[SFS] GM kuey's Dreaming of the Future (#1-16) - PbP GD7 (Inactive)

Game Master kuey

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Sovereign Court

Year of Boundless Wonder

Harec, sorry missed that! And sorry, the vesk at the dressing room door is not a combatant. I've removed all the non-combatants from the map.
Could everyone post two rounds of actions? I'll advance the round counter 2 rounds next time since all the enemies are dazed for at least two rounds.

Acquisitives

Halfling CA Solarian 2 | SP 14/14 HP 16/16 | RP 5/5 | EAC 17(18); KAC 18(19); CMD 26 | Fort +3; Ref +3; Will +3 | Init: +3 | Perc: +7, SM: +5 | Speed 30ft | Active conditions:
Active Spells::
Solar Armor (+1 AC), Photon attuned (+1 Dmg)
| Ammo: HR 6/6, LR 19/20

Special Circumstances glances over his shoulder. "Hey Shar, get out your blaster and let's--- ah crap. Just stay right there!" He shifts himself over to be between her and their equally dazed enemes. Then he lets off a couple more shots at the red Verthani.

Move to new location, then two rounds of firing.

Azimuth Laser Rifle: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Azimuth Laser Rifle: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Wayfinders

Male Skittermander Ace Pilot Envoy/1 (SP 7/7 HP 8/8 RP 4/4 | EAC:14 KAC:15 | F:+1 R:+5 W:+2 | Init:+3 | Perc:+4 Low-light, Darkvision 60ft | Move:30ft) | Semi Auto Pistol +3 (d6)
Skills:
Acro +7 Athl +0 Bluff +7 Comp -1 Cult +3 Diplo +7+d6 Disg +3 Engg -1 Intim +3 LifeSci -1 Med -1 Mystic +0 Perc +4 PhysSci -1 Pilot +8 SM +0+d6 SoH +3 Stealth +7 Surv +0
Starship:
Pilot +8 Engr -1 Sci -1 Gun +4 Capt I+3/D+7/B+7

Omzig takes two quick shots at Bogdin.

Pistol: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4 Damage: 1d6 ⇒ 3
Pistol: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19 Damage: 1d6 ⇒ 2 Crit Damage: 1d6 ⇒ 4

Sovereign Court

Year of Boundless Wonder

Harec, Zac, still pending your second action. You guys are closed to the end of this quest, which I hope to end before the Thanksgiving holidays inevitably slow things down. Thanks!

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:10-/20
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) Mechanic 2 | SP. 14/14 | HP. 16/16 | RP. 3/3 | EAC: 14( KAC: 16 | fort: +4 Ref: +7 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.
GM kuey wrote:
Harec, Zac, still pending your second action. You guys are closed to the end of this quest, which I hope to end before the Thanksgiving holidays inevitably slow things down. Thanks!

OK Harec shoots at the nearest of the two dazed Vesk still in the smoke. (My first roll should have hit (not withstanding miss chance due to the smoke) with a '21' and did 2hp dmg.) Second shot at the same Vesk acid dart rifle: 1d202 + 1 ⇒ (7) + 1 = 8dmg: 1d8 ⇒ 8

Wayfinders

Male CG Ysoki Mechanic Spacefarer 2 | SP 4/14 HP 14/14 | RP 4/4 | EAC 13; KAC 14 | Fort +4; Ref +5; Will +1 | Init: +2 | Perc: +6 darkvision 60', SM: +1 | Speed 30ft | Exocortex, Custom Rig | Active conditions: Frightened.

Zac moves out of the smoke, sees Sharmain, and moves next to her to try and help.

Medical: 1d20 + 7 ⇒ (18) + 7 = 25

I'm not sure what I can do about a dazed condition but Zac would try.

"Hey Sharmain, are you OK? Let me help you."

Sovereign Court

Year of Boundless Wonder

Zac releases the androids from their control collars. The two androids look around in confusion, realising what has happened but not knowing by whom. One of them picks up a bottle, ready to throw at Bogdin but the other quickly drags her down to cover behind the bar counter.

Taking advantage of their dazed state, Omzig dashes up and fires, but Bogdin still manages to duck from danger quickly enough. Special Circumstance runs down the stage and despite the stampeding crowd manages to land a shot on Bogdin. The shot hit him across the head and he falls unconscious. The Starfinders quickly shift their attention to the vesks, and after a quick flurry of shots among Harec, Special Circumstances and Omzig, take down the wounded vesk.

The remaining vesk finally clears his head of the blinding strobe lights. Seeing the unconscious Bogdin and his fellow bouncer, he mutters, "I'm not paid enough for this!" He turns tail and flee together with the rest of the club patrons!

Combat over!

Majko and Sharmain are still reeling from the lights so the other Starfinders simply pick them up and merging into the crowd, leave the club none the wiser. The two android bartenders pass them on the way, eventually figuring out the Starfinders' role in their freedom. Nodding a simple thanks, they turn to flee into the chaos of the city.

---

With the third and final piece of the map fragment, the Starfinders return to report to Captain Arvin after sending your report ahead of you. Upon return to the Lorespire Tower, you find both him and the android Historia-7, leader of the Dataphiles, waiting for you in the debriefing room. Arvin is pleased that you PCs have both successfully claimed the lost map fragment and defeated a major player in the underground world of android smuggling. Historia-7, however, approaches and simply but sincerely states, "Thank you on behalf of all androids."

Bad Chameleon successfully completed!

Sovereign Court

Year of Boundless Wonder

Nightmare

A few days later, you get the anticipated summons from Captain Arvin with a simple message, "We have deciphered it."

