Jimbles' SFS #1-25: The Beacon Code Dilemma (Inactive)

Game Master Jimbles the Mediocre

Location: The Lorespire Complex, Absalom Station
Maps and Handouts


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Host Shirren Xenoarcheologist Mechanic | SP 15/15 HP 24/24 RP 5/5 | EAC 17 KAC 19 | F +2 R +5 W +1 | Init +2 Perc +6 (blindsense 30 ft) | Speed 20 feet | Skills: Ac +0, At +3, Co +11, Cu +10, En +12, Me +8, PS +10, Pi +7, Su +5 | Temporary Effects: None

Drawing her shield from her back, Driskinet quickly smashes it down towards the cuttle.

Entropic Strike vs EAC: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d4 + 8 ⇒ (1) + 8 = 9

Reflex Save: 1d20 + 6 ⇒ (2) + 6 = 8
Shock Damage: 1d6 ⇒ 1

Move Action to Draw her shield; Standard Action to attack the Cuttle.


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

Ashrouk pinwheels his multiple arms to regain his composure, then draws his needler as he prepares to fire a counteragent into the drift-cuttle nearest him.

So that's a move action to right myself and get rid of the off-kilter condition, then a move action to draw my nightarch needler.
For the record the 8 injections I prepared for today include the following: 2 restorative (+1 AC), 2 restorative (+2 enhancement to all skills), 2 counteragents (reduce AC by -2), 1 counteragent (reduce energy immunity to resistance or reduce resistance by 10), 1 counteragent (reduce target's DR by 5).


Male Biotechnician Bleachling Gnome Biohacker 4 (SP-28/28|HP-28/28|RP-6/6) (EAC18/KAC18) (Saves-5/4/5) (Init-+3); low-light vision, darkvision 60ft.
Stats and Skills:
Str 8 : Dex 16 : Con 12 : Int 18 : Wis 11 : Cha 10 | Bluff +7, Computers +13, Culture +13, Diplomacy +7, Engineering +11, Life Science +11(+15), Medicine +14, Perception +11, Physical Science +11, Sense Motive +11
Attacks and Abilities:
Medic Injector Pistol +8 (1d6+2 P + Injections); Static Arc Pistol +7 (1d6+2 E) | Injections - 8/8 | Field of Study - Enzymology | Field Dressing 4/4 (1d6+4/1d6) | Spark of Ingenuity 1/1

Hadashin attempts to take advantage of the collision and fires his needler pistol loaded with the ER reduction Counteragent at the nearest Cuttlefish.

Needler Pistol Attack: 1d20 + 8 ⇒ (17) + 8 = 25

Assuming that hits...

Piercing Damage: 1d6 + 2 ⇒ (5) + 2 = 7

And it shouldn't have ER Electricty anymore.

"Take that squiddy"

If possible, I'd like to continue the motion on the trajectory I was on. If I need to make a roll or spend a move action for that, let me know.


Dead Suns: Moriko's Legacy | Temple of the Twelve

GM:
C2's Will save: 1d20 + 2 ⇒ (7) + 2 = 9

C1's Attack vs. Svadik (KAC) w/ Tentacle: 1d20 + 12 ⇒ (14) + 12 = 26
Tentacle Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Hit vs. KAC 21.

C2's Full Attack vs. Driskinet (KAC) w/ Tentacle (- baleful polymorph): 1d20 + 12 - 4 - 1 ⇒ (16) + 12 - 4 - 1 = 23
Tentacle Damage (- baleful polymorph): 1d6 + 7 - 1 ⇒ (5) + 7 - 1 = 11
Hit vs. KAC 20.

C2's Full Attack vs. Driskinet (KAC) w/ Tentacle (- baleful polymorph): 1d20 + 12 - 4 - 1 ⇒ (9) + 12 - 4 - 1 = 16
Tentacle Damage (- baleful polymorph): 1d6 + 7 - 1 ⇒ (5) + 7 - 1 = 11
Miss vs. KAC 20.

C1's AoO vs. Svadik (KAC) w/ Tentacle: 1d20 + 12 ⇒ (4) + 12 = 16
Tentacle Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Hit vs. KAC 21.

C2's AoO vs. Driskinet (KAC) w/ Tentacle (- baleful polymorph): 1d20 + 12 - 1 ⇒ (3) + 12 - 1 = 14
Tentacle Damage (- baleful polymorph): 1d6 + 7 - 1 ⇒ (2) + 7 - 1 = 8
Hit vs. KAC 20.

Flitweather gracefully merges multiple realities, imbuing the nearest Drift cuttle with way more tentacles than it could possibly use. Driskinet takes the opportunity to smash her entropically-aligned shield right into the betentacled face, receiving only a minor shock in the process. The creature, not a fan of being polymorphed and then shield-bashed, lashes out twice at the shirren, striking once with a shock-enhanced tentacles!

