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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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

Mirror Image: 1d4 ⇒ 2

Alorea casts a spell, creating a pair of illusory duplicates beside her. "Sounds good to us!" she says in triplicate.

The images will last 4 minutes, so she will cast it just before the group starts to move to the next chamber.


"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 nods toward Hadashin, "Indeed, it seems like a good idea to make sure the ship is functioning as much as possible while we are aboard. I will keep watch on this side of the ship." The kasatha moves toward the starboard side of the ship and takes up a watchful post with his gun and sword drawn.

Perception: 1d20 + 12 ⇒ (19) + 12 = 31


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 sleepily follows the others. "Restoring power would announce our presence, thought Ido hope this ship is unoccupied. Would hate to be disturbed by another tentacle." he notes.


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 adds, "Well, I don't think we can get the data we're looking for without some power to the computers." He then heads over to the reactor and sees what he can accomplish.

Computers Check: 1d20 + 13 ⇒ (18) + 13 = 31
Engineering Check: 1d20 + 11 ⇒ (3) + 11 = 14

And if needed...

Perception Check: 1d20 + 11 ⇒ (18) + 11 = 29


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ashrouk wrote:
Ashrouk nods toward Hadashin, "Indeed, it seems like a good idea to make sure the ship is functioning as much as possible while we are aboard. I will keep watch on this side of the ship." The kasatha moves toward the starboard side of the ship and takes up a watchful post with his gun and sword drawn.

As he approaches the starboard side of the ship, Ashrouk's progress is blocked by a barrier of fluctuating energy, arcing seemingly uncontrolled from emitters lining the floor, walls, and ceiling. Sensing that the barrier could be hazardous to the touch, the kasatha tries to find a way around, moving through what was once enclosed guest quarters. His sharp eyes spy a datapad with a cracked screen, lying on one of the beds and still attached to a charging port in the remnants of a wall.

If you pick up the datapad:
Remarkably, this datapad is still functional after centuries of exposure to the ravages of the planar energies. Stuttering to life, it displays the most recent log entry:

Jarzi wrote:
"We’ve spotted a starship nearby! I’ve rigged some spare machinery we have to try to make some sort of rudimentary communication method. There might be hope after all!"

Most of the other data on the pad is corrupted by time, but investigating another intact file leads to a firewall.

DC 15+ Computers check:

Spoiler:
The file appears to be some sort of entry code for a physical safe or repository.

Hadashin wrote:
He then heads over to the reactor and sees what he can accomplish.

Dash takes a shot at the power core, but the technology is significantly older than he's accustomed to, and it doesn't respond to his attempted repairs.

That's a failure, but you may attempt another Engineering check to repair the power core.


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

"Looks like I'm going to have a long day." Dash grumbles to himself. "Lets see if a size 2 spanner will work instead."

Re-attempt at power restoration...

Engineering Check: 1d20 + 11 ⇒ (19) + 11 = 30

I'm pretty sure the 30 worked...

With restored power, he re-enables the controls to the doors wherever he can and restores life support and lighting.

After he's done, he walks over to Ashrouk, "Can I see the datapad?" he asks over the comms, "Uh, please."

Assuming someone hands him the datapad, he attempts the computers check to get past the firewall.

Computers Check: 1d20 + 13 ⇒ (7) + 13 = 20

"There's a code to some sort of safe in a hidden file on this thing," he adds over the comms. He then takes a picture of it with his personal comm unit and texts it to everyone else in the group, before handing the datapad back to Ashrouk.


"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 brings the datapad out from the guest quarters and shows it to Hadashin. "Yes, it seems there are some protected data in this file which have not been corrupted yet. Please see what you can find."

Once the bleachling cracks the firewall and discovers the existence of the hidden safe, Ashrouk raises an eyebrow on his exceptionally high forehead. "How intriguing! Perhaps this safe would contain the information we seek."


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

"Looks like I'm going to have a long day." Dash grumbles to himself. "Lets see if a size 2 spanner will work instead."

With restored power, he re-enables the controls to the doors wherever he can and restores life support and lighting.

Dash is indeed able to restore some functionality to the power core - full lighting is restored throughout the ship, and control panels begin to blink to life next to doors and the strange energy barriers. A force field forms over the gap in the hull the contract-Starfinders just entered, and an audible hum indicates that the ship's life support systems are gradually pressurizing the area.


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

"Nice work! I'm going to go peek through that door," the three Aloreas say. They do just that, sneaking up to partially open door to the portside of the ship and quietly peering through the gap.

