The Dire GM's [SFS] #1-12: Ashes of Discovery (Inactive)

Game Master CanisDirus

SFS PbP - #1-12: Ashes of Discovery (Tier 1-4)

GM Notes:
Perception
[dice=Eselar]1d20 + 3[/dice
[dice=Kiv]1d20 + 8[/dice
[dice=Retro]1d20 + 5[/dice
[dice=Tinker]1d20 + 0[/dice
[dice=X5NSA]1d20 + 5[/dice
[dice=Player 6]1d20 + 0[/dice
[dice=Player 7]1d20 + 0[/dice

Initiative
[dice=Eselar]1d20 + 0[/dice
[dice=Kiv]1d20 + 4[/dice
[dice=Retro]1d20 + 5[/dice
[dice=Tinker]1d20 + 4[/dice
[dice=X5NSA]1d20 + 5[/dice
[dice=Player 6]1d20 + 1[/dice
[dice=Player 7]1d20 + 1[/dice

Ashes of Discovery (SFS) Maps & Handouts


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Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Kiv:
The command center that the Exile occupies is the central hub / engineering section. With the exception of the cameras, anything you do, they can undo.

Exo-Guardians

Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

Seems like we are in a loose/loose situation. Even if I don't like violence and prefer a peaceful resolution it seems like it's not possible here. We need to get in and dispose of the occupant.
I suggest we go.

Wayfinders

Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0

"Perhaps it would confuse them if we ran away? Is that your suggestion?"

Dataphiles

Female Lashunta ~ Damaya Operative {Ghost}/ 6 | Stamina: 36/36 | Hp: 40/40 | Resolve:6/9 | EAC: 22 | KAC: 22 KAC: 30 | F:+2 | R: +11 | W: +6 | Init: +8 | Perception: +14

"I believe he meant "go and liberate the command center". If X5 is fairly certain we have a clear shot, then we may as well go now." The operative checks her weapons and steps to the doors on the east wall. Though she would rather find an alternate solution, she has resigned herself to the fact that this is currently not a feasible option.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

You are fairly certain that the Exile is prepared to make her stand in the command center. As you already noted, all other rooms in the complex are unoccupied.

Seriously, folks, just tell me where you're going.

Acquisitives

Male Korasha Lashunta Explorer Operative 4: Speed:40, SP:24/24, HP:28/28, RP:6/6, EAC:16, KAC:17, Init:6, Fort:1, Ref:10, Will:6, Perception 9, Darkvison

Retro will let others make the important decisions.

Exo-Guardians

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Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

Let's finish this as quickly and bloodlessly as possible.

Says Eselar.

After taking his time to recover from his previous wounds 10mn rest + RP he opens the door moves into the command center, weapon ready.

Surrender!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

I will update the map later tonight...you have until then if you want to choose to position yourselves, otherwise I will place you as best I can to follow Eselar's lead.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

You follow Eselar (and Kiv's) leads and prepare for the final confrontation. The servant of Iomedae opens the door, demanding the Exile's surrender at once! She is clearly not interested, and enraged, orders her remaining two First-World security creatures to attack! She apparently didn't know what direction you would be approaching from, and had them covering both entrances.

As you saw in the cameras, the Exile is a female lepidol wearing graphite carbonskin armor and a wielding modern-era firearm as if she's spent many months training with it, and the security constructs are the same as the ones you fought earlier!

Initiative:

Eselar: 1d20 + 0 + 2 ⇒ (10) + 0 + 2 = 12 (+2 for actually listening to the GM)
Kiv: 1d20 + 4 ⇒ (20) + 4 = 24
Retro: 1d20 + 5 ⇒ (3) + 5 = 8
Tinker: 1d20 + 4 ⇒ (18) + 4 = 22
X5NSA: 1d20 + 5 ⇒ (16) + 5 = 21
The Exile: 1d20 + 2 ⇒ (10) + 2 = 12
Blue: 1d20 + 1 ⇒ (8) + 1 = 9
Red: 1d20 + 1 ⇒ (16) + 1 = 17

ROUND 1
Kiv
Tinker
X5NSA & CD 1

Red Security
The Exile
Eselar
Blue Security
Retro

Kiv, Tinker, X5NSA (and CD1) are up!