Driskinet takes 1 electricity damage from her own attack and then 11 bludgeoning and electricity damage from the cuttle's full attack.

Alorea, meanwhile, tucks into a ball, attempting to hide herself from further attacks as she tumbles through space while her companions attempt to drive off the harrassing creature. Svadik confidently slashes out, using entropic forces to turn a patch of flash into bubbling slag, accepting a minor electrical shock to do so. Ashrouk takes time to steady himself before drawing his weapon, but Dash is prepared and fires a counteragent-loaded dart into the cuttle at point-blank range while it flails from the collision of so many people. Steadying itself through supernatural flight, the cuttle then strikes at Svadik in response with an electrified tentacle!

Svadik takes 2 electrical damage from his own attack and then 10 bludgeoning and electricity damage from the cuttle's attack.

Both cuttles strike out at the contract-Starfinders as they gently float away, but neither is able to connect.

You guys are getting very lucky with attacks of opportunity, I gotta say. I've once again updated your positions, so you have a full round of non-movement actions.

Round 4:
Block 2: Alorea, (-9 SP, off-kilter) Ashrouk, Dash, Driskinet (-12 SP), Flitweather (-7 SP), Svadik (-18 SP, +1 AC thru Round 6)

Round 5:
Block 1: Drift cuttles (C1 -23 HP, no ER electricity thru Round 5; C2 -9 HP, baleful polymorph [1st])


Female Halfling (Gutsy) Cleric 1 | HP 13/15| AC: 15 | Fort: +4; Ref: +6; Will: +9 | Per +7 | Spd 25 ft. | Keen Eyes |Hero Points: 1 | ◆ ↺ ◇ | Searching | Healing Font 0/4 | Class DC 17

Safely out of the cuttle's reach, Alorea rapidly fires her sonic pistol as she freewheels through zero-g.

Thunderstrike Pistol, Full Attack: 1d20 + 7 - 4 ⇒ (16) + 7 - 4 = 191d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Attacking C1 still.


Host Shirren Xenoarcheologist Mechanic | SP 15/15 HP 24/24 RP 5/5 | EAC 17 KAC 19 | F +2 R +5 W +1 | Init +2 Perc +6 (blindsense 30 ft) | Speed 20 feet | Skills: Ac +0, At +3, Co +11, Cu +10, En +12, Me +8, PS +10, Pi +7, Su +5 | Temporary Effects: None

Once again, Driskinet quickly swings her shield down towards the nearby cuttle. She then quickly raises it into a defensive position, protecting herself from any retaliatory attacks.

Entropic Strike vs EAC: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d4 + 9 ⇒ (3) + 9 = 12

Reflex Save: 1d20 + 6 ⇒ (3) + 6 = 9
Shock Damage: 1d6 ⇒ 4

Standard Action: Entropic Strike; Move Action: move shield to protect against C2.

Current ACs: EAC: 19, KAC: 21 (+1 AC vs C2)

EP: 1


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

With some distance now between himself and the Drift cuttle, Ashrouk raises his needler and fires off a counteragent at the creature.

Nightarch needler: 1d20 + 6 ⇒ (4) + 6 = 10

The needle bounces off harmlessly, and Ashrouk curses to himself. Determined not to let the fight end yet, however, he draws his sword and prepares for another assault.


Male Biotechnician Bleachling Gnome Biohacker 4 (SP-28/28|HP-28/28|RP-6/6) (EAC18/KAC18) (Saves-5/4/5) (Init-+3); low-light vision, darkvision 60ft.
Stats and Skills:
Str 8 : Dex 16 : Con 12 : Int 18 : Wis 11 : Cha 10 | Bluff +7, Computers +13, Culture +13, Diplomacy +7, Engineering +11, Life Science +11(+15), Medicine +14, Perception +11, Physical Science +11, Sense Motive +11
Attacks and Abilities:
Medic Injector Pistol +8 (1d6+2 P + Injections); Static Arc Pistol +7 (1d6+2 E) | Injections - 8/8 | Field of Study - Enzymology | Field Dressing 4/4 (1d6+4/1d6) | Spark of Ingenuity 1/1

Dash allows himself to continue his drift toward the asteroid until he collides with the short wall, and is forced to attempt to steady himself. He attempts to activate his bootclamps as he lands to steady himself. Move Action

Acrobatics: 1d20 + 3 + 2 + 4 ⇒ (1) + 3 + 2 + 4 = 10

Stopped, but off-kilter, Hadashin uses the rest of his turn to draw his static arc pistol.