Stealth: 1d20 + 11 ⇒ (13) + 11 = 24
Perception: 1d20 + 10 ⇒ (10) + 10 = 20


Dead Suns: Moriko's Legacy | Temple of the Twelve
Alorea wrote:
"Nice work! I'm going to go peek through that door," the three Aloreas say. They do just that, sneaking up to partially open door to the portside of the ship and quietly peering through the gap.

Alorea finds that the door in question is slightly askew - she can peek through a very narrow crack to see that there is indeed a room on the other side, but the door itself appears to be jammed and won't open any wider.

Opening this particular door requires a DC 24 Athletics check.


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 heads over to examine what appear to be sleeping quarters.
Perception: 1d20 + 2 ⇒ (1) + 2 = 3

His eyes begin to droop as he considers taking a nap.


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

{Let me see if I can get that for you. All three of you.} Driskinet then moves up to the door, puts her weight against it, and tries to shove it open.

Athletics: 1d20 + 6 ⇒ (8) + 6 = 14 . {Nope. This door is tougher than it looks.}

Athletics: 1d20 + 6 ⇒ (5) + 6 = 11 . {Nope again.}

Athletics: 1d20 + 6 ⇒ (20) + 6 = 26 . {Finally! Guess I had to try once for each of you!}


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 bonks the Dreamsmith on the back of the head.

"No sleep, gnome!"

As the feychild looks over at the vesk, he finds that the blunt object that was knocked over his head was in fact a grenade! A grenade that Svadik seems to casually be holding in one hand as if it weren't a volatile explosive!

Sorry, all! Mental health issues took a hit and I've just been feeling unmotivated to do...well, anything these past few days. I should be good now, though!


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;

"Gnome sleep?" Flitweather says in response. He is about to speak further, but his sleepy eyes suddenly spring open wide when he spies the contents of the vesk's hand.

"May I suggest that we avoid having an... explosive situation?" he suugwsts, trying not to show too much alarm.


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 looks up in alarm and then realizes that that particular grenade has a mk3 safety unit built in so that it can't explode without the detonator being armed. At least, that's what he tells himself as he puts away the remainder of his tools. He then heads over to one of the wall openings where he can see what Alorea and Driskinet are up to.

Over the comms, he warns, "Be careful with the doors. I'm unsure which parts of the ship remain sealed. We don't want explosive decompression."


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:
Over the comms, he warns, "Be careful with the doors. I'm unsure which parts of the ship remain sealed. We don't want explosive decompression."

Flitweather looks over at the vesk, silently mouthing through the visor in his armor the words, "explosive decompression".


"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 everyone attending to the crew quarters, Ashrouk returns to the corridor he had originally been investigating, where he finds a control panel now blinking back at him. He approaches the panel and checks for any clear way to deactivate the energy field.

Initial check for an "Off" switch.

Perception: 1d20 + 13 ⇒ (7) + 13 = 20

If he doesn't find an immediately obvious way to deactivate the system, he calls out for Hadashin or someone else with some idea of how to work such devices before he tries a more aggressive method.


Dead Suns: Moriko's Legacy | Temple of the Twelve
Driskinet wrote:
{Finally! Guess I had to try once for each of you!}

It takes Driskinet three tries, but the helpful shirren finally wretches open the door, which makes a screeching, grinding sound as it snaps from its moorings and clatters on the deck plating. Peeking around the corner, Alorea spies a pile of assorted medical equipment, an old stasis pod, and a long table heaped with various equipment. At the forward end of the room are two doors.

Ashrouk wrote:
With everyone attending to the crew quarters, Ashrouk returns to the corridor he had originally been investigating, where he finds a control panel now blinking back at him. He approaches the panel and checks for any clear way to deactivate the energy field.

Ashrouk finds the "off" button fairly quickly, but pressing it gives a cryptic error message - and the barrier stays active.

Repairing the control panel will take a DC 18 Engineering check.


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 looks over at his fellow biohacker and sees that he's trying to open the other door. He says over the comms, "Ashrouk, I don't think it would be a good idea to split the party. Let's clear this room that Driskinet just opened first."


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 step into the room she just opened up, cautiously looking to see if they can detect any threats.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18


Dead Suns: Moriko's Legacy | Temple of the Twelve
Driskinet wrote:
Driskinet will step into the room she just opened up, cautiously looking to see if they can detect any threats.