"The Herdsman sails on
The Prize you seek inside
A Shadow awaits"

"It took some searching through the database, but I am now certain this tale leads to Preahan, one of Liavara’s many moons. Records show that in the time before the gap, other Dreamers built a mausoleum here for one of their ascended kin. Several dreaming devices were placed within. It must be those devices that Whisperer of Solar winds wants us to find. It is strange, however, that it would give us the location of the map pieces, as well as the location of the mausoleum itself... It must mean the map pieces do more than just show the way. I would advise you to gather the map pieces first to see if they have more meaning to them."

---

As the gas giant Liavara comes into view, the Loreseeker’s communications station activates and plays a pre-recorded hologram of Venture-Captain Arvin. "The Liavaran Dreamer, Whisperer of Solar Winds, pointed us here. It took the Society quite some time to discern our target: the shepherd moon, Preahan. Most of Preahan's atmosphere is comprised of methane, but don't worry, the atmosphere doesn't contain enough oxygen for combustion. Still, each of you should take precautions and wear protective gear at all times. The methane creates harsh conditions on the surface. There is currently a storm raging, but there's no time to wait it out. These storms can last for months."

"The core of the moon is hollow and filled with liquid methane. The repository is likely suspended somewhere near the core. I have coordinates for a landing spot close to a tunnel that reaches all the way to the core. Good luck on this mission, Starfinders."

All armor provides basic protection against environmental effects and vacuum, as well as supplying oxygen for a number of days equal to the armor’s level. This should give you enough time to visit the core and return, even if you choose to rest.

Wayfinders

Female NG Damaya Lashunta Xenoseeker Mystic 7 (Star Sharman connection) | SP 48/48 HP 52/52 | RP 10/10 | EAC 25; KAC 25 (DR 5/-; Resist: Cold 5, Fire 5)| Fort +3; Ref +5; Will +12 | Init: +3| Perc: +20, SM: +13 | Speed 30ft | Detect Thoughts 1/1 Healing Touch 1/1 Stargazer 2/2 Starlight 8/8 | Spells: 1st 6/6, 2nd 6/6, 3rd 3/3 |Active conditions: none

Previously, as Sharmain starts to become functional again, "Thanks, Zac. Did everyone make it out alright? Did we free the androids? Sorry, I collapsed like that."

Later, as they approach Preahan, "Time to gear up. Buddy checks for everyone, I want to know that all safety equipment is secure and functioning before we head out into that environment."

Sharmain checks her own gear, then offers to check anyone else who is ready, having her's double-checked by one of the team. After ensuring that her medkit is fully stocked, that serums are easily accessible and that the team members know where she keeps them, that everyone's suits seal and function well, Sharmain stands ready with her staff in hand.

"Everyone ready? Let's go."

Wayfinders

Male Skittermander Ace Pilot Envoy/1 (SP 7/7 HP 8/8 RP 4/4 | EAC:14 KAC:15 | F:+1 R:+5 W:+2 | Init:+3 | Perc:+4 Low-light, Darkvision 60ft | Move:30ft) | Semi Auto Pistol +3 (d6)
Skills:
Acro +7 Athl +0 Bluff +7 Comp -1 Cult +3 Diplo +7+d6 Disg +3 Engg -1 Intim +3 LifeSci -1 Med -1 Mystic +0 Perc +4 PhysSci -1 Pilot +8 SM +0+d6 SoH +3 Stealth +7 Surv +0
Starship:
Pilot +8 Engr -1 Sci -1 Gun +4 Capt I+3/D+7/B+7

Omzig remains blissfully unaware of how the strobe lights affected him teammates.

He scurries through frenetically, checking everyone's connections. Saluting with his two right hands, he says,

Ready, boss!

Wayfinders

Majko Ja Female LN Formian Wild Warden Technomancer 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 15 | | Speed 25ft | Fort +1; Ref +0; Will +1 | Init: +0 | Perc: -1, SM: -1 | Spells: 1st 2/3
BOT ME:
[dice=Junk Sword @ ]1d20+3[/dice] [dice=DMG@KAC, Nonlethal]1d4+4[/dice]

Majko rubs her eyes as the group makes it out. "Sorry to let you down, friends. Those lights were so much brighter than the work lights of the Hive." She helps the group back to the shuttle, eager to prove her worth. "I am happy you were able to save the day!"

---

Back at base, Majko nods in affirmation. "Sounds good, captain! We are up to the task! As long as there are no bright lights, we should be fine."

Wayfinders

Male Skittermander Ace Pilot Envoy/1 (SP 7/7 HP 8/8 RP 4/4 | EAC:14 KAC:15 | F:+1 R:+5 W:+2 | Init:+3 | Perc:+4 Low-light, Darkvision 60ft | Move:30ft) | Semi Auto Pistol +3 (d6)
Skills:
Acro +7 Athl +0 Bluff +7 Comp -1 Cult +3 Diplo +7+d6 Disg +3 Engg -1 Intim +3 LifeSci -1 Med -1 Mystic +0 Perc +4 PhysSci -1 Pilot +8 SM +0+d6 SoH +3 Stealth +7 Surv +0
Starship:
Pilot +8 Engr -1 Sci -1 Gun +4 Capt I+3/D+7/B+7

Omzig quietly pulls his hand away from the "Strobe Lights Maximum" switch.

Sovereign Court

Year of Boundless Wonder

I know that it's the Thanksgiving season, but as we don't celebrate that around here, I'll just keep going but please holler if you want me to pause. Whatever the case is though, I totally expect things to slow down tremendously.