Move action, and that's my turn.

Over the comms and trying not to puke in his helmet at the sudden turning, he groans, "This is why noone likes Space Class, Professor Snape."


Male Vesk Gladiator Vanguard 4 | SP: 0/48 | HP: 30/38 | RP: 5/6 | KAC: 20 EAC: 18 | Fort: +8 Ref: +6 Will: +3 | Init: +2 | Perc.: +8 | | Speed 20 ft | EP: 0/4 | Reactive 1/1 | Active Conditions: none

Svadik spins from the force of the creature’s tentacle and upon coming back around punches the space-squid, which halts his rotation.

Entropic Strike w/Deadly Aim: 1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20
Acid Damage: 1d4 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Electrified Shell: 1d6 ⇒ 4
Reflex: 1d20 + 6 ⇒ (9) + 6 = 15

The vesk then pulls out a grenade.


Witchwarper 4 CN Small Dream Prophet Humanoid (Gnome) | EAC 12, KAC12 SP 6 HP 27 RP 5
Skills:
Bluff +9, Culture +9, Diplomacy +9, Mysticism +10
Fort +2, Ref +6, Will +3 | Init +2; Perception +2; SM +2;

The Dreamsmith appears to be enjoying his weightless journey.

It looks to me that Flitweather does not have line of sight against any opponents.

If he does have a shot:
He takes a shot at the nearest drift cuddle he sees.
Ranged (azimuth laser pistol) v. C2: 1d20 + 5 ⇒ (10) + 5 = 15
Damage (fire): 1d4 ⇒ 2


Dead Suns: Moriko's Legacy | Temple of the Twelve

GM:
Hazard Damage (E): 1d6 ⇒ 4

C2's AoO vs. Flitweather (KAC) w/ Tentacle (- baleful polymorph): 1d20 + 12 - 1 ⇒ (18) + 12 - 1 = 29
Tentacle Damage (- baleful polymorph) (B + E): 1d6 + 7 - 1 ⇒ (5) + 7 - 1 = 11
Hit vs. KAC 12.

Hadashin wrote:
Dash allows himself to continue his drift toward the asteroid until he collides with the short wall

I have already moved everyone this turn; you won't collide with the asteroid for two more rounds. Feel free to retcon your Round 4 actions.

Firing wildly while spinning, Alorea manages to strike the nearest cuttle with a lucky shot of her thunderstrike pistol. Svadik lands a fearsome blow directly to the center of the creature's body, causing a shockwave that splatters bits of cuttle all over the nearby rocks!

Svadik takes 2 electricity damage from his own attack. That's one cuttle down!

While Flitweather takes a moment to ponder the beauty of the planar bubble, Driskinet brings her shield crashing down on the polymorphed creature a second time, dealing substantial damage.

Dirisknet takes 4 electricity damage from her own attack.

A CRACK of electrical energy pulses through the debris, striking several of the contract-Starfinders!

Driskinet, Svadik, and Ashrouk all take 4 electricity damage due to their proximity to the shock-rocks.

The remaining cuttle carefully extracts itself from combat with Driskinet (withdrawal action) before abandoning the shirren to chase after a nearby gnome! As the Dreamsmith nears the asteroid, his gentle floating leaves him open to an attack (of opportunity) with the creature takes with great fervor.

Flitweather takes 11 bludgeoning and electricity damage. I've moved you once again to represent your Round 5 floating; Flitweather, Ashrouk, and Alorea all need to make checks against the off-kilter condition as they reach their destinations!

Round 5:
Block 2: Alorea, (-9 SP, off-kilter) Ashrouk (-4 SP), Dash, Driskinet (-20 SP), Flitweather (-18 SP), Svadik (-24 SP, +1 AC thru Round 6)

Round 6:
Block 1: Drift cuttles (C1; C2 -21 HP, baleful polymorph [1st])


Male Vesk Gladiator Vanguard 4 | SP: 0/48 | HP: 30/38 | RP: 5/6 | KAC: 20 EAC: 18 | Fort: +8 Ref: +6 Will: +3 | Init: +2 | Perc.: +8 | | Speed 20 ft | EP: 0/4 | Reactive 1/1 | Active Conditions: none

Svadik looks at the grenade in his hand and shrugs. The vesk then shoots at the other cuttle.

Thunderstrike, 1 increment: 1d20 + 6 - 2 ⇒ (5) + 6 - 2 = 9
Sonic Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Svadik slaps the pistol against his leg in anger.

"Работа у тебя глупая вещь!"

Vesk:
"Work you stupid thing!"