Driskinet's Relfex save: 1d20 + 6 ⇒ (19) + 6 = 25

When Driskinet steps into the room, the decontamination tile under her feet heaves to life, spraying a musty, stinging vapor all over the shirren before coughing itself to an overdue demise. Driskinet, however, is quick enough to cover her eyes and steps through unaffected.

Scanning the space, she sees that both of the doors are cracked ever so slightly - and a humanoid figure, nearly hidden inside one of them, is watching the shirren!


"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
Hadashin wrote:
Dash looks over at his fellow biohacker and sees that he's trying to open the other door. He says over the comms, "Ashrouk, I don't think it would be a good idea to split the party. Let's clear this room that Driskinet just opened first."

"Very well, I can see the wisdom in your suggestion to keep together. I will remain with the rest of you." Ashrouk moves back toward the door Drikinet has opened just as the shirren steps into the room and unleashes a cloud of vapor on herself. "Driskinet! Are you alright? Is there something wrong?"

The kasatha swiftly pulls out his injector pistol as he waits to confirm the status of his new companion.


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, blatantly ignoring the gnome's fear of the grenade, rushes over to Driskinet's side to assist the shirren, pushing his way past everyone like a football player rushing to the end zone!

Reflex (if needed): 1d20 + 6 ⇒ (2) + 6 = 8 Oh...I hope that save wasn't needed...


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

Trying to not look as if she has seen the figure in the doorway, Driskinet looks back towards the rest of the group as she telepathically contacts them. {I am fine. I see a figure behind one of the other doors into this room. I don't think they have noticed that I have seen them. Be ready.} That said, she will slowly advance into the room, trying to look as if she is just normally looking through the chambers contents.

Bluff (?): 1d20 - 1 ⇒ (15) - 1 = 14


"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 silently nods in reply to Driskinet's telepathic warning about the figure behind the door, then moves in to join the shirren in searching the newly opened chamber.

Perception: 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;

Flitweather looks around to find the subject of the telepathic message.

Perception: 1d20 + 2 ⇒ (2) + 2 = 4


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 moves up to the doorway but doesn't enter, ready to provide support if needed.


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

GM:
Techie's Sense Motive check: 1d20 + 1 ⇒ (18) + 1 = 19

Svadik wrote:
Svadik, blatantly ignoring the gnome's fear of the grenade, rushes over to Driskinet's side to assist the shirren, pushing his way past everyone like a football player rushing to the end zone!

By the time Svadik tramples into the room, the decrepit decontamination tile has coughed out its last and the musty haze has more or less cleared.

Driskinet wrote:
...she will slowly advance into the room, trying to look as if she is just normally looking through the chambers contents.

Out of the corner of her eye, Driskinet sees a slight flutter of movement behind the door, but no obvious reaction... yet.

Ashrouk wrote:
Ashrouk silently nods in reply to Driskinet's telepathic warning about the figure behind the door, then moves in to join the shirren in searching the newly opened chamber.

As the kasatha scans the room, he notices that the long table near the forward end of the room is nearly buried under a dozen or more large bottles of chemical containers, most nearly full and several balanced precariously on top of others.

DC 22 Physical Science check:
If some of these chemicals were combined, they could react violently, spraying boiling, caustic streams of liquid across the room.

Flitweather wrote:
Flitweather looks around to find the subject of the telepathic message.

Flitweather, in a bit of a dreamy haze, is unable to verify Driskinet's claims.


"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 moves to examine the contents of the bottles and containers. "Aha! What have we here?"

Physical Science: 1d20 + 12 ⇒ (14) + 12 = 26

Quickly realizing what he is looking at, Ashrouk stands up and slowly backs away from the table. "I recommend we all move very carefully out of this room, one way or another. These chemicals are extremely volatile if combined, and I fear they are placed in such a way that their combination could happen very easily."


Dead Suns: Moriko's Legacy | Temple of the Twelve
Ashrouk wrote:
Ashrouk moves to examine the contents of the bottles and containers. "Aha! What have we here?"

Unfortunately, Ashrouk is unable to act on his new-found knowledge. As soon as he realizes the danger, he watches in horror as the precariously-stacked chemicals wobble and tip, as if prodded by an unseen hand. With a flash of acrid smoke and a spash of searing pain, hot acid is sprayed across half the room, catching Ashrouk in the line of fire!

Ashrouk's Reflex save: 1d20 + 3 ⇒ (7) + 3 = 10

Slow to react, Ashrouk is caught is a shower of searing, bubbling liquid.