Preahan's surface is wind scoured rocks and hunks of ice. A snowstorm rages as the Starfinders arrive, but the flakes are solid methane instead of water. The Loreseeker lands near a tunnel that leads to the interior of the moon but when the hatch opens, you realise that with the hurricane-force winds, covering even such a short distance is going to be dangerous. Normally this only carries a risk of being blown over, but coupled with the low gravity of the moon, there is a serious chance of being blown away! You are going to need to work together as a team to get through this!

* As a group, there are three skill checks I need (with unknown DCs): Athletics to brave the storm, Acrobatics to try to keep balance in the buffeting winds and low gravity, and Survival to find a relatively protected path between the outcroppings to shield you from the wind.
* Each of you can only roll for ONE of these three skills, which illustrates how you contribute to the group.
* If more than one of you try the same skill, I'll take the highest as the main roll and the others as aid attempts.
* Will reward creative solutions with bonuses or even waiver of skill checks.

Wayfinders

Female NG Damaya Lashunta Xenoseeker Mystic 7 (Star Sharman connection) | SP 48/48 HP 52/52 | RP 10/10 | EAC 25; KAC 25 (DR 5/-; Resist: Cold 5, Fire 5)| Fort +3; Ref +5; Will +12 | Init: +3| Perc: +20, SM: +13 | Speed 30ft | Detect Thoughts 1/1 Healing Touch 1/1 Stargazer 2/2 Starlight 8/8 | Spells: 1st 6/6, 2nd 6/6, 3rd 3/3 |Active conditions: none

"OK, who has cable, pitons, survival gear? We are going to need to do some creative engineering to keep us all together and on track."

After a little thought, Sharmain muses out loud, "I wonder if I can telekinetically stake some cable in front of us to use as we progress forward?"

+3 to both acrobatics and survival, and nothing with athletics, so probably best as an aid to whichever has the least representation.

Wayfinders

Male Skittermander Ace Pilot Envoy/1 (SP 7/7 HP 8/8 RP 4/4 | EAC:14 KAC:15 | F:+1 R:+5 W:+2 | Init:+3 | Perc:+4 Low-light, Darkvision 60ft | Move:30ft) | Semi Auto Pistol +3 (d6)
Skills:
Acro +7 Athl +0 Bluff +7 Comp -1 Cult +3 Diplo +7+d6 Disg +3 Engg -1 Intim +3 LifeSci -1 Med -1 Mystic +0 Perc +4 PhysSci -1 Pilot +8 SM +0+d6 SoH +3 Stealth +7 Surv +0
Starship:
Pilot +8 Engr -1 Sci -1 Gun +4 Capt I+3/D+7/B+7

No question which one is best for me: Acro +7, Athl +0, Surv +0

Omzig can help by flattening himself low to the ground and holding on with two hands while he pounds stakes with the other two, thus avoiding the worst of the wind.

Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16

Wayfinders

Majko Ja Female LN Formian Wild Warden Technomancer 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 15 | | Speed 25ft | Fort +1; Ref +0; Will +1 | Init: +0 | Perc: -1, SM: -1 | Spells: 1st 2/3
BOT ME:
[dice=Junk Sword @ ]1d20+3[/dice] [dice=DMG@KAC, Nonlethal]1d4+4[/dice]

Athletics: 1d20 + 3 ⇒ (14) + 3 = 17

Majko stands tall beside Omzig, holding the little furball in place.

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:10-/20
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) Mechanic 2 | SP. 14/14 | HP. 16/16 | RP. 3/3 | EAC: 14( KAC: 16 | fort: +4 Ref: +7 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.

Harec try’s to guide his fellow Starfinders through the Hazardous storm and terrain of the gas giant as best he can, follow me, I think this is the best route.survival: 1d20 + 5 ⇒ (6) + 5 = 11 not sure if he’s going in the right direction, Harec pulls up the memory model from his exoskeleton suit to see if it can help guide them. ( using my once a day ability to re-roll a skill check) survival re-roll: 1d20 + 5 ⇒ (2) + 5 = 7 awful just awful!

Sovereign Court

Year of Boundless Wonder

Oh dear... I'll give a hint that 16 and 17 are not enough. Decisions, decisions. Do you now give up on survival and focus on aiding acrobatics and athletics, hoping that failing one of the three isn't going to be that bad, or still attempt to pass all three? :)

Acquisitives

Halfling CA Solarian 2 | SP 14/14 HP 16/16 | RP 5/5 | EAC 17(18); KAC 18(19); CMD 26 | Fort +3; Ref +3; Will +3 | Init: +3 | Perc: +7, SM: +5 | Speed 30ft | Active conditions:
Active Spells::
Solar Armor (+1 AC), Photon attuned (+1 Dmg)
| Ammo: HR 6/6, LR 19/20

Special Circumstances is a man of business and society, not a of serious activity crawling across violent planetary surfaces. Thus he's of little value in this situation. He stands by the door Omzig and Majko try and push forward and considers his options.

After some thought he reaches out with a hand and activates his connection to the cosmos, a sudden increase in gravity trying to pull Omzig further into the surface and give him more purchase.

I'd like to use my gravity hold revelation to give Omzig an assist, since it lets me use gravitational forces to move, immobilize, or lift a target.

Sovereign Court

Year of Boundless Wonder

Special Circumstance stand firm, first anchoring himself with his graviton-attuned connection, then taking turns to strength the pull of gravity on each of his team members as they make their way across...

That would be a pass for acrobatics.

Wayfinders

Male CG Ysoki Mechanic Spacefarer 2 | SP 4/14 HP 14/14 | RP 4/4 | EAC 13; KAC 14 | Fort +4; Ref +5; Will +1 | Init: +2 | Perc: +6 darkvision 60', SM: +1 | Speed 30ft | Exocortex, Custom Rig | Active conditions: Frightened.