Host Shirren Xenoarcheologist Mechanic | SP 15/15 HP 24/24 RP 5/5 | EAC 17 KAC 19 | F +2 R +5 W +1 | Init +2 Perc +6 (blindsense 30 ft) | Speed 20 feet | Skills: Ac +0, At +3, Co +11, Cu +10, En +12, Me +8, PS +10, Pi +7, Su +5 | Temporary Effects: None

Seeing the cuttle moving away from her, Driskinet aims her pistol at the creature and quickly lets off two shots at it.

Full-Attack 1: 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Full-Attack 2: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Damage: 1d6 + 2 ⇒ (3) + 2 = 5


Female Halfling (Gutsy) Cleric 1 | HP 13/15| AC: 15 | Fort: +4; Ref: +6; Will: +9 | Per +7 | Spd 25 ft. | Keen Eyes |Hero Points: 1 | ◆ ↺ ◇ | Searching | Healing Font 0/4 | Class DC 17

Alorea tries to steady her aim and fires one shot at the remaining cuttle.

Thunderstrike Pistol, Off-Kilter: 1d20 + 7 - 2 ⇒ (16) + 7 - 2 = 21
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Witchwarper 4 CN Small Dream Prophet Humanoid (Gnome) | EAC 12, KAC12 SP 6 HP 27 RP 5
Skills:
Bluff +9, Culture +9, Diplomacy +9, Mysticism +10
Fort +2, Ref +6, Will +3 | Init +2; Perception +2; SM +2;

Acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8

Flitweather finds himself off-kilter, but he steadies himself against the rock and then fires as the creature.
Move to steady; standard to shoot
Ranged (azimuth laser pistol) v. C2: 1d20 + 5 ⇒ (10) + 5 = 15
Damage (fire): 1d4 ⇒ 4


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

Acrobatics: 1d20 + 5 ⇒ (14) + 5 = 19

Ashrouk spins himself in the zero gravity to plant himself against the side of the rock and nearly catches his footing, but a rock slips out from beneath him and he begins to drift haphazardly again. He takes a moment to recenter himself, then tries to pull himself along the wall of the structure he slammed up against to try to reach a better position.

Acrobatics: 1d20 + 5 ⇒ (18) + 5 = 23

Move action to stabilize. Move action using acrobatics to climb my full land speed along the wall.


Male Biotechnician Bleachling Gnome Biohacker 4 (SP-28/28|HP-28/28|RP-6/6) (EAC18/KAC18) (Saves-5/4/5) (Init-+3); low-light vision, darkvision 60ft.
Stats and Skills:
Str 8 : Dex 16 : Con 12 : Int 18 : Wis 11 : Cha 10 | Bluff +7, Computers +13, Culture +13, Diplomacy +7, Engineering +11, Life Science +11(+15), Medicine +14, Perception +11, Physical Science +11, Sense Motive +11
Attacks and Abilities:
Medic Injector Pistol +8 (1d6+2 P + Injections); Static Arc Pistol +7 (1d6+2 E) | Injections - 8/8 | Field of Study - Enzymology | Field Dressing 4/4 (1d6+4/1d6) | Spark of Ingenuity 1/1
GM Jimbles wrote:
Hadashin wrote:
Dash allows himself to continue his drift toward the asteroid until he collides with the short wall
I have already moved everyone this turn; you won't collide with the asteroid for two more rounds. Feel free to retcon your Round 4 actions.

My bad, it looks like I also had the scales messed up on the map.

Round 4 Ret-Con

Hadashin floats on, all right, already... He draws his static arc pistol and loads another counter-agent into his needler pistol, setting it to the ER reducer.

Round 5

Having still not made it to the rock and no longer having a shot at either cuttlefish, Hadashin puts his static arc pistol back in his holster and activates his boot clamps in preparation for impact.

"Let me off this ride." he grumbles before flicking open the comm and adding, "Injury Check?"


Dead Suns: Moriko's Legacy | Temple of the Twelve

GM:
Hazard: 1d3 ⇒ 3

Through their combined marksmanship, Driskinet, Alorea, and Flitweather riddle the remaining cuttle with projectiles of varying nature until the creature shudders, lifeless, and begins to drift away.

That's the end of combat! There's still the general hazard of elemental electricity surging through some of the rocks, but you know enough to avoid them by now. For expediency's sake, you can assume success at any movement-based checks until told otherwise.