Dataphiles

Female Lashunta ~ Damaya Operative {Ghost}/ 6 | Stamina: 36/36 | Hp: 40/40 | Resolve:6/9 | EAC: 22 | KAC: 22 KAC: 30 | F:+2 | R: +11 | W: +6 | Init: +8 | Perception: +14

Kiv tries to maintain cover in the doorway as she attempts to slide the barrel of her sidearm into the room undetected.

Stealth (vs 20 + CR{RED}): 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16
pistol vs RED: 1d20 + 4 ⇒ (7) + 4 = 111d6 ⇒ 5

Exo-Guardians

Android Mechanic / Ace Pilot / 2 | LN | SP 6/12; HP 16; RP 5 | EAC 15; KAC 16; | Fort +3; Ref +4; Will +0 | Init +2; Percept +5

Seeing the door open and not wanting to get clogged up, X5 and CD1 move into the room past the RED guardian that hopefully is flatfooted ;). Upon setting up a good firing position, X5 commands CD1 to open up on the exile.

Reaction cannon, light: 1d20 + 4 ⇒ (2) + 4 = 61d10 ⇒ 9 (BAB=2, Dex=1, Weapon Focus=1) Pierce, Penetrating

"That was a warning shot. Surrender now."

Wayfinders

Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0

Tinker will unleash the power of his triple barelled finger gun at the lepidol...

magic missile: 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13

Three neon purple sparks flash across the room, slamming into their enemy.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Kiv slips into the room but her shot goes a bit high, as does the cannon blast from X5NSA as he and CD1 follow the operative into the command center!

Tinker hits the Exile with three devastating neon sparks, causing her to reel backwards!

In reply, the Exile furrows her rocky brow at Tinker while extending a hand, a low rumbling sound forming but only in Tinker's mind!

Mind Thrust I: 2d10 ⇒ (5, 4) = 9 Damage to Tinker
DC 14 Will Save for Half (4)

Following this, she moves closer to the edge of the room where those of you in the hall cannot get a clean shot at her. The Red security creature then lashes out at the nearest enemy - X5 - attempting to bite and grapple him!

Bite: 1d20 + 5 ⇒ (11) + 5 = 16 vs. KAC
Piercing Damage: 1d6 + 3 ⇒ (3) + 3 = 6

X5NSA is bitten, but the teeth do not find purchase in the android's hide!

ROUND 1
Eselar
Blue Security
Retro
ROUND 2
Kiv
Tinker (9 or 4 damage)
X5NSA (6 damage) & CD 1
Red Security
The Exile (13 damage)

Eselar is up!

Wayfinders

Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0

Will: 1d20 + 3 ⇒ (12) + 3 = 15 Success

Exo-Guardians

Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

Eselar moves in and strike one the the guardian while looking at the woman.

In Iomeade's name, surrender! Stop the bloodshed.

longsword vs KAC: 1d20 + 3 ⇒ (3) + 3 = 6
Damages (S): 1d8 + 3 ⇒ (3) + 3 = 6

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Tinker resists the Exile's spell as Eselar swings a bit wide. In response to the shout, the lepidol cries out in return, "Never! You killed my demon - my patron! I will defeat all of you!!"

The Blue security creature rushes at the nearest target - CD1!

Bite Attack: 1d20 + 5 ⇒ (19) + 5 = 24 vs. KAC
Piercing Damage: 1d6 + 3 ⇒ (3) + 3 = 6

CD1 is bitten and grabbed!

Grappled condition:
You cannot move or take two-handed actions; you take a –2 penalty to AC, most attack rolls, Reflex saves, initiative checks, and Dex-based skill and ability checks; and you cannot make attacks of opportunity. You can attempt to escape with an Acrobatics check.

ROUND 1
Retro
ROUND 2
Kiv
Tinker
(4 damage)
X5NSA (6 damage) & CD 1 (6 damage) (Grappled)
Red Security
The Exile (13 damage)
Eselar
Blue Security

Retro is up, followed by Kiv, Tinker, X5NSA & CD1!