Zac helps rig a harness to assist Majko against the wind.

Athletics: 1d20 + 4 ⇒ (14) + 4 = 18

Sovereign Court

Year of Boundless Wonder

Zac and Majko, both tough creatures, stand strong against the winds, helping the rest of the Starfinders inch towards the entrance.

That's a pass for Athletics. That leaves Survival and Sharmain.

Sovereign Court

Year of Boundless Wonder

Going to move on since this actually doesn't have a significant impact.

Sharmain survival: 1d20 + 3 ⇒ (5) + 3 = 8

Despite the best efforts of the Starfinders in fighting through the storm and balancing carefully through the terrain, they were unable to find a more protected path to the mouth of the cave. A few of them are blown away across the ice, but with teamwork, no major damage are taken except for a few bruises. As warned, the Starfinders find the cavern completely flooded with liquid methane. After a complete check of the respiratory system in their armor, and with some trepidation, they dive in. With the liquid methane being less dense then water and the gravity so low, the Starfinders need to swim hard. But physical effort is not their only worry: the tunnels quickly split and then split again, making it easy to become lost...

At each of the key points below, everyone may attempt all four, provide aid to others or any combination in between. I only need one success for each key point.

Key point 1:
The tunnel splits and you struggle to find which way leads further down. (Perception or Physical Science).

Key point 2:
The tunnel has partially collapsed over here. You may either try to stabilise the debris (Engineering check) or atttempt to lift the debris out of the way (Strength check).

Key point 3:
Suddenly, you come across some strange runes on the walls. They might point the way but you need to decipher them! (Culture or Mysticism check).

Key point 4:
The current here are swift! Either ride the currents without getting smashed against the sides (Acrobatics check) or just try to tough it out (Fortitude save)!

Finally, you are spit out of the tunnels into a vast liquid space: the interior of the moon. You see the mausoleum in the distance, a structure covered in glowing purple runes, but the liquid feels strange. Thicker that what you have been swimming in and it is a struggle to get there. (A final individual Athletics check from everyone. You get bonuses depending on how you performed at the key points.)

Wayfinders

Male Skittermander Ace Pilot Envoy/1 (SP 7/7 HP 8/8 RP 4/4 | EAC:14 KAC:15 | F:+1 R:+5 W:+2 | Init:+3 | Perc:+4 Low-light, Darkvision 60ft | Move:30ft) | Semi Auto Pistol +3 (d6)
Skills:
Acro +7 Athl +0 Bluff +7 Comp -1 Cult +3 Diplo +7+d6 Disg +3 Engg -1 Intim +3 LifeSci -1 Med -1 Mystic +0 Perc +4 PhysSci -1 Pilot +8 SM +0+d6 SoH +3 Stealth +7 Surv +0
Starship:
Pilot +8 Engr -1 Sci -1 Gun +4 Capt I+3/D+7/B+7

Key Point 1 Perception: 1d20 + 4 ⇒ (6) + 4 = 10

Omzig sees a good passage. This way! This way!

Key Point 2 Strength: 1d20 + 0 ⇒ (5) + 0 = 5

Omzig struggles valiantly but is unable to help move anything large. He keeps trying, though.

Key Point 3 Culture: 1d20 + 3 ⇒ (1) + 3 = 4

Omzig thinks the runes are very pretty!

Key Point 4 Acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22

Finally, something Omzig excels at!

It's easy! Just use your lower arms to stabilize and your upper arms to swim, and you can...er...ummm....just follow Omzig! Wheeeeeeeee!

Sovereign Court

Year of Boundless Wonder

(Keypoint 4) Where the currents are swift, the dextrous Omzig guides the rest of the party through a safer route through the network of tunnels, bringing everyone safely out... (Success!)

Omzig, a final athletics check as you swim the last stretch.

Wayfinders

Male CG Ysoki Mechanic Spacefarer 2 | SP 4/14 HP 14/14 | RP 4/4 | EAC 13; KAC 14 | Fort +4; Ref +5; Will +1 | Init: +2 | Perc: +6 darkvision 60', SM: +1 | Speed 30ft | Exocortex, Custom Rig | Active conditions: Frightened.

Key Point 1:
Physical Science: 1d20 + 9 ⇒ (8) + 9 = 17
"Looking at the way the convection current in the methane flows, this way is probably the way down."

Key Point 2:
Engineering: 1d20 + 13 ⇒ (8) + 13 = 21
"Lets shore up this wall here so we can get by."

Key Point 3:
Zac can't use either skill.

Key Point 4:
Acrobatics: 1d20 + 2 ⇒ (16) + 2 = 18
"Wow, this current is really fast here."

Wayfinders

Male Skittermander Ace Pilot Envoy/1 (SP 7/7 HP 8/8 RP 4/4 | EAC:14 KAC:15 | F:+1 R:+5 W:+2 | Init:+3 | Perc:+4 Low-light, Darkvision 60ft | Move:30ft) | Semi Auto Pistol +3 (d6)
Skills:
Acro +7 Athl +0 Bluff +7 Comp -1 Cult +3 Diplo +7+d6 Disg +3 Engg -1 Intim +3 LifeSci -1 Med -1 Mystic +0 Perc +4 PhysSci -1 Pilot +8 SM +0+d6 SoH +3 Stealth +7 Surv +0
Starship:
Pilot +8 Engr -1 Sci -1 Gun +4 Capt I+3/D+7/B+7

Athletics: 1d20 + 0 ⇒ (20) + 0 = 20

Omzig is so energized at being helpful in the fast current that he finds the final leg of swimming almost too easy.