Male Biotechnician Bleachling Gnome Biohacker 4 (SP-28/28|HP-28/28|RP-6/6) (EAC18/KAC18) (Saves-5/4/5) (Init-+3); low-light vision, darkvision 60ft.
Stats and Skills:
Str 8 : Dex 16 : Con 12 : Int 18 : Wis 11 : Cha 10 | Bluff +7, Computers +13, Culture +13, Diplomacy +7, Engineering +11, Life Science +11(+15), Medicine +14, Perception +11, Physical Science +11, Sense Motive +11
Attacks and Abilities:
Medic Injector Pistol +8 (1d6+2 P + Injections); Static Arc Pistol +7 (1d6+2 E) | Injections - 8/8 | Field of Study - Enzymology | Field Dressing 4/4 (1d6+4/1d6) | Spark of Ingenuity 1/1

Dash repeats his request over the comms, "Any o' you lot injured?" He then moves more toward the center of the asteroid he's on, and looks around. He adds over comms, "I think I see the way out, but if you two want to clear that building first, I'll wait."


Witchwarper 4 CN Small Dream Prophet Humanoid (Gnome) | EAC 12, KAC12 SP 6 HP 27 RP 5
Skills:
Bluff +9, Culture +9, Diplomacy +9, Mysticism +10
Fort +2, Ref +6, Will +3 | Init +2; Perception +2; SM +2;

"Not injured, though a bit winded." Flitweather responds. "As with nearly all things, it is nothing that a meaningful rest can't fix."


Host Shirren Xenoarcheologist Mechanic | SP 15/15 HP 24/24 RP 5/5 | EAC 17 KAC 19 | F +2 R +5 W +1 | Init +2 Perc +6 (blindsense 30 ft) | Speed 20 feet | Skills: Ac +0, At +3, Co +11, Cu +10, En +12, Me +8, PS +10, Pi +7, Su +5 | Temporary Effects: None

"Pretty much the same as the Dreamsmith. Now, lets see what is in this building." She will then move over to the door and see if it can be easily opened.


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

"Same here," Ashrouk adds, "Just a bit singed from these rocks. Do try to keep your distance from them if you can. They can be rather painful."

With the fight at an end, Ashrouk takes in his surroundings and begins checking out the rock he found himself on, as well as the dilapidated structure on it.

Perception (visual): 1d20 + 13 ⇒ (12) + 13 = 25


Witchwarper 4 CN Small Dream Prophet Humanoid (Gnome) | EAC 12, KAC12 SP 6 HP 27 RP 5
Skills:
Bluff +9, Culture +9, Diplomacy +9, Mysticism +10
Fort +2, Ref +6, Will +3 | Init +2; Perception +2; SM +2;

Using part of the rock as handholds, Flitweather follows the shirren, guiding himself over to the door.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Driskinet wrote:
"Pretty much the same as the Dreamsmith. Now, lets see what is in this building." She will then move over to the door and see if it can be easily opened.

The door is only held shut by the crudest of latches, allowing Driskinet easy access to what remains of the building. This chunk of debris supports much of a simple house made of wood and cob, though the transition into the Drift cleanly sliced off part of the building’s back corner. Inside are a bed, a small bookshelf, a rug, and a hearth.

The only item of possible value is a small lockbox of sorts, which pulsates softly with benign magical energy when touched. Opening the lockbox requires either a Mysticism or Engineering check.

Ashrouk wrote:
With the fight at an end, Ashrouk takes in his surroundings and begins checking out the rock he found himself on, as well as the dilapidated structure on it.

This rock was, at one point, part of a much larger landmass supporting some sort of stone structure. Now, only fragments of pockmarked stone remain.


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

"Ah, more victims of the Drift," Ashrouk muses as he carefully pulls himself along the ruined walls. "I do hope no one was inhabiting these structures when they were pulled in here..."


Female Halfling (Gutsy) Cleric 1 | HP 13/15| AC: 15 | Fort: +4; Ref: +6; Will: +9 | Per +7 | Spd 25 ft. | Keen Eyes |Hero Points: 1 | ◆ ↺ ◇ | Searching | Healing Font 0/4 | Class DC 17

"I'm okay, just a little dizzy," Alorea says when she finally gets her balance back.


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Male Vesk Gladiator Vanguard 4 | SP: 0/48 | HP: 30/38 | RP: 5/6 | KAC: 20 EAC: 18 | Fort: +8 Ref: +6 Will: +3 | Init: +2 | Perc.: +8 | | Speed 20 ft | EP: 0/4 | Reactive 1/1 | Active Conditions: none
GM Jimbles wrote:
The only item of possible value is a small lockbox of sorts, which pulsates softly with benign magical energy when touched. Opening the lockbox requires either a Mysticism or Engineering check.

I'll show you my engineering check! Proceeds to brutally smash lockbox That was meant as a joke and not actually what I do.

Svadik, not answering Dash's question, slowly floats over to meet with Dreamsmith and Driskinet and huffs at the building.

"What this do for mission?"


