[SFS] GM-8574: 01-QUEST Into the Unknown - Part 1 (21 AUG 2017) - Table 1 (Inactive)

Game Master Jason Lillis

Blog post with rules cheat sheet!

The Odyssey!

Tabletop is here!

Other pertinent graphics and maps will be linked here in the header.


201 to 250 of 338 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

sorry not to post earlier, internet issues.

Leaving the dead (un-undead?) enemy, Iseph rushes to back up her comrades.
trick attack:full round action(move+attack), does extra damage if Stealth beats opponent's CR+20

Stealth: 1d20 + 15 ⇒ (14) + 15 = 29 success=+1d4 Damage, target flat-footed
Attack: 1d20 + 4 ⇒ (8) + 4 = 12 may hit with the flat footed thing
Damage: 1d6 + 1d4 ⇒ (5) + (2) = 7 (=5 P +2 untyped)


Normally, Iseph's bullet would have punched through the creature's skull and dropped it to the ground. However, the massive form of Obozaya is in Iseph's way (Soft Cover), and the bullet just misses!

Red ATK vs. Quig: 1d20 + 4 ⇒ (19) + 4 = 23 - HIT!
Green ATK vs. Obozaya: 1d20 + 4 ⇒ (16) + 4 = 20 - HIT!
Blue ATK vs. Obozaya: 1d20 + 4 ⇒ (10) + 4 = 14 - Miss!

Red DAM vs. Quig: 1d6 + 1 ⇒ (2) + 1 = 3
Green ATK vs. Obozaya: 1d6 + 1 ⇒ (1) + 1 = 2

The enemy presses the attack, slashing away at Quig and Obozaya in a furious attempt to take down their opposition, and scoring a pair of minor hits!


Obozaya is starting to feel a little winded from all of this combat while inside a sealed can. It's not a very pleasant experience, and she hopes to make this thing over as quickly as possible. To that end, she takes a guarded step to be less in her allies' way, and swings her doshko violently at the green one of them.

Doshko Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d12 + 3 ⇒ (10) + 3 = 13


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

"Owowow!! Stop that!" Darting back next to Iseph, Quig also takes cover from the corner of the wall and fires a shot at the undead that swiped at him.

Guarded step southwest, shoot at red. Scout will shoot at red as well, no action required.

Quig's shot: 1d20 + 2 ⇒ (2) + 2 = 4
Scout shot: 1d20 + 5 ⇒ (11) + 5 = 16

Scout damage: 1d6 ⇒ 2


Obozaya's massive doshko just misses her target, and while Quig is unable to hit his attacker, Scout is able to wing its arm, scattering bits of old cloth and bone down the corridor.

Blu and Iseph, then enemies!


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

trick attack:full round action(move+attack), does extra damage if Stealth beats opponent's CR+20, and opponent is flat-footed

Iseph moves to stab the (red) undead creature with her blade...
Stealth: 1d20 + 15 ⇒ (12) + 15 = 27 sweet
Attack: 1d20 + 4 ⇒ (18) + 4 = 22 Damage: 2d4 + 1 ⇒ (1, 3) + 1 = 5

Her knife hits home, but the wound isn't very deep.

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

"let's focus on this one here," Blu says and points out the skeleton he had fired moments ago.

get'em on blue

attack: 1d20 + 1 + 1 ⇒ (7) + 1 + 1 = 9
damage: 1d4 ⇒ 1 F


Lots of travel over the last 24 hours - short update tonight

Iseph strikes home, but Blu's shot is just a little bit off target!

The two remaining enemy crew members slash at Obozaya and Iseph!

Green ATK vs. Obozaya: 1d20 + 4 ⇒ (18) + 4 = 22
Blue ATK vs. Obozaya: 1d20 + 4 ⇒ (15) + 4 = 19

Green DAM vs. Obozaya: 1d6 + 1 ⇒ (6) + 1 = 7
Blue DAM vs. Obozaya: 1d6 + 1 ⇒ (3) + 1 = 4

...and they score a wicked pair of hits!