Wayfinders

Majko Ja Female LN Formian Wild Warden Technomancer 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 15 | | Speed 25ft | Fort +1; Ref +0; Will +1 | Init: +0 | Perc: -1, SM: -1 | Spells: 1st 2/3
BOT ME:
[dice=Junk Sword @ ]1d20+3[/dice] [dice=DMG@KAC, Nonlethal]1d4+4[/dice]

Physical Science: 1d20 + 7 ⇒ (13) + 7 = 20

Majko points out some changes in the rocks. "The rocks begin to get denser and discolored on that path. That is the path we should take."

Engineering: 1d20 + 7 ⇒ (4) + 7 = 11

Mysticism: 1d20 + 3 ⇒ (7) + 3 = 10

Fortitude: 1d20 + 1 ⇒ (10) + 1 = 11

Not being of much help, Majko lags behind the group for much of the way. Despite her stupor, she is able to use her strong muscles to work through the soup.

Athletics: 1d20 + 3 ⇒ (12) + 3 = 15

Sovereign Court

Year of Boundless Wonder

Zac, I'm missing your final athletics check.

(Keypoint 1)Through careful study of the structure of the tunnels and the current flow, Zac and Majko point out the correct path, helping the Starfinders save considerable time. (Success!)

(Keypoint 2)Zac examines the unstable structure for a brief while, then directs the rest of the team how to stabilise the tunnels, allowing everyone to swim through unhindered. (Success!)

Just keypoint 3 left! Culture or Mysticism to decipher the symbols.

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:10-/20
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) Mechanic 2 | SP. 14/14 | HP. 16/16 | RP. 3/3 | EAC: 14( KAC: 16 | fort: +4 Ref: +7 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.

Harec can't make a mysticism check without his basic hireling boon. He doesn't have culture either.

Harec is at a loss for what the symbols might mean but he does his best to navigate through the tunnels despite the stress on his body. athletics: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12

Wayfinders

Male CG Ysoki Mechanic Spacefarer 2 | SP 4/14 HP 14/14 | RP 4/4 | EAC 13; KAC 14 | Fort +4; Ref +5; Will +1 | Init: +2 | Perc: +6 darkvision 60', SM: +1 | Speed 30ft | Exocortex, Custom Rig | Active conditions: Frightened.

Athletics: 1d20 + 4 ⇒ (9) + 4 = 13

Acquisitives

Halfling CA Solarian 2 | SP 14/14 HP 16/16 | RP 5/5 | EAC 17(18); KAC 18(19); CMD 26 | Fort +3; Ref +3; Will +3 | Init: +3 | Perc: +7, SM: +5 | Speed 30ft | Active conditions:
Active Spells::
Solar Armor (+1 AC), Photon attuned (+1 Dmg)
| Ammo: HR 6/6, LR 19/20

Special Circumstances may not know the back end of a sewage pipe from the methane caves they were in, but he knew his way around the markings that led to the bathroom on any world. And that's certainly where he felt like he was right now. [b]"Exit is to our left, guys. Well, my left, Omzig's right since he's upside down at the moment."[b] At last, he felt useful on this crazy world!

Culture for Key Point 3: 1d20 + 9 ⇒ (14) + 9 = 23

Athletic: 1d20 + 2 ⇒ (4) + 2 = 6

Wayfinders

Male Skittermander Ace Pilot Envoy/1 (SP 7/7 HP 8/8 RP 4/4 | EAC:14 KAC:15 | F:+1 R:+5 W:+2 | Init:+3 | Perc:+4 Low-light, Darkvision 60ft | Move:30ft) | Semi Auto Pistol +3 (d6)
Skills:
Acro +7 Athl +0 Bluff +7 Comp -1 Cult +3 Diplo +7+d6 Disg +3 Engg -1 Intim +3 LifeSci -1 Med -1 Mystic +0 Perc +4 PhysSci -1 Pilot +8 SM +0+d6 SoH +3 Stealth +7 Surv +0
Starship:
Pilot +8 Engr -1 Sci -1 Gun +4 Capt I+3/D+7/B+7

But as you know, the concept of "upside-down" is only a matter of perspective! Just like "sanity".

Wayfinders

Female NG Damaya Lashunta Xenoseeker Mystic 7 (Star Sharman connection) | SP 48/48 HP 52/52 | RP 10/10 | EAC 25; KAC 25 (DR 5/-; Resist: Cold 5, Fire 5)| Fort +3; Ref +5; Will +12 | Init: +3| Perc: +20, SM: +13 | Speed 30ft | Detect Thoughts 1/1 Healing Touch 1/1 Stargazer 2/2 Starlight 8/8 | Spells: 1st 6/6, 2nd 6/6, 3rd 3/3 |Active conditions: none

Sharmain is a little shaken by the rough crossing to the cave and remains quiet as they begin their progress through the new challenges that face them.

Key Point 1: Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Before proceeding too far, Sharmain reaches out to the stars to establish a connection that can provide comfort as well as guidance. "While I respect your science, I trust more the guidance of the stars, thankfully your results and mine agree. This is clearly the correct path."

Key Point 2: Strength: 1d20 + 0 ⇒ (19) + 0 = 19
Having no engineering skills of her own, Sharmain does her best to follow the directions provided by Zac to help shore up the wall. She surprises herself that despite the exhaustion she feels, the mystic connection she established seems to be bolstering her physically as well as helping her maintain her inner balance and calm.

Key Point 3: Mysticism: 1d20 + 8 ⇒ (15) + 8 = 23
Fascinated by the runes Sharmain reaches out to trace above them, careful not to touch them. "I think these are actually a message, a clue to which way to proceed. This way I think." Sharmain's voice becomes more confident as she studies the runes before her final proclamation. She makes sure to capture a copy of them before proceeding as she wants a record available for more in-depth study later.