Witchwarper 4 CN Small Dream Prophet Humanoid (Gnome) | EAC 12, KAC12 SP 6 HP 27 RP 5
Skills:
Bluff +9, Culture +9, Diplomacy +9, Mysticism +10
Fort +2, Ref +6, Will +3 | Init +2; Perception +2; SM +2;

Flitweather analyzes the box and attempts to find an opening.

Mysticism: 1d20 + 10 ⇒ (14) + 10 = 24


Dead Suns: Moriko's Legacy | Temple of the Twelve
Flitweather the Dreamsmith wrote:
Flitweather analyzes the box and attempts to find an opening.

The Dreamsmith peers at the box intently, viewing it across all realities in order to glean the nature of its protections. With a quiet smile, he rubs his thumb in a very specific pattern across the top, and it springs open with ease.

The lockbox contains several pieces of jewelry, vials of precious oils, and an assortment of unfamiliar shells that could be of value to xenobiologists or collectors. Although they're not of particular relevance to the mission at hand, the contents of this box would be of great interest to the tweed jackets back at the Lorespire Complex.


Female Halfling (Gutsy) Cleric 1 | HP 13/15| AC: 15 | Fort: +4; Ref: +6; Will: +9 | Per +7 | Spd 25 ft. | Keen Eyes |Hero Points: 1 | ◆ ↺ ◇ | Searching | Healing Font 0/4 | Class DC 17

"Ooh! Nice swag!" Alorea says as she peers at the box's contents. "Shall we continue on?"


Male Biotechnician Bleachling Gnome Biohacker 4 (SP-28/28|HP-28/28|RP-6/6) (EAC18/KAC18) (Saves-5/4/5) (Init-+3); low-light vision, darkvision 60ft.
Stats and Skills:
Str 8 : Dex 16 : Con 12 : Int 18 : Wis 11 : Cha 10 | Bluff +7, Computers +13, Culture +13, Diplomacy +7, Engineering +11, Life Science +11(+15), Medicine +14, Perception +11, Physical Science +11, Sense Motive +11
Attacks and Abilities:
Medic Injector Pistol +8 (1d6+2 P + Injections); Static Arc Pistol +7 (1d6+2 E) | Injections - 8/8 | Field of Study - Enzymology | Field Dressing 4/4 (1d6+4/1d6) | Spark of Ingenuity 1/1

As no monsters or explosions happened when the other members entered the building, and no one appears to be injured beyond what a short rest would get back, Dash moves along the center rock toward an edge and looks for the path out.

He'll push off toward the other rock with remaining structural elements, attempting to thread the needle between the two glowy rocks and hopefully timing it so that neither shocks him as he passes by.

I put an arrow on the sheet, but it's dark gray and for some reason I can't seem to change the color to something more obvious. Also, in case either would be needed to 'time' my transition...

Perception Check: 1d20 + 11 ⇒ (17) + 11 = 28
Physical Science Check: 1d20 + 11 ⇒ (15) + 11 = 26

"Hopping to the next lily-pad on the path. Will wait there for everyone." Dash says over the comms before pushing off.


Host Shirren Xenoarcheologist Mechanic | SP 15/15 HP 24/24 RP 5/5 | EAC 17 KAC 19 | F +2 R +5 W +1 | Init +2 Perc +6 (blindsense 30 ft) | Speed 20 feet | Skills: Ac +0, At +3, Co +11, Cu +10, En +12, Me +8, PS +10, Pi +7, Su +5 | Temporary Effects: None

"Perhaps we should look around the other major ruins here, see if there is anything else of value for us."


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

"I've already looked through this central set of ruins," Ashrouk replies over the comms. "There's nothing to see here. Let's move on."

The kasatha moves slowly toward the edge of the central rock, then pushes off after Hadashin.

Following Dash's same trajectory. I also changed the color of the line so it should be more apparent.


Female Halfling (Gutsy) Cleric 1 | HP 13/15| AC: 15 | Fort: +4; Ref: +6; Will: +9 | Per +7 | Spd 25 ft. | Keen Eyes |Hero Points: 1 | ◆ ↺ ◇ | Searching | Healing Font 0/4 | Class DC 17

Alorea follows the others across the void.


Dead Suns: Moriko's Legacy | Temple of the Twelve

GM:
Hazard: 1d3 ⇒ 1

Dash, Ashrouk, and Alorea do their best to time the jump between rocks, and they successfully dodge the erratically arcing energy. As they land, it's obvious that this floating island was once part of a massive building with thick walls before being pulled into the Drift. Subsequent collisions with other debris have clearly broken off much of the architecture, however.