Party is up!


1 person marked this as a favorite.

Obozaya's vision goes red as the enemies really start to lay the pummeling upon her. There's a transcendent experience that comes from riding the find line between life and death. Victory and defeat spend too much of their existence as artificial constructs, concepts to be admired and aspired to. It's only in moments like these, when all of the margin for error has evaporated that the Vesk mercenary truly feels alive. Such pure combat can only be diluted by weapons, not enhanced by them. She holds the doshko limply to one side, in favor of a swinging tail slap at both enemies simultaneously. First Green, then the other one next to it.

Unarmed 1: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
Damage: 1d3 + 3 ⇒ (3) + 3 = 6

Unarmed 2: 1d20 + 4 - 4 ⇒ (13) + 4 - 4 = 13
Damage: 1d3 + 3 ⇒ (1) + 3 = 4


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Still firing and still swearing, Quig steps back, and he and scout both unload on the nearest undead crew member, trying to get Obozaya a chance to breathe.

Gonna try something new here. Quig takes a guarded step and attempts to give Obozaya covering fire against blue...

Quig vs. AC 15: 1d20 + 2 ⇒ (17) + 2 = 19 Woohoo! Obozaya gets a +2 bonus to AC against blue for this round. Scout just keeps shooting it.

Scout: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 ⇒ 6


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Attack blue, unless he drops, then attack green. I can do a trick attack with either. Unless 'zaya KO's them both first.
trick attack:full round action(move+attack), does extra damage if Stealth beats opponent's CR+20, and opponent is flat-footed

Iseph's knife moves like lightning, catching her opponent off-guard.
Stealth: 1d20 + 15 ⇒ (15) + 15 = 30
Attack: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 2d4 + 1 ⇒ (1, 1) + 1 = 3
great attack, sucko damage


Obozaya's mighty tail SLAMS home into the first skeleton, shattering it against the corner of the wall, then spins and strikes the other for a mighty blow! Quig steps up and draws the things attention away from Obozaya just as Iseph puts a blade through its spine and Scout shatters the things skull with a well place bullet - the enemy drops to the ground, a collapsed bundle of bones that won't be useful for anything soon.

You hear your comms key open from a foreign channel once more, and a raspy voice crackles, "DAMN YOU, STARFINDERS! I hope you all burn on that planet, just like your friends!"

Quig taps his personal computer when a note from the Loreseeker pops up. Your ships sensors indicate that a smaller vessel has detached from the Endless Threnody and is fleeing at top speed into the drift. It appears that Exegara is getting away without worrying about her crew...

Combat is complete! What do you do first?

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

"now that that's done with, Blu starts and looks back down the hall, "lets get those plans.


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

"I suppose we should," Quig says, a bit wistfully. "I never did find any bounty on Exegara, so probably best to stick to the mission." He opens a comm to the fleeing Eoxian. "Catch ya next time, E!"

As the group hurries toward the bridge, Quig commands Scout to fly 10' ahead, using the camera to scan around any blind corners, etc. that the group encounters.


The bridge of the Endless Threnody is located behind the enormous crimson eye at the front of the ship, bathed in a blood-red glow. The crew stations are fabricated from bone and steel, apparently grown from the floor and walls of this room. Battle damage is evident throughout the bridge, but it is now empty and utterly silent—truly a ghost ship.

Quig finds the ship's computer, and a quick inspection reveals that it'll need two types of intrusion measures to get access to what you need: one to access the functions of the computer system itself, and one to bypass the computer's security measures.

Two computer checks are needed. As the bridge computer relies upon magic as well as technology, you can attempt a Mysticism check in place of a Computers check. What do you do?


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

does the Aid another action still exist? Can we try to help Quig with his computer rolls? And can we still Take 10? If so, Computer Aid: Take 10 +6=16. If not, feel free to roll for me. If we can't aid, it's more of a "You got this, Quig."


Obozaya, panting heavily from the close call, gives Quig a much harder-than-intended slap on his tiny shoulders. Kssht "If anyone can get what we need, it's you, little buddy," Kssht she growls over the comms. Then she saunters over to lean against one of those bony protrusions to catch her breath.

