[SFS - PbP] 1-05 The First Mandate - GM bigboom (Inactive)

Game Master bigboom

Maps & Slides


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Acquisitives

Male LN Android Mechanic Bounty Hunter 5 | SP 35/35 HP 34/34 | RP 6/6 | EAC 17; KAC 18; CMD 26 | Fort +5; Ref +10; Will +5 | Init: +6 | Perc: +11, SM: -2 | Speed 30ft | Active conditions: None.

If we do split, we can each team can take a screamer grenade and get them from both sides.

engineering check if needed: 1d20 + 12 ⇒ (5) + 12 = 17

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

Finally caught up, new year's work to be done and family time.

Kallus listens intently at the idea of bringing down a notorious assassin. He decides to rely on his own abilities rather than take the gear, but a portion of the credits would do nicely.

He is quickly on his data pad to confirm what his companions have figured out, which isn't much other than the standard 'wanted by everyone'.

As they prepare to split up, he draws his sword. "Ready to wreck this party?" He then stacks against one side of the door and nods to the others.

Acquisitives

Male Ysoki | Corporate Agent | Operative (Ghost) 2| SP: 0/12; HP: 14/14; RP: 5/5 | BAB: +1; EAC: 1819; KAC: 1819; CMD: 2627 | F+0; R+7; W+3 | Init: +5; Perc: +6; SeMo: +7; Spd: 30' |Darkvision (60'); Trap Spotter (+2 Per, Auto roll 10')

Smek whispers into his comm, "Doesn't seem to be any other entries. I like the screamer toss and rush plan. What's the thought on splitting? It would cut down on the odds of an escape. If not, we should at least disable the door to prevent potential escape."

Smek waits for the team to come to consensus. As he waits, Smek takes up a guard position near the far door.

I'd like to keep that Stealth roll, just let me know if I need to re-roll.

Dataphiles

Male NG Elf Scholar technomancer 4 | SP 3/20 HP 24/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Active conditions: None.

Elwin looks to his closest companions and whispers, "I thought you should never split the party? Of course, blocking both exits does seem to be a good idea. If we do it, who should join Smek?"

Wayfinders

Male CG Kasatha Ace Pilot Operative 1 | SP 0/12 HP 13/16 | RP 4/4 | EAC 16; KAC 17 | Fort +0; Ref +6; Will +4 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Trick Attack +1d4 (Acrobatics, Stealth, Bluff, Intimidate, DC 20+CR) | Battery charges: 20/20; Rounds: 9/9 loaded 29/30 total | Active conditions: None.

"This seems like it would work. I do worry that we're going to enter into different areas, but I guess we would know if the other group sees something from the really loud noise." He looks down the hallway. "I don't really care which door I go to. Should I stay here, and Varag and Elwin go with Smek, or should I go and one of them stays here?"

He fumbles around with his pockets for a second and then asks the group, "Who currently has the screamer grenades?"


Starship Actions ; Live Exploration Extreme!

Smek, you can keep that stealth roll, no problem.

Okay, here's what I'll need. First, the door locks will need to be disabled. 0689 has dropped me an engineering roll which I'll use. Does someone else want to disable the second door lock simultaneously? Or will 0689 unlock one door then go unlock the other door? Either way, I'll need one more engineering roll.

Then, to execute your plan, I assume you'll have two teams. Each team will have two people right at a door. One person will open the door while the other tosses in the grenade the moment the door opens. Whomever are tossing the grenades, please give me a grenade toss roll.

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

Varag moves to the other door and starts to work on it.
Engineering: 1d20 + 8 ⇒ (2) + 8 = 10
Varag whispers in the comms, "It might just be a second."


Starship Actions ; Live Exploration Extreme!

GM Seecrits: 1d2 ⇒ 2

On the count of three, 0689 and Varag begin working on the locks of their respective doors but Varag touches his door a split second earlier than 0689 causing Varag's door's touchpad to emit an audible ZAP! as an arc of electricity leaps forth and hits Varag!!

Electric Damage: 4d6 ⇒ (5, 1, 1, 4) = 11

The trap hits Varag for 11 points of damage, DC13 Reflex save to reduce it down to 5 points of damage.

After Varag takes the hit, 0689 and Varag examine the doors more carefully and find that the trap has expended itself and will not trigger again. With a bit more work, the two of them manage to unlock the doors - they can now be opened at will.

If you have some way of healing up Varag's stamina, you may do so now. Otherwise, will the two grenade throwers please give me an attack roll. Just a reminder, the only party member here who is proficient with grenades is 0689. Everyone else takes a -4 to attack. Also, grenades are a strength-based attack, which means either Kallus or Esar would be your best grenade throwers, statistically.

With this in mind, I've positioned Esar ready to open the door for 0689 to toss a grenade through one door and Smek ready to bust the other door open for Kallus to throw a grenade in. This is the setup that I'm interpreting from your previous posts but feel free to change things around however you wish before you guys execute your SWAT-style interdiction!

Once I get two grenade attack rolls from two different characters, I'll narrate what happens.