Key Point 4: Acrobatics: 1d20 + 3 ⇒ (20) + 3 = 23
Following Omzig's lead, Sharmain brings up the rear of the group helping any who need a little assistance.

Athletics: 1d20 + 0 ⇒ (15) + 0 = 15
Despite her improved mood and her excitement at the discovery of the runes, Sharmain begins to tire from the arduous activities.

Sovereign Court

Year of Boundless Wonder

(Keypoint 3) Together Special Circumstances and Sharmain study the runes, piecing together the meaning in reference to ancient script related to the lost race of wayangs, figuring out the right way is left.

(All keypoints success! Which grants everyone a +4 bonus to your final athletics check!)

The Starfinders push through the final stretch towards the mausoleum, swimming through the thick liquid surrounding them. Thanks to the successful navigation through the confusing tunnels, Omzig, Majko and Sharmain retain sufficient strength to push through. For Harerc, Zac and Special Circumstances, however, the entire journey has proved too exhausting. Although everyone reaches the mausoleum in the centre of the cavern, the three of them find themselves quite winded out by the journey. (Harerc, Zac and Special Circumstances are faigued.)

fatigued:
You can neither run nor charge, and you take a –1 penalty to your Armor Class, attack rolls, melee damage rolls, Reflex saving throws, initiative checks, and Strength– and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 1. If you are fatigued, doing an activity that would normally cause fatigue causes you to become exhausted instead. After 8 hours of complete rest, you are no longer fatigued.

After taking a short breather, the Starfinders studies the mausoleum. It is a rough sandstone structure, floating in the center of the moon. This close to the moon’s core, the gravity stabilizes and is close to what you find normal. A shimmering force field at the entrance seems to be holding back the liquid methane and after finding no other ill effects, you step through and enter the mausoleum. Your sensors indicate the air is breathable and you gratefully remove your breathing apparatus.

The entryway shows obvious signs of erosion. Strange semifluorescent plant life has started to grow along patches of the floor and on the walls. Together with glowing runes on the walls, the area is in dim illumination. (Let me know if you are bringing additional lighting.) The ceiling is 15 feet high. A large hole in the sandstone lies to the south, and shimmering inside the hole appears to be a force field made of purple runes. You carefully make your way further in.

Culture or Physical Science DC12:
Sandstone is not a type of stone native to this moon.

GM screen:

percep, Majko: 1d20 - 1 ⇒ (13) - 1 = 12
percep, Omzig: 1d20 + 4 ⇒ (1) + 4 = 5
percep, Harec: 1d20 + 5 ⇒ (4) + 5 = 9
percep, Special C: 1d20 + 7 ⇒ (18) + 7 = 25
percep, Sharmain: 1d20 + 8 ⇒ (1) + 8 = 9
percep, Zac: 1d20 + 6 ⇒ (5) + 6 = 11

Before you step into the next chamber though, Special Circumstances suddenly stops everyone! Those markings on the floor are not random, they form a magical trap! (Mysticism to disable.)

Wayfinders

Majko Ja Female LN Formian Wild Warden Technomancer 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 15 | | Speed 25ft | Fort +1; Ref +0; Will +1 | Init: +0 | Perc: -1, SM: -1 | Spells: 1st 2/3
BOT ME:
[dice=Junk Sword @ ]1d20+3[/dice] [dice=DMG@KAC, Nonlethal]1d4+4[/dice]

Majko hits her chest, turning on the light embedded within her armor. All suits of armor should have a 30 foot cone of light included, I believe. Ah, much better. Now, what do we have here...”

Physical Science: 1d20 + 7 ⇒ (20) + 7 = 27

Interesting...Sandstone. That doesn’t belong here...The Mother will be quite interested in this!. The formian takes notes and then moves over to help the others disrupt the malicious magics.

Mysticism, Aid: 1d20 + 3 ⇒ (18) + 3 = 21

Wayfinders

Male Skittermander Ace Pilot Envoy/1 (SP 7/7 HP 8/8 RP 4/4 | EAC:14 KAC:15 | F:+1 R:+5 W:+2 | Init:+3 | Perc:+4 Low-light, Darkvision 60ft | Move:30ft) | Semi Auto Pistol +3 (d6)
Skills:
Acro +7 Athl +0 Bluff +7 Comp -1 Cult +3 Diplo +7+d6 Disg +3 Engg -1 Intim +3 LifeSci -1 Med -1 Mystic +0 Perc +4 PhysSci -1 Pilot +8 SM +0+d6 SoH +3 Stealth +7 Surv +0
Starship:
Pilot +8 Engr -1 Sci -1 Gun +4 Capt I+3/D+7/B+7

Omzig sees perfectly well in the dim light, but doesn't mind if others turn on their light sources.

He knows nothing of Mysticism.

Wayfinders

Female NG Damaya Lashunta Xenoseeker Mystic 7 (Star Sharman connection) | SP 48/48 HP 52/52 | RP 10/10 | EAC 25; KAC 25 (DR 5/-; Resist: Cold 5, Fire 5)| Fort +3; Ref +5; Will +12 | Init: +3| Perc: +20, SM: +13 | Speed 30ft | Detect Thoughts 1/1 Healing Touch 1/1 Stargazer 2/2 Starlight 8/8 | Spells: 1st 6/6, 2nd 6/6, 3rd 3/3 |Active conditions: none

Sharmain also activates her armour's light source as she studies their new setting.

Culture: 1d20 + 6 ⇒ (13) + 6 = 19
"You are right, Majko. How very interesting."
Sharmain takes careful notes adding to her documentation of this mission.

"Well spotted, Special C. Please, let me take a careful look. I'd like to try to disarm it."