Is this an acceptable time to spend a resolve to regain stamina?


Your quick look-through of the rest of this level of the ship reveals no other crew members, and you're fairly certain at this point that there's no one else on board. You find some serviceable chairs on the deck where you can rest for a moment while Quig starts working his magic on the interface of the computer.

Yep, Aid Another still works here - however you can't take 10 to aid (see below). Go ahead and roll for it, and we'll add it to Quig's roll if he posts first.

SRG pg. 133 wrote:

Aid Another

The GM might rule that you can help someone succeed at a skill check by performing the same action and attempting a skill check as part of a cooperative effort. To do so, you must attempt your skill check before the creature you want to help, and if you succeed at a DC 10 check, that creature gains a +2 bonus to his check, as long as he attempts the check before the end of his next turn. At the GM’s discretion, only a limited number of creatures might be able to aid another. You cannot take 10 or take 20 on an aid another check, but you can use aid another to help a creature who is taking 10 or 20 on a check.


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Quig grins and scampers toward the computer bank. "Alright alright...let's see what we got under the hood!" Hopping into the chair, he attempts to access the computer terminals.

Computers check 1: 1d20 + 8 ⇒ (2) + 8 = 10
Computers check 2: 1d20 + 8 ⇒ (3) + 8 = 11

Plus any Aid Another bonuses!

EDIT: ...ouch. Can I take 10 if nothing blows up after this attempt?


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Computer Aid: 1d20 + 6 ⇒ (14) + 6 = 20
Computer Aid: 1d20 + 6 ⇒ (8) + 6 = 14

Exo-Guardians

2 people marked this as a favorite.
Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

lol, quick have quig be the one who aides before the dm notices


Ha ha ha! Nice try, Captain.

Quig dives into the terminal, clicking and clacking away with Iseph monitering over the Ysoki's shoulder to offer a few helpful pointers. Unfortunately, you aren't able to get basic access to the system for a few minutes...

Quig Computers #3: 1d20 + 8 ⇒ (3) + 8 = 11
Iseph Computers Assist #3: 1d20 + 6 ⇒ (16) + 6 = 22

Quig Computers #4: 1d20 + 8 ⇒ (3) + 8 = 11
Iseph Computers Assist #4: 1d20 + 6 ⇒ (1) + 6 = 7

Quig Computers #5: 1d20 + 8 ⇒ (12) + 8 = 20
Iseph Computers Assist #5: 1d20 + 6 ⇒ (12) + 6 = 18

... and after Obozaya has nodded off for a moment, Quig and Iseph are able to cut through the layers of security and connect to the system. The first check is re-tryable, but none of your first 4 checks were sufficient.

They dive around a bit more in the records...

Quig Computers: 1d20 + 8 ⇒ (19) + 8 = 27
Iseph Computers Assist: 1d20 + 6 ⇒ (6) + 6 = 12

...and locate the coordinates for the lost Starfinder ship! It looks like the Endless Threnody discovered the wreck of the Unbounded Wayfarer over a ship called Ulmarid, an inhospitable planet out in the Vast with crystalline rains and fearsome beasts. The undead grabbed little more than a few valuables from the wreck - it's likely that if they had found corpses, then those would have been incorporated into their own crew, and there's no mention of such on their records.

Of additional importance, there is an account of the combat between the Threnody and another vessel carrying the transponder name Lawblight. The pirate ship pounced, raking the Corpse fleet ship, but not before the Threnody could escape into the Drift. Shortly after the battle, the Drift engine shorted out, thus sending Exegara to Absalom Station for the necessary repair components.

There's little else in the ship's files - it's clear that the Corpse Fleet isn't about to put important information out on their far-ranging freighters.

When you return to the Loreseeker with the coordinates, you find the hologram of Venture-Captain Arvin already active and awaiting your report. "Good - you'ver returned! What news do you have of your colleagues fate?"