Map is updated!

Exo-Guardians

Android Mechanic / Ace Pilot / 2 | LN | SP 6/12; HP 16; RP 5 | EAC 15; KAC 16; | Fort +3; Ref +4; Will +0 | Init +2; Percept +5

X5 moves past the un-sentient guards, AOO for red and get into a position to strike the exile with a baton.

Tactical Baton: 1d20 + 3 ⇒ (7) + 3 = 101d4 + 1 ⇒ (1) + 1 = 2 (BAB=0, Operative Dex=2) Bludgeon, Analog, Operative

if I get AOO grappled, then the attack is against the grappler
"CD1, stop messing around and let go of that creature." break garpple check Acrobatics: 1d20 + 1 ⇒ (3) + 1 = 4

well lets get the "low rolls" out of the way before we face the main bad guy and her minions. ;)

Dataphiles

Female Lashunta ~ Damaya Operative {Ghost}/ 6 | Stamina: 36/36 | Hp: 40/40 | Resolve:6/9 | EAC: 22 | KAC: 22 KAC: 30 | F:+2 | R: +11 | W: +6 | Init: +8 | Perception: +14

"Don't you think that if we defeated your 'patron' that we're strong enough to stop you?"

Stealth vs RED (DC = 20+CR): 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19 No trick attack
Pistol vs RED KAC: 1d20 + 4 ⇒ (16) + 4 = 201d6 ⇒ 3

Wayfinders

Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0

Tinker’s thumb resets, and the finger gun is ready to go. As he pulls the “trigger” on this time, he says, ”bang,” with a droll tune to his voice...

magic missile: 3d4 + 3 ⇒ (1, 3, 2) + 3 = 9

Three neon purple sparks again flash across the room, slamming into their enemy.

Acquisitives

Male Korasha Lashunta Explorer Operative 4: Speed:40, SP:24/24, HP:28/28, RP:6/6, EAC:16, KAC:17, Init:6, Fort:1, Ref:10, Will:6, Perception 9, Darkvison

trick attack on red: 12 + 1d20 ⇒ 12 + (7) = 19 dmg: 1d4 ⇒ 3
needler pistol: 4 + 1d20 ⇒ 4 + (16) = 20 vs KAC dmg: 1d4 ⇒ 3

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Retro is unable to _____ the Red security creature, but his shot does strike true!

Retro:
For future reference, you need to state what skill you're using for things like this. I can't even find it in your character sheet / profile, which if I had caught before the final combat of the scenario I would have asked you to update. Just a suggestion - have that info updated for the next time you play in a pbp. It will make things easier on you and your future GMs!

Kiv, likewise, tries to conceal her movements from the Red beast with the same result, but also a solid strike! The damage from the two operatives are enough to kill the creature! This means that X5 is able to move past unmolested!

X5NSA, just like CD1, however, misses with the baton (and fails to escape the grapple).

Tinker attempts to target the Exile with another "fully loaded" purple (people-eater?) blast of magic missiles, but finds that because the Exile backed away, he cannot see his target! Fortunately, though, with the destruction of the Red creature, he can move into the room and fire his missiles as a standard action instead! (I'll use your first two dice, so: (1,3) + 2 = 6)

This damage strikes the Exile right in the chest, causing her to crash backwards into the computers next to the door leading to the commander's office, before she collapses to the floor - dead! With no active commands coming from the designated commander of the outpost, the Blue security creature ceases all movement. You are now out of combat!

From the Exile, you recover a suit of Graphite carbonskin armor, an Azimuth laser pistol with 1 battery, a Survival knife, and a Credstick (loaded with 800 credits).

With no more active threats in the outpost, you are able to survey the rest of the rooms at your leisure. The armory contains four Mk 1 Incendiary grenades and a set of Squad Defiance series armor.

Perception DC 16:
You find a hidden compartment that contains a Squad machine gun and two Mk 1 Screamer grenades.

The officer's quarters contains organic glowing gems, known to be difficult to craft and one of the specialities of the Xenowardens, sold for profit to help fund their various operations. The stash here is worth 400 credits.