GM:
Chemical Trap Damage (A): 6d6 ⇒ (1, 5, 5, 1, 3, 6) = 21

Ashrouk, you take 21 acid damage. Ouch!

In the chaos, a humanoid figure bursts out from behind a door. A young-ish looking tiefling with red hair and a bouncy attitude, she points and laughs at Ashrouk before running out the other forward door. "Later, suckers!"


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;
GM Jimbles wrote:
"Later, suckers!"

"Did that demonic just refer to us as lollipops?" Flitweather asks, seeming quite intrigued by the outburst and equally oblivious to the harm befalling his fellow Starfinder.


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

As the acid sprays on Ashrouk, Alorea suddenly shouts out, "I don't think so!" She reaches out and tugs on the threads of reality, shifting the paradigm around the kasatha. Instead of being showered with the searing liquid, he only ends up being splashed instead as most of the fluid miraculously misses him!

Spend 1 RP to use lessen injury, reducing the damage to Ashrouk to its lowest possible value (6 points).

"After her!" she cries as the tiefling runs away. The three images move in pursuit.


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

”Чертов демон!”

Vesk:
”Damn demon!”

Svadik hustles towards the tiefling to stop their escape!


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;
Alorea wrote:
As the acid sprays on Ashrouk, Alorea suddenly shouts out, "I don't think so!"

"Yes..well..." Flitweather responds, assuming that he has been brazenly corrected. "I have been wrong on occasion in the past."

I don't see the tiefling on the map. However, if Flitweather can see him and thinks that creating difficult terrain in the area of the tiefling's escape route will slow him down (i.e., he is not flying, climbing the walls, etc.), then he will do so with his Infinite Worlds ability.


"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
Alorea wrote:

As the acid sprays on Ashrouk, Alorea suddenly shouts out, "I don't think so!" She reaches out and tugs on the threads of reality, shifting the paradigm around the kasatha. Instead of being showered with the searing liquid, he only ends up being splashed instead as most of the fluid miraculously misses him!

Spend 1 RP to use lessen injury, reducing the damage to Ashrouk to its lowest possible value (6 points).

"After her!" she cries as the tiefling runs away. The three images move in pursuit.

Ashrouk flinches back as a huge spray of acid erupts toward him, and he feels the few flecks of acid catch him on the arms and legs. When he opens his eyes and sees the melted floor tiles to either side of him, however, he breathes a relieved sigh at his good fortune.

"Right! After her," he calls in echo of Alorea.


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 moves up into the room behind Ashrouk, looking for the 'demonic' others saw. Moved 30ft as a move action.

"Which way did they go?" He says over comms as he comes into the room.


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

Whelp, it looks like we're heading into combat! I've done my best to move those who haven't yet moved their tokens, but please adjust if you think I've made an error.

Initiative checks:
Alorea's Initiative check: 1d20 + 4 ⇒ (17) + 4 = 21
Ashrouk's Initiative check: 1d20 + 2 ⇒ (2) + 2 = 4
Driskinet's Initiative check: 1d20 + 6 ⇒ (5) + 6 = 11
Flitweather's Initiative check: 1d20 + 2 ⇒ (9) + 2 = 11
Dash's Initiative check: 1d20 + 3 ⇒ (9) + 3 = 12
Svadik's Initiative check: 1d20 + 2 ⇒ (6) + 2 = 8

As the contract-Starfinders rush in pursuit, they pass through a larger (and thankfully defunct) decontamination closet before finding themselves in the center of the ship. This area was obviously a collection of smaller rooms (cargo bays, a kitchen, a bathroom), but the planar exposure has since rendered it to a more open floorplan. Ashrouk and Driskinet, the first out of the medical lab, see their tiefling foe run across the space and into a bay on the starboard side of the ship.

Round 2:
Block 2: Alorea, (-9 SP, 2 clones), Ashrouk (-10 SP), Dash, Driskinet (-20 SP), Flitweather (-18 SP), Svadik (-24 SP)

Round 3:
Block 1: Tiefling


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 hustles after the tiefling.

Double move, icon moved.


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 hustles after the tiefling. He draws his needler pistol as he moves and switches his comms to speaker mode, hollering "Where do you think you're going?" after the rogue.

Double Move, icon placed. Also, I think Ash is only down 6 after Aloreas witchwarper trick.


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 moves after the tiefling individual as quickly as her bulky armor allows, stopping before the closed door in her path.