Sharmain takes a long deep breath in then relaxes her body while exhaling. She finds her centre and the mystic connection she previously established, hoping it is still sufficient for the work ahead. She can feel the presence of Majko beside her assisting to strengthen the pathway to the stars.

Mysticism to disable: 1d20 + 8 ⇒ (20) + 8 = 28

Wayfinders

Male Skittermander Ace Pilot Envoy/1 (SP 7/7 HP 8/8 RP 4/4 | EAC:14 KAC:15 | F:+1 R:+5 W:+2 | Init:+3 | Perc:+4 Low-light, Darkvision 60ft | Move:30ft) | Semi Auto Pistol +3 (d6)
Skills:
Acro +7 Athl +0 Bluff +7 Comp -1 Cult +3 Diplo +7+d6 Disg +3 Engg -1 Intim +3 LifeSci -1 Med -1 Mystic +0 Perc +4 PhysSci -1 Pilot +8 SM +0+d6 SoH +3 Stealth +7 Surv +0
Starship:
Pilot +8 Engr -1 Sci -1 Gun +4 Capt I+3/D+7/B+7

Omzig stands ready to help if those rolls are not good enough.

Sovereign Court

Year of Boundless Wonder

With an almost casual ease, Sharmain recognises the runes for what they are - an activation would call forth a pair of magical bolts that not only injure but also sicken. With some suggestions from Majko, she erases one side of the rune, rendering completely inert.

The threat taken care of, the Starfinders move into the adjoining chamber. This chamber has not escaped the ravages of time. There are holes in the walls that likely once held doors, and the sandstone tiles on the floor are dirty and broken in places. Softly glowing purple runes cover the interior walls of the chamber, encircling a round altar covered in more runes in the center of the space. Out of shadow in front of the altar, a form slowly coalesces, taking the shape of an ebony dragon with red frills. Its body is terribly contorted and trails shadows. (Picture in maps and handouts.)

With a voice like rocks scraping together, it speaks. "Who dares to break the sanctity of this holy resting place?"

Wayfinders

Male Skittermander Ace Pilot Envoy/1 (SP 7/7 HP 8/8 RP 4/4 | EAC:14 KAC:15 | F:+1 R:+5 W:+2 | Init:+3 | Perc:+4 Low-light, Darkvision 60ft | Move:30ft) | Semi Auto Pistol +3 (d6)
Skills:
Acro +7 Athl +0 Bluff +7 Comp -1 Cult +3 Diplo +7+d6 Disg +3 Engg -1 Intim +3 LifeSci -1 Med -1 Mystic +0 Perc +4 PhysSci -1 Pilot +8 SM +0+d6 SoH +3 Stealth +7 Surv +0
Starship:
Pilot +8 Engr -1 Sci -1 Gun +4 Capt I+3/D+7/B+7

Omzig points at Sharmain excitedly.

Her! She does! Omzig is only helping!

Omzig goes to hide behind Sharmain, if allowed.

Wayfinders

Female NG Damaya Lashunta Xenoseeker Mystic 7 (Star Sharman connection) | SP 48/48 HP 52/52 | RP 10/10 | EAC 25; KAC 25 (DR 5/-; Resist: Cold 5, Fire 5)| Fort +3; Ref +5; Will +12 | Init: +3| Perc: +20, SM: +13 | Speed 30ft | Detect Thoughts 1/1 Healing Touch 1/1 Stargazer 2/2 Starlight 8/8 | Spells: 1st 6/6, 2nd 6/6, 3rd 3/3 |Active conditions: none

Sharmain is astonished to see what looks like a dragon. Quietly, into the comms, she whispers "Umm, I read that dragons have breath weapons and it seems unhappy, perhaps spread out a little?"

"We meant no disrespect, nor to disturb your magnificence. We are seekers of truth and knowledge." While addressing the dragon Sharmain tries to study it and to remember anything she can on this type of life form.

Life Science: 1d20 + 6 ⇒ (8) + 6 = 14
You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5.

or if more appropriate
Mysticism: 1d20 + 8 ⇒ (2) + 8 = 10

She also tries to work out if it is truly unhappy or if this is its normal demeanour.
Sense Motive: 1d20 + 3 ⇒ (15) + 3 = 18

Edited to add: Sharmain is happy to have Omzig dart behind her, though apparently finds it distracting enough to disrupt her connection to the mystical energy she has been tapping.

Exo-Guardians

male| mechanic 1 ATT: acid rifle +2 dmg. 1d8 or knife +1 dmg. 1d4+1|darts:10-/20
special:
1/1 day Memory module(re-roll a skill check) skill focus Athletics| custom rig arm|at will: daze, psycho hand, 1/1day detect thoughts|
Lashunta (Korasha) Mechanic 2 | SP. 14/14 | HP. 16/16 | RP. 3/3 | EAC: 14( KAC: 16 | fort: +4 Ref: +7 WiLL: +2 | Int:+2| Per:+5| spd: 25ft.

Harec stands breathing heavily with tense trepidation..gripping his Acid dart rifle tightly.

Wayfinders

Male CG Ysoki Mechanic Spacefarer 2 | SP 4/14 HP 14/14 | RP 4/4 | EAC 13; KAC 14 | Fort +4; Ref +5; Will +1 | Init: +2 | Perc: +6 darkvision 60', SM: +1 | Speed 30ft | Exocortex, Custom Rig | Active conditions: Frightened.

Zac has his hunting rifle instead of his laser rifle for this trip. He has turned on his suit lights.