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

"No news of the other Starfinders, I'm afraid!" Quig reports. He sounds oddly chipper. "The Endless Threnody found their ship wrecked on a planet called Ulmarid out in the Vast. But no sign of the bodies either here or there...perhaps they landed on Ulmarid!"


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

"On the plus-side, there was no recording of their bodies being added to the crew of the Threnody. So they may actually still be alive." She wants to be hopeful, but the odds are not in the other crews' favor.


Arvin smiles. "I'm glad for your optimism, Iseph, and heartened to know where you'll be heading next." He looks down at his desk for a moment, then back up at the rest of you. "It would be best to bring the Loreseeker back to Absalom Station at this time. We'll need to see if there is any information in the databanks here about Ulmarid, and you might need a different ship for your approach."

As an additional reward, Arvin provides a password to open a concealed compartment within the Loreseeker that contains delicacies that are suitable to most palates, such as sticks of candied meats. “I know this mission isn’t yet complete,” he explains, “but you’ve earned the right to celebrate a bit on your return trip. I asked the quartermaster to include a few delicacies so you can enjoy being alive—after an encounter with necromancy.”

Part 3 is complete! I'll get the next part started this evening or tomorrow. Your PC has gained a total of 420 credits so far in this series of quests. Consider if there are any purchases you would make at this time.


Part 4: Salvage

Your return trip to Absalom Station is mercifully shorter, and delightfully uneventful. Arvin is happy to see you in person for a moment before he hands you off to a secretary in charge of taking back your ship and getting you on a new vessel. The Drake-class Odyssey is a heavier ship, and with just a quick stop in the station to make any purchases you require, the society sends you back out into the Drift again.

Ulmarid is a desert planet wracked with fierce storms that scour the surface. The planet’s two enormous moons collided long ago, filling the planet’s upper atmosphere with a dangerous cloud of tumbling asteroids that makes approaching the planet with large ships difficult.

Iseph pulls you into a distant orbit around the planet, avoiding the asteroids for now. Shortly after, a pre-recorded message from Arvin pops up as a hologram, his hands clasped behind his back. “Hopefully your journey was uneventful. Based on your previous mission, we’ve obtained information about the planet of Ulmarid. The desert world has breathable atmosphere but is devoid of intelligent civilization. A cloud of asteroids—leftovers from a collision of the planet’s moons long ago—surrounds the planet, so you must carefully navigate the Odyssey to the surface to find the crashed Unbounded Wayfarer.

“Be sure to bring the Starfinder insignias with you; they will be critical in recovering the information the Starfinders left behind. If you can recover any of the lost Starfinders—alive or dead—please do so as well. Good luck.”

When you are ready, Iseph can begin piloting down to the surface. Each of you can attempt to aid (just in case): the captain can attempt a DC 10 Piloting check or a DC 17 Diplomacy or Intimidate check to add a +2 bonus to the pilot’s check. Additionally, science officers can each attempt a DC 15 Computers check to add an additional +2 bonus to the pilot’s check (each science officer, if more than one, can attempt this check once).

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

Blu tries to help Iseph through the asteroids but quickly realizes he is far more out of practice than he first thought.

pilot aide: 1d20 + 5 ⇒ (1) + 5 = 6


2 people marked this as a favorite.

I'll hold onto my credits this time as well, since I didn't use any consumables last time. The drift drive takes a few days each way, right? Would it be enough time to heal 11 HP naturally? If not then I'll use a serum of healing and replace it.

Obozaya, while usually robust in life-threatening situations, grabs the arm rests of her seat like she's trying to strangle the life out of it as the ship maneuvers into the atmosphere. She had rather hoped it didn't come to this, that they would have solved their mission in time to make this unnecessary.

For all her bluster, the turbulence of travel within an atmosphere giver her nasty motion sickness. She grits her teeth and only very slightly hopes that Iseph hits a rock and they have to abort the landing.


Yes, plenty of time to heal up naturally! Sorry, should have mentioned that all SP and HP are restored during your recuperation time.