Female Halfling (Gutsy) Cleric 1 | HP 13/15| AC: 15 | Fort: +4; Ref: +6; Will: +9 | Per +7 | Spd 25 ft. | Keen Eyes |Hero Points: 1 | ◆ ↺ ◇ | Searching | Healing Font 0/4 | Class DC 17

Alorea searches through the building's remains to look for anything of interest.

Perception: 1d20 + 10 ⇒ (10) + 10 = 20


Host Shirren Xenoarcheologist Mechanic | SP 15/15 HP 24/24 RP 5/5 | EAC 17 KAC 19 | F +2 R +5 W +1 | Init +2 Perc +6 (blindsense 30 ft) | Speed 20 feet | Skills: Ac +0, At +3, Co +11, Cu +10, En +12, Me +8, PS +10, Pi +7, Su +5 | Temporary Effects: None

Driskinet will follow the others over to the other set of ruins, taking a single jump in an attempt to avoid getting shocked. Once she gets there, she will take a look around as well.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Jump route shown on map with green arrow.


Witchwarper 4 CN Small Dream Prophet Humanoid (Gnome) | EAC 12, KAC12 SP 6 HP 27 RP 5
Skills:
Bluff +9, Culture +9, Diplomacy +9, Mysticism +10
Fort +2, Ref +6, Will +3 | Init +2; Perception +2; SM +2;

After taking a moment to peruse the newly-acquired baubles, Flitweather returns them to their box and stows it away. Seeing the shirren head away, he pushes off, following in the insectoid's quiet, airless wake.


Dead Suns: Moriko's Legacy | Temple of the Twelve

Alorea scans the area with interest, but finds nothing but rubble. Driskinet, however, sees a crumbling seam on her float over. Upon further inspection, it easily splits open to reveal a large chest built of some woody material. It is not locked or magically warded, but the chest doesn't seem to open easily.

An Athletics check (or a really aggressive vesk, I suppose) is required to get this one open.


Male Vesk Gladiator Vanguard 4 | SP: 0/48 | HP: 30/38 | RP: 5/6 | KAC: 20 EAC: 18 | Fort: +8 Ref: +6 Will: +3 | Init: +2 | Perc.: +8 | | Speed 20 ft | EP: 0/4 | Reactive 1/1 | Active Conditions: none

Did someone say "Really aggressive Russian vesk"?!

Svadik grabs the chest and punches it...

Athletics: 1d20 + 6 ⇒ (3) + 6 = 9

...but somehow manages to miss the chest entirely and punches at a fragment of rock.


Host Shirren Xenoarcheologist Mechanic | SP 15/15 HP 24/24 RP 5/5 | EAC 17 KAC 19 | F +2 R +5 W +1 | Init +2 Perc +6 (blindsense 30 ft) | Speed 20 feet | Skills: Ac +0, At +3, Co +11, Cu +10, En +12, Me +8, PS +10, Pi +7, Su +5 | Temporary Effects: None

{Do you want another attempt, Svadik, or should I try to open it?} queries a slightly amused Driskinet.


Witchwarper 4 CN Small Dream Prophet Humanoid (Gnome) | EAC 12, KAC12 SP 6 HP 27 RP 5
Skills:
Bluff +9, Culture +9, Diplomacy +9, Mysticism +10
Fort +2, Ref +6, Will +3 | Init +2; Perception +2; SM +2;

"I managed to open the last box. I could offer a few tips, if you think it would help " Flitweather offers with apparent sincerity.


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Male Biotechnician Bleachling Gnome Biohacker 4 (SP-28/28|HP-28/28|RP-6/6) (EAC18/KAC18) (Saves-5/4/5) (Init-+3); low-light vision, darkvision 60ft.
Stats and Skills:
Str 8 : Dex 16 : Con 12 : Int 18 : Wis 11 : Cha 10 | Bluff +7, Computers +13, Culture +13, Diplomacy +7, Engineering +11, Life Science +11(+15), Medicine +14, Perception +11, Physical Science +11, Sense Motive +11
Attacks and Abilities:
Medic Injector Pistol +8 (1d6+2 P + Injections); Static Arc Pistol +7 (1d6+2 E) | Injections - 8/8 | Field of Study - Enzymology | Field Dressing 4/4 (1d6+4/1d6) | Spark of Ingenuity 1/1

"Я думаю, что коробка оскорбила твою мать." Dash says over the comms as he watches what's going on.

Vesk:
"I think that box insulted your mother."

He then looks around the group and at his watch. "Does anyone need a rest before we proceed on?"

I don't see us ever actually taking a 10-minute rest for stamina in the logs. I'm still full, but I know some other people weren't yet.


"As-harouk" Male NG kalo sensate precog | HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 | Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A

"I am prepared to move forward once the others have recovered the contents of their box."