Zac hangs in the back trying to catch his breath after that swim. He is happy to let others talk to the dragon, as he watches the many possible entrances instead of the dragon figure. He readies his rifle, but is careful not to threaten anyone with it.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Wayfinders

Male Skittermander Ace Pilot Envoy/1 (SP 7/7 HP 8/8 RP 4/4 | EAC:14 KAC:15 | F:+1 R:+5 W:+2 | Init:+3 | Perc:+4 Low-light, Darkvision 60ft | Move:30ft) | Semi Auto Pistol +3 (d6)
Skills:
Acro +7 Athl +0 Bluff +7 Comp -1 Cult +3 Diplo +7+d6 Disg +3 Engg -1 Intim +3 LifeSci -1 Med -1 Mystic +0 Perc +4 PhysSci -1 Pilot +8 SM +0+d6 SoH +3 Stealth +7 Surv +0
Starship:
Pilot +8 Engr -1 Sci -1 Gun +4 Capt I+3/D+7/B+7

Omzig gains a little courage from Sharmain's calm demeanor, and remembers his training a little bit. He steps out from behind her.

Yes, we means no disrespect and we aims for no damage, only knowledge. May we ask who you are, Mighty Dragon?

Diplomacy, Envoy Expertise: 1d20 + 7 + 1d6 ⇒ (3) + 7 + (1) = 11

Well, that was a crappy roll. Prepare to be flamed!

Sovereign Court

Year of Boundless Wonder

The dragon continues its deep rumbling as it studies each of you in turn before it replies. "No disrespect taken, little one. I am but the guardian of this tomb. I have been here for thousands of years guarding the Dreamers relics against unwanted intrusions, waiting for the day for those with the rightful claims to come." It pauses here as its eyes glint deeply. "May I ask if you have the three sandstone map pieces? If so, you may enter. Simply insert them onto the alter behind me to dispel the force field warding it."

Sharmain or sense motive DC16:
The dragon is completely lying, at least about who it is.

mysticism DC15:
This is a nightmare dragon, a large extraplanar dradon. They are natural enemies to the Dreamers and thus its claim to be a willing guardian of Dreamer relics does not seem right.
(For every 5 you beat the DC, you may find out more.)

GM screen:

???: 1d20 + 8 ⇒ (8) + 8 = 16

Acquisitives

Halfling CA Solarian 2 | SP 14/14 HP 16/16 | RP 5/5 | EAC 17(18); KAC 18(19); CMD 26 | Fort +3; Ref +3; Will +3 | Init: +3 | Perc: +7, SM: +5 | Speed 30ft | Active conditions:
Active Spells::
Solar Armor (+1 AC), Photon attuned (+1 Dmg)
| Ammo: HR 6/6, LR 19/20

Sense Motive: 1d20 + 5 ⇒ (10) + 5 = 15

Tired as he is from the swim, and slightly confused by a situation outside his normal comfort zone, Special doesn't quite get a read on the strange shadow dragon creature before them. He stands idly off to the side, half leaning against the nearest wall with his weapon slung idly in his hands.

He glances at the others and gives a half shrug. "Is that what the tablets are supposed to do? Did Whisperer even say exactly how to use them?"

Wayfinders

Majko Ja Female LN Formian Wild Warden Technomancer 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 15 | | Speed 25ft | Fort +1; Ref +0; Will +1 | Init: +0 | Perc: -1, SM: -1 | Spells: 1st 2/3
BOT ME:
[dice=Junk Sword @ ]1d20+3[/dice] [dice=DMG@KAC, Nonlethal]1d4+4[/dice]

Mysticism, DC 15: 1d20 + 3 ⇒ (15) + 3 = 18

Majko takes a step away from the group, closer to the dragon, then telepathically reaches out to her allies. "This is a nightmare dragon, natural enemy of the Dreamers. This is not going to end well. Prepare for battle." The formian looks up at the beast, steel in her eyes.

Is there a map? I just see the dragon's picture. (Scary as heck, that is.)

Wayfinders

Male Skittermander Ace Pilot Envoy/1 (SP 7/7 HP 8/8 RP 4/4 | EAC:14 KAC:15 | F:+1 R:+5 W:+2 | Init:+3 | Perc:+4 Low-light, Darkvision 60ft | Move:30ft) | Semi Auto Pistol +3 (d6)
Skills:
Acro +7 Athl +0 Bluff +7 Comp -1 Cult +3 Diplo +7+d6 Disg +3 Engg -1 Intim +3 LifeSci -1 Med -1 Mystic +0 Perc +4 PhysSci -1 Pilot +8 SM +0+d6 SoH +3 Stealth +7 Surv +0
Starship:
Pilot +8 Engr -1 Sci -1 Gun +4 Capt I+3/D+7/B+7

Sense Motive DC16, Envoy Expertise: 1d20 + 0 + 1d6 ⇒ (6) + 0 + (1) = 7

Omzig does his best to remain brave, like his friends. It is not easy.

Wayfinders

Female NG Damaya Lashunta Xenoseeker Mystic 7 (Star Sharman connection) | SP 48/48 HP 52/52 | RP 10/10 | EAC 25; KAC 25 (DR 5/-; Resist: Cold 5, Fire 5)| Fort +3; Ref +5; Will +12 | Init: +3| Perc: +20, SM: +13 | Speed 30ft | Detect Thoughts 1/1 Healing Touch 1/1 Stargazer 2/2 Starlight 8/8 | Spells: 1st 6/6, 2nd 6/6, 3rd 3/3 |Active conditions: none

Sharmain adds to the telepathic conversation, "Yes, they are definitely lying about who they are. This is not a guardian. They probably want the tablets for nefarious purposes. Do not trust them.

Sharmain outwardly remains quiet while she tries to recenter and strengthen her mystic connection ready for whatever the immediate future holds.

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