Wayfinders

Male CG Kasatha Ace Pilot Operative 1 | SP 0/12 HP 13/16 | RP 4/4 | EAC 16; KAC 17 | Fort +0; Ref +6; Will +4 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Trick Attack +1d4 (Acrobatics, Stealth, Bluff, Intimidate, DC 20+CR) | Battery charges: 20/20; Rounds: 9/9 loaded 29/30 total | Active conditions: None.

Esar mutters, "This is going to be a scream." and throws the grenade in, quickly turning away and covering his ears. Unless 0689 would be better for the grenades? If that would be a better plan, I can just open the door.

Grenade (+1 Str +1 BaB -4 Non-proficiency):
1d20 - 2 ⇒ (6) - 2 = 4
That went well.

After the grenade goes off, Esar gets his weapons ready and enters.

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

Reflex: 1d20 + 1 ⇒ (9) + 1 = 10

"Whoo!" mutters the witchwyrd as the electricity runs through him.
"I'll be good for a bit let's get this assassin quickly."

Varag will take a 10 min rest after dealing with the room

Dataphiles

Male NG Elf Scholar technomancer 4 | SP 3/20 HP 24/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Active conditions: None.

Elwin watches the grenade wobble in, something in the back of his mind, perhaps the grenades he's seen used in holos, makes him think that everything isn't quite right with that grenade. He shakes his head, readies a spell and his pistol and waits for the bang to charge in behind his team mates.

Acquisitives

Male LN Android Mechanic Bounty Hunter 5 | SP 35/35 HP 34/34 | RP 6/6 | EAC 17; KAC 18; CMD 26 | Fort +5; Ref +10; Will +5 | Init: +6 | Perc: +11, SM: -2 | Speed 30ft | Active conditions: None.

Yes allow me to toss the grenade.

0689 takes the grenade from Esar and tosses it towards the center of the room.

screamer grenade: 1d20 + 4 ⇒ (12) + 4 = 161d10 ⇒ 9 sonic damage.
DC for the deafened would be 14.


Starship Actions ; Live Exploration Extreme!

Okay! I'll switch Esar and Kallus so that there's a grenade going through each door.

Varag takes a nasty shock but after he tells his team that he's still good to go, Smek and Esar give him a grim nod as they prepare to enter. The team coordinates a countdown and simultaneously, Kallus and Smek throw open their respective doors!

Inside, rusted crates and plastic barrels crowed this cramped workspace. Discarded R2E packaging, beverage pouches, and packing material litter the space. A ledge along the south wall holds a stack of rubber mats in an approximation of a bed beside a high-quality industrial backpack. Ragged wires droop from an exposed conduit along the northern wall, occasionally showering the room in sparks as the lights flicker.

But it is two serpentine creatures lingering near the northern wall, chewing on the exposed wiring that catches your attention. Without delay, 0689 and Esar throw their grenades to a spot equidistant in between the two creatures, hoping to catch them both in the grenade blast.

Image of the creatures revealed in slides.

0689's grenade sails gracefully and unerringly exactly to a spot right between the two creatures, catching them both in its blast radius.

Grenade location: 1d8 + 1d4 ⇒ (2) + (1) = 3

Varag's grenade, however, does NOT sail gracefully as his footing slips just as he releases the grenade. It flies through the air, landing on a crate well short of his intended placement. It bounces off the crate onto the ground where it takes yet another bounce, then rolls a bit further. But, miraculously, the grenade explodes not TOO far away from the intended location and manages to catch the red creature in its blast.

Just FYI, the location of the two grenade tosses are marked on the map with little red circles.

Varag's grenade damage: 1d10 ⇒ 4

Reflex saves:
Red creature reflex: 1d20 + 7 ⇒ (14) + 7 = 21
Orange creature reflex: 1d20 + 7 ⇒ (9) + 7 = 16
Red creature reflex: 1d20 + 7 ⇒ (18) + 7 = 25

The two creatures prove to be extremely agile as they manage to wriggle away in response to the grenade explosions, managing to avoid a portion of the blasts.

And with that, we move into regular combat rounds! All of you have your weapon of choice ready and in hand. Any attempts to identify the creatures will require a mysticism roll.

Combat Initiated!!!

Init rolls:
Initiative, Esar: 1d20 + 4 ⇒ (12) + 4 = 16
Initiative, Kallus: 1d20 + 1 ⇒ (11) + 1 = 12
Initiative, Varag: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative, Smek: 1d20 + 5 ⇒ (2) + 5 = 7
Initiative, Elwin: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative, 0689: 1d20 + 5 ⇒ (19) + 5 = 24
Initiative, Serpentine creatures: 1d20 + 4 ⇒ (19) + 4 = 23

Round 1
The following characters in bold may take their turn:

0689
Red creature (-6)
Orange creature (-4)
Esar
Kallus
Elwin
Smek
Varag (-11SP)

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

Kallus looks at the creatures as the grenades go off.

Mysticism: 1d20 + 7 ⇒ (1) + 7 = 8

"Never seen anything like them."

