) + 14 = 24 vs. DC 20+CR
Tactical Semi-Auto Pistol vs. KAC: 1d20 + 5 ⇒ (20) + 5 = 25
P: 1d6 ⇒ 6
Trick Damage: 1d4 ⇒ 2
Critical: 1d6 ⇒ 2

Lantern Lodge

SFS 05-99 BftB

Remi takes aims and fires, and what a shot, straight through the mans armour. Sebrir does his best cheerleader impression, making Remi feel much better. She's going to be a star on his podcast one day.

Revvy tries to put a grenade under the track. It looks damaged, but how badly... time will tell. Meanwhile Blake pulls off another impressive shot, taking the fleeing man through his other shoulder!

The mine cart continues forward, approaching the damaged section of track, as the man inside tries to put himself out.

Seeing the Vesk trying to disrupt his escape, Talbot instead directs his ire against the inoffensive Sebrir. The speed of the cart however helps him put on the flames.

Two men emerge from the room behind him and direct pistols at Blake. But neither can land a shot on the quick android.

Status,
Blake 2 stamina
Revvy 2 physical damage ;
Remi 5 physical damage; 2 stamina damage;
Sebrir 6 stamina damage;

baddies
Talbot - 16

rolls:
1d20+5[/dice]

trick? DC 21: 1d20 + 8 ⇒ (4) + 8 = 12
attack: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d6 + 2 ⇒ (4) + 2 = 6
burning? DC12: 1d20 + 6 ⇒ (9) + 6 = 15
attack on blake: 2d20 ⇒ (10, 6) = 16

Wayfinders

Male Human Envoy 3 | HP 22/22, SP 18/18, RP 5/5 | EAC 12, KAC 13 | Fort +1, Ref +4, Will +3 | Init +1 | Perception +6

"Oww oww oww! Viewers, did you see what that vagrant did to me?! He must be punished!"

He steps forward and levels his laser pistol at Talbot.
laser: 1d20 + 1 ⇒ (16) + 1 = 17
fire damage: 1d4 ⇒ 4

Lantern Lodge

SFS 05-99 BftB

Sebrir makes a difficult shot, and even Talbot's cover within the mine cart can't help him.

"You're mine!" he snarls.

Status,
Blake 2 stamina
Revvy 2 physical damage ;
Remi 5 physical damage; 2 stamina damage;
baddies
Talbot - 20
Sebrir 6 stamina damage;

Lantern Lodge

SFS 05-99 BftB

OF course I stuffed up the bolding...
Status, bold may post
Blake 2 stamina
Revvy 2 physical damage ;
Remi 5 physical damage; 2 stamina damage;

baddies
Talbot - 20
Sebrir 6 stamina damage;

Exo-Guardians

NG Android Spacefarer Operative 1 | SP 5/7 HP 10/10 RP 5/5 | KAC 16 EAC 15 | F +1 R +6 W +2 (+2 vs. poison, disease, mind-affecting, sleep) | Perc +5 SM +3 | Init +5 | Speed 30 ft | Active Conditions: ---

Blake draws a tactical baton and swipes at Talbot's head as the man passes.

Tactical Baton: 1d20 + 5 ⇒ (18) + 5 = 23
B: 1d4 ⇒ 4

Lantern Lodge

SFS 05-99 BftB

And with that final swing Talbot falls to the bottom of his mine cart.

The two other men look on in dismay, putting up their arms.

"$$! Claim jumpers!" they sigh.

Second Seekers (Luwazi Elsebo)

Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5

Sorry..I was having trouble logging in the past days

A grin on his face as Talbot goes down Revvy get his light reaction cannon out

"Don't make this harder on yourselves then it has to be"

Readied attack in case they attack us:

to hit KAC: 1d20 + 4 ⇒ (9) + 4 = 13
P damage if hit: 1d10 ⇒ 9

They surrendered right?

Wayfinders

Female Damaya Lashunta Operative 5 | SP 27/35 HP 27/34 RP 7/7 | EAC 20 KAC 21 +4 from mobility | Fort +2 Ref +9 Will +6 (+2 vs. poison/disease) | Init +7 Perc +12 darkvision 60ft | Speed 40 ft | Detect thoughts 1/1 | Active conditions: none

"Who's jumping a claim? You're the ones who attacked us, when we came to meet with Talbot. Speaking of which..." She approaches the mine cart cautiously to check whether the man is unconscious or dying.

Medicine: 1d20 + 7 ⇒ (9) + 7 = 16

Same here, the site's been difficult lately

Lantern Lodge

SFS 05-99 BftB

The site has been dreadful..

You accept the miners surrender, who still seem to think you are jumping their claim on the abandoned mine. Removal of their weapons takes away any immediate threat they post.

What are you doing with the bleeding Talbot?

Wayfinders

Female Damaya Lashunta Operative 5 | SP 27/35 HP 27/34 RP 7/7 | EAC 20 KAC 21 +4 from mobility | Fort +2 Ref +9 Will +6 (+2 vs. poison/disease) | Init +7 Perc +12 darkvision 60ft | Speed 40 ft | Detect thoughts 1/1 | Active conditions: none

Remi goes to help the wounded Talbot, then glances around at the others to make sure. {We wanted him alive, right? If so we need to act quickly here.}

Lantern Lodge

SFS 05-99 BftB

Remi can stabilise Talbot without major difficulty.

What now?

Second Seekers (Luwazi Elsebo)

Male Lashunta Envoy SP 6/6 HP 10/10 | RP 5/5 | EAC 12 (13); KAC 13 (14) | Fort +0; Ref +3; Will +3 | Init: 2 | Perc: +5

"Tell us, what was that man.."

points at Talbot

"...doing here?"

"Are you here together or did you just happen to run into each other here?"

A thought occurs to the Vesk
" ...we want the artifact he took back, does he have it on him?"

"Remi, if you would be so kind. Can you check to see if he has anything with him?"

Lantern Lodge

SFS 05-99 BftB

"We work for him. He is Talbot, savior of our town. He has a process that turns the old ore here into a new type of fuel. The town is booming, folk are happy. Good times... and now you've knocked him on the head..."

You search around and he does have the stone on him.

Exo-Guardians

NG Android Spacefarer Operative 1 | SP 5/7 HP 10/10 RP 5/5 | KAC 16 EAC 15 | F +1 R +6 W +2 (+2 vs. poison, disease, mind-affecting, sleep) | Perc +5 SM +3 | Init +5 | Speed 30 ft | Active Conditions: ---

"Unfortunately, the process he uses is an illusion," Blake bluntly informs the miners. "Your buyers will likely be back, quite angry. Do you know where he performed this process?"

He heads toward the office to search while the miners respond.

Lantern Lodge

SFS 05-99 BftB

The miners look astonished. A quick search of the mine turns up some receipts from Abdar corp for a large amount of his new fuel.

In the office you find a forcefield upgrade (brown) for a suit of armor. Just as well he didn't get around to installing it in his armor...

Exo-Guardians

NG Android Spacefarer Operative 1 | SP 5/7 HP 10/10 RP 5/5 | KAC 16 EAC 15 | F +1 R +6 W +2 (+2 vs. poison, disease, mind-affecting, sleep) | Perc +5 SM +3 | Init +5 | Speed 30 ft | Active Conditions: ---

Blake retrieves what he finds and returns, flipping through the receipts. "You are going to owe quite a bit to AbdarCorp, it seems from the look of these. Now, do you know where he performed his transmutations--or rather illusions in truth?"

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