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Iseph does her best to maneuver around the asteroids. "Sure would be a shame to have an easy approach...just for once." She's trying her best to be sarcastic, but it comes across rather wooden.

Pilot: 1d20 + 11 ⇒ (5) + 11 = 16

A number of smaller rocks ping off the surface of the ship. "Oh I hope those don't leave a mark. Quig, you can buff that out, right?"


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Given that there are no immediately life-threatening dangers, Quig has stationed himself up in the bridge with the rest of the crew for now, rather than in engineering. He winces as the asteroid *pings* off the hull. "Uh, yeah, sure...that's how...that works...watch your 2:35 on the axial, I'm seein' a cluster of sharper-than-usual rocks in that direction..."

Computers to assist: 1d20 + 8 ⇒ (15) + 8 = 23


Iseph gets you perilously close to a few of the slightly larger orbital bodies, but manages to land without any damage that the shields can't quickly regenerate.

As you break atmosphere, you're able to get a clear fix on the Unbounded Wayfarer's distress beacon, but as you circle over the landing site, you see that it crashed amid dunes too soft to safely bear your ship's weight. The closest place you can set down is about a half-hour's walk away, and you can prepare for EVA after you land.

Any special preparations?

- - - - - - - - - -

The surface of Ulmarid is a wind-scoured desert with jagged protrusions of rock thrusting up through the sand. The air has a harsh tang, like burning metal. Although the sky looks clear...

Survival Checks:

Blu: 1d20 ⇒ 11
Iseph: 1d20 ⇒ 17
Quig: 1d20 + 7 ⇒ (18) + 7 = 25
Obozaya: 1d20 + 4 ⇒ (13) + 4 = 17

...Iseph, Quig, and Obozaya recognize that the smell in the air indicates that a sudden storm of poisonous crystals, congealed from the air, is about to hit! Quig helps to get Blu prepared for the onslaught, and you all remember to down one of the pods you got from the Vat Garden proprietors in case you get hit.

About 15 minutes into your walk towards the crash site, a rainstorm of poisonous crystals coalesces out of the clear air!

Reflex Saves - Round 1!:

Blu: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16
Iseph: 1d20 + 6 + 4 ⇒ (19) + 6 + 4 = 29
Quig: 1d20 + 4 + 4 ⇒ (16) + 4 + 4 = 24
Obozaya: 1d20 + 3 + 4 ⇒ (20) + 3 + 4 = 27

Reflex Saves - Round 2!:

Blu: 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15
Iseph: 1d20 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Quig: 1d20 + 4 + 4 ⇒ (3) + 4 + 4 = 11
Obozaya: 1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26

Reflex Saves - Round 3!:

Blu: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13
Iseph: 1d20 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Quig: 1d20 + 4 + 4 ⇒ (10) + 4 + 4 = 18
Obozaya: 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10

The poisonous crystals create what feels like a hail of daggers falling upon you, and though you're mostly able to avoid the worst of it, Quig is slashed across the shoulder by one he didn't see coming.

Quig: Hail Damage: 1d6 ⇒ 4
Quig: Fortitude Save: 1d20 + 3 + 4 ⇒ (18) + 3 + 4 = 25

The tough ysoki is able to push through the pain and keep the poison in the crystal from sapping his strength.

Almost as suddenly as it started, the storm passes, the harsh metallic smell in the air abates, and you're able to continue walking towards the crash site after a moment to check in with each other.

Quig, do you want to do anything to address your 4 points of stamina damage?


2 people marked this as a favorite.

Obozaya laughs out loud as one of the falling crystals slashes her companion up a bit. "I like this place," she asserts. "Even the sky has teeth! Let's be quick, though. That looks like it hurts."


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

"Nnnngh!" Quig clutches at his shoulder where the crystal hit him. "Not funny, 'Zaya," he complains. He's breathing hard. "Gimme a minute...the wreck isn't gonna go anywhere any time soon..."

If the group's ok with it, Quig will take a quick break to spend a resolve point and regenerate his stamina. If not, we can press on.