The medical center contains several items. The shelving unit holds four Mk 1 Serums of Healing, two Basic medkits, and four Medpatches. There is also a locked cabinet that it looks like the Exile repeatedly tried (and failed) to force open.

Engineering DC 16:
Inside is one Advanced medkit, one Spell Gem of Remove Condition, and one Spell Gem of Lesser Restoration!

After clearing the Xenowarden outpost, you are able to access the command-center computers, and learn that the arrival of the unnamed "demon" was the cause for this outpost, originally placed here by the Xenowardens to be a resource to other colonies in this region of space that needed help reducing the impact they had on local flora and fauna, to die out. Its arrival sparked rapid attempts at evacuation, but the Besmaran Whelp attacked the colony's shipments and destroyed the vessel fleeing the planet with the Xenowardens and the colonists.

The mighty storm outside passes in about a day, and you can safely return to your ship. If you return to the village, you find the lepidols pleased with your return (and thankful for the rescue of their scout), and news of your victory over the Exile. They ask you many questions about if the “haunts” will return and if it is safe to venture to the outpost now. They throw a small celebration in your honor and promise to look favorably upon "Starfinders" in the future.

When you return back to Absalom Station, Guidance calls you to its chamber for a debriefing.

“Welcome back, Starfinders. The contracting organization is eager to review the data you have recovered. I’ve prepared a list of subsequent missions that might appeal to you, once you’re properly debriefed. There are a multitude of other lost outposts in Near Space, and with your experience, we hope you will take these assignments into consideration. Now, what have you to report?”

Pending those two rolls posted above, and whatever roleplay you would like to do with Guidance and each other, this concludes your exploration of...the Ashes of Discovery!

I hope that you all enjoyed playing this scenario! Once those last couple of rolls are handled, I'll be able to get your Chronicle Sheets together and posted for you to access! If you have not yet done so, please make sure that your Day Job rolls and slotted Faction Boon information on the Discussion Thread are accurate!

Oh - One last thing I forgot to ask when we started - could each of you please post in the Discussion Thread with how much Reputation you currently have with the Faction you have slotted for this scenario? Thank you very much!

Exo-Guardians

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Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

Eselar is a little sad for the Exile's death, but now that sometime mercy is not an option. After a short prayer he help his comrade looking for any clue for the reason behind the abandonment of the outpost.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19
While searching the complex, Eselar found an hidden compartment!

Look what I found guys!

Once with the lepidols
Happy to see that the scout made it fully alive, Eselar with the help of his magic talks about his Goddess Iomedae trying to convince some of the local to give their prayer to her.
He also tries to understand and speak their language.

After a good farewell he goes back to Absalom Station.

Once with Guidance
Eselar made his full report, happy to have been in such a journey!

Dataphiles

Female Lashunta ~ Damaya Operative {Ghost}/ 6 | Stamina: 36/36 | Hp: 40/40 | Resolve:6/9 | EAC: 22 | KAC: 22 KAC: 30 | F:+2 | R: +11 | W: +6 | Init: +8 | Perception: +14

Engineering: 1d20 + 7 ⇒ (19) + 7 = 26

Kiv hangs back during the celebration. Its always easier to leave when the job it over if you don't get 'too close' After making her report to Guidance, she files a second report to Historia-7.

Wayfinders

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Male Android Technomancer (Icon)/2 | SP 6/10 HP 11/14 RP 3/4 | EAC 17 KAC 18 | F +0 R +4 W +3 | Init +4 Perc +0

Perception: 1d20 + 0 ⇒ (2) + 0 = 2

Engineering: 1d20 + 8 ⇒ (20) + 8 = 28

Tinker looks at several of the items, and describes them, "an Advanced medkit, a Spell Gem of Remove Condition, and a Spell Gem of Lesser Restoration! These are both interesting, and useful items."

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Huzzah! Having found/accessed the hidden/locked items, you get 100% of the credits on the chronicle sheets! Once I confirm everyone's reputation, I'll have them done and posted shortly thereafter!

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