Double move, icon moved.


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 charges through the doorway, knocking over a table as he chases after the tiefling. Double move


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 follows the others. Double move


"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 moves up along with his allies, then drives an injector into Svadik's shoulder to enhance the vesk's defenses.

Move up then use a restorative injection to grant Svadik a +1 bonus to AC for the next 4 rounds.


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

Hot on the heels of their tiefling ambusher, the contract-Starfinders find themselves just outside the starboard bay.

Alright, who's gonna be first? I've put a little red dot on the map to signify which door you saw the tiefling run through. I'll post an update as soon as the first person enters.

Round 3:
Block 2: Alorea, (-9 SP, 2 clones), Ashrouk (-10 SP), Dash, Driskinet (-20 SP), Flitweather (-18 SP), Svadik (-24 SP, +1 AC thru Round 6)

Round 4:
Block 1: Tiefling


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 moves through the door!

Can't get to map right now, please move me. I volunteer as tribute. ;)


"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 moves into the room after Alorea, drawing his sword to wield along with his needler as he burst through the door. Upon entering the starboard bay, the kasha searches for signs of the fleeing tiefling. "Where did that nuisance go?!"

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


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

GM:
UB's Grenade Attack (20 ft): 1d20 + 9 ⇒ (19) + 9 = 28
Grenade Damage (B): 2d6 ⇒ (1, 4) = 5
Dazzled Duration: 1d4 ⇒ 2

As Alorea and Ashrouk run through the door, they find themselves in the remnants of an old research lab - the workstations are somewhat intact but mostly empty, and empty boxes with tattered labels litter the floor.

Ashrouk wrote:
" "Where did that nuisance go?!"

"Here I am!" the plucky tiefling waves mockingly at Ashrouk from behind a countertop. "NOW!"

Behind the tiefling stands a towering uplifted bear, his ursine head just inches from the ceiling. "Alley-oop!" The bear underhands a large bundle at Alorea and Ashrouk, which clatters to the ground beneath them before exploding in a dazzling shower of sparks and spare parts.

Alorea's Reflex save: 1d20 + 9 ⇒ (18) + 9 = 27
Ashrouk's Reflex save: 1d20 + 3 ⇒ (13) + 3 = 16

Both Alorea and Ashrouk were prepared for such tricks, however, and shield their eyes from the blast.

That's two successful reflex saves, so you each only take 2 bludgeoning damage.

Round 3:
Block 2: Dash, Driskinet (-20 SP), Flitweather (-18 SP), Svadik (-24 SP, +1 AC thru Round 6)

Round 4:
Block 1: Tiefling
Block 2: Alorea, (-11 SP, 2 clones), Ashrouk (-12 SP)
Block 3: Uplifted Bear


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 moves out of the main room and into the doorway Ashrouk and Alorea just entered, drawing his other pistol as he does. Seeing the giant uplifted bear he raises his needler pistol and fires the armor reducing counteragent.

Needler Pistol Attack: 1d20 + 8 ⇒ (5) + 8 = 13 vs Bear KAC with possible cover from Alorea
Piercing Damage: 1d6 + 2 ⇒ (3) + 2 = 5 -2 to his AC if he takes the damage

Unsure if that hit.


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 moves forward to his other companions outside of the room.
Move action

He then suggests to Driskinet and Svadik, "What if instead of us, we were each a 'nuisance'? Want to see what would happen then?"
Flitweather readies an action to case parallel form on himself and the closest three willing allies within 30 feet of him, prior to the bad guys taking their move, to make himself and fellow allies appear as the tiefling.

Effect of Parallel Form:
You carefully pluck details from alternate-reality versions of a target to weave a parallel form upon them, making them appear and seem to act entirely differently. You can affect the target as if they were under a disguise self spell, with you deciding the details when you cast this spell. Unlike disguise self, however, parallel form provides the mannerisms of the chosen form (though it does not confer additional abilities), and the perceived tactile and audible properties of the target’s equipment can seem different, although all of the target’s equipment must still be perceived as the same type. (For example, a melee weapon can be perceived as only another type of melee weapon.) If you cast this spell to cause the target to appear to be a specific individual, the target gains a +4 circumstance bonus to any Bluff checks related to claiming to be that individual. A creature that interacts with a target affected by this spell and succeeds at a Will saving throw recognizes the parallel form as an illusion.


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

{That could work for me, Dreamsmith.}

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