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

Blu eyes 'zaya at her remark before looking back at quig. "That looks bad, we should rest a second to take care of it."

-Posted with Wayfinder


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Iseph breaks out the duct tape to help Quig patch his suit.


It seems like the weather will hold for the foreseeable future, and you take ten minutes for Quig to recuperate and patch his suit.

Continuing towards the crash site, you crest a hill and look down on the wreckage from above. It's obvious that it is far beyond repair at this point, though you hold hope that you can route enough power into their data logs to find what you need.

As you begin your descent down the hill, your suit sensors pick up a low rumbling to the south - a large creature appears to be in subterranean pursuit of your group! For a moment, it bursts forth from the ground and rears up to screech at you, before preparing to dive under again and burrow towards your position!

Initiative!:

Blu: 1d20 + 5 ⇒ (7) + 5 = 12
Quig: 1d20 + 2 ⇒ (8) + 2 = 10
Iseph: 1d20 + 5 ⇒ (7) + 5 = 12
Obozaya: 1d20 + 7 ⇒ (7) + 7 = 14
Skreebara: 1d20 + 0 ⇒ (1) + 0 = 1

Round One!
Obozaya
Iseph
Blu
Quig
Skreebara (Opponent)

To the east and south, down the hill, you see a large piece of wreckage from the ship. Mounted on a large chunk of the hull appears to be a tactical x-gen gun. It looks well attached to the hull piece, but pivotable to aim against your foe - if you can make it to the gun! (The star to the right on the map - standing on the star grants use of the weapon.)

The party is up! Tabletop link is updated above.


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

"I have to disagree, 'zaya. I find this planet most inhospitable." She checks her pistol, unsure if it will even penetrate that beast's hide. "What do you think? Does that gun look functional to you?"


Round 1

"I really hope it is," Obozaya says as she draws the light reaction cannon from her back. "One of you should go see if you can use it to make a difference in that thing. I'll try to keep it occupied long enough to make a difference."

Suggestion made, she shoots the beast with the gun then moves closer to present herself as the most likely target for the enemy's wrath.

Light Reaction Cannon: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d10 ⇒ 3


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Iseph calls out to the group, "You brought grenades, right?" as she tears off toward the cannon.
double move to run toward the gun.
GM: I assume the +10, +5 things represent some sort of terrain. Are we slowed down?

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

i think its how many feet up from ground level? Is there some bonis for having the high ground?

Seeing the creature was too far to orginize a group effort against it, Blu took a few steps back while taking a shot at the thing.

attack vs EAC: 1d20 + 1 ⇒ (20) + 1 = 21
damage: 1d4 ⇒ 1 F

crit confirm: 1d20 + 1 ⇒ (7) + 1 = 8
crit damage: 1d4 ⇒ 3 burn

-Posted with Wayfinder


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

"Did I bring grenades?!" Quig exclaims, sounding indignant. "What do you take me for?! Of course I brought grenades! Problem is, that sucker's too far away for me to have any chance of reaching it right now...Scout'll keep it off." His tongue pokes out slightly as he maneuvers the drone, then snaps off a single shot on his own in an attempt to distract the creature.

Move action to command Scout, then fire a harrying shot; Scout moves, then shoots.

Quig's Harrying Shot (3rd range inc.): 1d20 + 2 - 4 ⇒ (11) + 2 - 4 = 9 Nope!

Scout's Shot (2nd range inc.): 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
Damage: 1d6 ⇒ 4 bludgeoning


I'm going to treat elevation changes as difficult terrain for now. I don't see anything about a bonus for having higher ground, but I could just be missing it. If we find it and it make a significant difference, I'll retcon appropriately. Also, no need to confirm crits -
you just roll twice for damage if the original roll beats the opponent's EAC or KAC.

Obozaya launches off a massive reaction cannon round, grazing the beast and drawing it's attention before Blu sears it with a fiery laser blast! Quig and Scout fire rounds as well, but they simply bounce off the thing's armored hide.

It screeches again, then dives under ground to burrow towards Obozaya's position!

The creature is underground, and moving towards you fast - what do you do?