I'm only down 4 SP, so I'm gonna hold off. We'll see how survivable that is, I suppose. ;)


Female Halfling (Gutsy) Cleric 1 | HP 13/15| AC: 15 | Fort: +4; Ref: +6; Will: +9 | Per +7 | Spd 25 ft. | Keen Eyes |Hero Points: 1 | ◆ ↺ ◇ | Searching | Healing Font 0/4 | Class DC 17

Alorea checks the action on her pistol and nods. "I'm good to go!"


Witchwarper 4 CN Small Dream Prophet Humanoid (Gnome) | EAC 12, KAC12 SP 6 HP 27 RP 5
Skills:
Bluff +9, Culture +9, Diplomacy +9, Mysticism +10
Fort +2, Ref +6, Will +3 | Init +2; Perception +2; SM +2;
Hadashin wrote:

He then looks around the group and at his watch. "Does anyone need a rest before we proceed on?"

I don't see us ever actually taking a 10-minute rest for stamina in the logs. I'm still full, but I know some other people weren't yet.

The words of his fellow gnome fall unheard upon Flitweather, the Dreamsmith already pausing for a gnomish gnap.

Flit can use the rest.


Male Vesk Gladiator Vanguard 4 | SP: 0/48 | HP: 30/38 | RP: 5/6 | KAC: 20 EAC: 18 | Fort: +8 Ref: +6 Will: +3 | Init: +2 | Perc.: +8 | | Speed 20 ft | EP: 0/4 | Reactive 1/1 | Active Conditions: none
Hadashin wrote:
"Я думаю, что коробка оскорбила твою мать." Dash says over the comms as he watches what's going on.

Svadik glares angrily at the bleachling as he yells, holding the box in two hands and bringing it down over his knee...

Athletics: 1d20 + 6 ⇒ (20) + 6 = 26

...and cracks it open like an egg!

Svadik looks directly at Dash as he turns on his comm unit. "Никогда не упоминай мою маму."

Vesk:
"Never mention my mother."

I actually did get a really good laugh outta that, Dash!


Dead Suns: Moriko's Legacy | Temple of the Twelve

Inside the remnants of the chest, the contract-Starfinders find half a dozen beautifully tailored outfits, each more resplendent than the last, and every one designed for a humanoid creature with three arms and three legs. Tucked into one of the pockets, Savdik uncovers a mk 2 healing serum.

Feeling that they've gained everything of value from the debris field, the crew of contract-Starfinders journeys forward, nearly to the wreck of the Amber Reconnoiter.


Dead Suns: Moriko's Legacy | Temple of the Twelve

The Amber Reconnoiter floats in the debris field, where it has clearly been for some time, based on the dented and scorched exterior. The information the contract-Starfinders collected from the Lorespire complex indicate that the vessel has two airlocks, but the starboard airlock is flat-out inoperable and the port airlock is just... missing, replaced by an enormous slab of porous rock wedged into the port side of the bridge, which crackles with latent electrical energy. The only way into the ship is through a gaping hole in the aft-port corner.

A map of the Amber Reconnoiter has been added to Maps and Handouts. Unless otherwise noted, the ship has standard gravity, dim lighting, and 10-foot ceilings.

Service lights intermittently flicker with barely perceptible light, giving faint glimpses of the ruined interior in this area. A seemingly nonfunctioning power core is located toward the front of the area, just forward of a line of cots and near a strange crackling barrier. A similar barrier blocks off a smaller hallway leading to the starboard side of the ship, next to another door. Toward the port side, a door sits partially cracked.


Male Biotechnician Bleachling Gnome Biohacker 4 (SP-28/28|HP-28/28|RP-6/6) (EAC18/KAC18) (Saves-5/4/5) (Init-+3); low-light vision, darkvision 60ft.
Stats and Skills:
Str 8 : Dex 16 : Con 12 : Int 18 : Wis 11 : Cha 10 | Bluff +7, Computers +13, Culture +13, Diplomacy +7, Engineering +11, Life Science +11(+15), Medicine +14, Perception +11, Physical Science +11, Sense Motive +11
Attacks and Abilities:
Medic Injector Pistol +8 (1d6+2 P + Injections); Static Arc Pistol +7 (1d6+2 E) | Injections - 8/8 | Field of Study - Enzymology | Field Dressing 4/4 (1d6+4/1d6) | Spark of Ingenuity 1/1

Dash shivers to himself as he boards the ghost ship. "This wouldn't have been pretty," he relays absentmindedly over the comms. Seeing the path open to the power core he adds, "If I restore some power, we may be able to get further into the ship... Unless there are any objections."

He'll wait for any comments before proceeding further, but I'm pretty sure I'm the only one with Computers or Engineering, so I'll probably eventually need to make these rolls...

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