Mechanic 1 | SP: 3/7 HP: 8/8 RP: 3/4 | Fort +3 Ref +4 Will +1 | EAC 13 KAC 14 | Scout's HP: 7/10 | Bullets remaining, Quig: 9/9 Scout 9/9 | Bullets to reload: 15

Quig pulls a grenade out of his pack and eyes the sand. "C'moooooon, sucker...Scout! Shoot it!"

Quig draws a grenade and readies it to throw at the creature when it resurfaces, in such a way as not to catch Obozaya in the blast. If possible, Scout readies an action to shoot it as well.

Quig Grenade throw: 1d20 - 1 ⇒ (6) - 1 = 5
Damage: 1d6 ⇒ 6

Scout Shot: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 ⇒ 3


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

Running up to the cannon, Iseph does her best to ready it to fire. "Come on and work!"
it only took a move action to get there, so she should have a standard left if anything needs 'doing' to evaluate/ready the gun

Exo-Guardians

Male Human Icon Envoy 1 [EAC 12; KAC 13] [SP 7/7, HP 11/11, RP 4/4] [F +1, R +3, W +2]

Unsure what to make of the creature, Blu walks forward a bit and waits for the xreature to resurface.

ready action. When the thing resurfaces, i ise get 'em to give everyone +1 atk

-Posted with Wayfinder


Sorry for the delay, all - crazy day, and gotta shut down for the night. Will post tomorrow.


Presuming the beast is coming for her as anticipated, Obozaya tosses aside the light reaction cannon in favor of her native doshko. She winds up like a left-handed batter and slowly spins in place, waiting for the enemy to show itself so she can unload in the general direction of its facial region.

readied action to melee attack

doshko attack: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
damage: 1d12 + 3 ⇒ (10) + 3 = 13


Iseph finds the weapon is still operational, but doesn't have much ammunition left: only 10 rounds remain, and it appears to be too damaged to be reloaded.

The creature bursts from the ground like a demon to attack Obozaya, and you unleash all manner of hell and fury in it's direction. Blu draws all appropriate attention to the creature, and Scout scores a light hit against the toughened hide. Quig's grenade...

1d8 ⇒ 8
Reflex Save: 1d20 + 7 ⇒ (17) + 7 = 24

...misses Obozaya, but nearly hits the flying Scout (I'm assuming that scout is about 15' off the ground at current location). The creature rolls with the blast a bit, taking only partial damage.

Iseph pivots the X-Gen gun towards the creature and squeezes the trigger, though the Operative isn't well versed in how to use such heavy weapons...
Attack: 1d20 + 4 - 4 + 1 ⇒ (2) + 4 - 4 + 1 = 3
Damage: 1d12 ⇒ 2
9 shots remaining
...and the shot goes wide.

Obozaya's not quite prepared when the creature appears and is still ten feet away, much less so when it snaps forward with massive mandibles to try and consume you...

ATK: 1d20 + 8 ⇒ (7) + 8 = 15
DAM: 1d6 + 3 + 1d3 ⇒ (1) + 3 + (3) = 7 (1d6+3 = Piercing, 1d3 = Sonic)

...but appears to be thrown off by the grenade blast and the harrying fire from the heavy gun nearby, and can't get past the Vesk's armor.

Another problem with the 5' step being a move action instead of a free action: you can't ready to step up and swing against an enemy with reach when it comes in range. But since you didn't quite know what reach it would have, and it missed, it's sort of a wash in the end.

Round 2 - the party is up!


F Android Ace Pilot Operative-1 | HP10/10 SP6/6 RP5/5 | EAC14 KAC15 | F+2 R+6 W+2 | Init+5, Perception+5, Darkvision 60'

"C'mon, c'mon." Iseph tries to correct for the tilt of the gun pod.

does anyone have gunnery proficiency?

201 to 250 of 338 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [SFS] GM-8574: 01-QUEST Into the Unknown - Part 1 (21 AUG 2017) - Gameplay All Messageboards

Want to post a reply? Sign in.