Acquisitives

Male LN Android Mechanic Bounty Hunter 5 | SP 35/35 HP 34/34 | RP 6/6 | EAC 17; KAC 18; CMD 26 | Fort +5; Ref +10; Will +5 | Init: +6 | Perc: +11, SM: -2 | Speed 30ft | Active conditions: None.

0689 moves into the room and cuts a sharp right. He heads up the steps to get some height on the creatures and fires at the red one.

attack vs EAC: 1d20 + 7 ⇒ (1) + 7 = 8
fire damage: 1d8 + 4 + 1d6 ⇒ (2) + 4 + (6) = 12


Starship Actions ; Live Exploration Extreme!

Following up his beautiful grenade toss, 0689 moves in confidently, takes the high ground and fires his laser rifle! Unfortunately, his quick movements into the room throws his aim off as the laser shot hits...well...nothing!

GM Seecrits:
left/right: 1d2 ⇒ 2
left/right: 1d2 ⇒ 1

The flying serpents, previously unaware of your presence until they were hit by the grenades, turn around and seeing 0689 move into the room, fly up to him and attempts to slap 0689 with their tails!

Attack rolls:
Red Serpent tail slap: 1d20 + 9 ⇒ (13) + 9 = 22
Bludgeoning Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Orange Serpent tail slap: 1d20 + 9 ⇒ (18) + 9 = 27
Bludgeoning Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Both serpents simultaneously swing their tails at 0689 and the flurry of tail whipping disorients 0689 as he finds himself unable to dodge out of the way, taking 6 points of damage from each hit for a total of 12 points!

Round 1 cont'd & Round 2
The following characters in bold may take their turn:

0689 (-12SP)
Red creature (-6)
Orange creature (-4)
Esar
Kallus
Elwin
Smek
Varag (-11SP)

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

Kallus sees the flurry movement and realizes he will not be able to reach the creatures in time, he spots an empty toolbox and grips it with his mind, sending it flying towards one of the creatures.

TK Toss: 1d20 + 2 ⇒ (16) + 2 = 181d6 ⇒ 5

Acquisitives

Male Ysoki | Corporate Agent | Operative (Ghost) 2| SP: 0/12; HP: 14/14; RP: 5/5 | BAB: +1; EAC: 1819; KAC: 1819; CMD: 2627 | F+0; R+7; W+3 | Init: +5; Perc: +6; SeMo: +7; Spd: 30' |Darkvision (60'); Trap Spotter (+2 Per, Auto roll 10')

Seeing 0689 being overwhelmed, Smek moves quickly into the room. Using the shadows and scatter crates and barrels to conceal his movements, Smek catches one of the creatures red guard and fires his pistol...

Trick Attack/Stealth/Red Creature: 1d20 + 18 ⇒ (6) + 18 = 24 DC equal to 20 + target’s CR, target flat-footed for Smek
Attack/EAC: 1d20 + 4 ⇒ (2) + 4 = 6 Creature may be flat-footed

Smek swears under his breath in Ysoki as the shot goes high and wide.

Dataphiles

Male NG Elf Scholar technomancer 4 | SP 3/20 HP 24/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Active conditions: None.

Elwin steps into the room to get a clear shot, taking cover behind a barrel. He raises his pistol for a shot at 'red' while trying to make out exactly what they are...

shooty: 1d20 + 1 ⇒ (15) + 1 = 16
cold and piercing damage: 1d4 ⇒ 4
mysticism: 1d20 + 6 ⇒ (12) + 6 = 18


Starship Actions ; Live Exploration Extreme!

Kallus' mentally controlled toolbox flies across the room towards the red serpent and smacks it hard, dealing 5 points of damage!

Smek tries to focus on his target but his concern for his fellow teammate distracts Smek, throwing his aim off as he misses his shot!

Elwin moves in fires his hail pistol which emits a *snikt!!* *snikt!!* sound as several small razor sharp shards of ice are hurled at the red serpent and hits for 4 points of damage!!

Having moved into the room Elwin gets a better look at the creatures and identifies them as electrovores. They're small, flying magical beasts with a tail slap attack which you've already seen demonstrated on 0689.

In addition, Elwin recalls that they're immune to electricity while having a special electrical discharge ability which allows the electrovore to emit an electrical energy AOE attack hitting all within 10 feet of the electrovore, potentially staggering it's victims momentarily.

Round 1 cont'd & Round 2
The following characters in bold may take their turn:

0689 (-12SP)
Red creature (-15)
Orange creature (-4)
Esar
Kallus
Elwin
Smek
Varag (-11SP)

Wayfinders

Male CG Kasatha Ace Pilot Operative 1 | SP 0/12 HP 13/16 | RP 4/4 | EAC 16; KAC 17 | Fort +0; Ref +6; Will +4 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Trick Attack +1d4 (Acrobatics, Stealth, Bluff, Intimidate, DC 20+CR) | Battery charges: 20/20; Rounds: 9/9 loaded 29/30 total | Active conditions: None.

Esar runs forward, jumps onto the boxes, and climbs over them, then leaps off and flips midair, firing a round from his pistol at one of the creatures (orange) before he hits the ground.
Attack roll (KAC): 1d20 + 4 ⇒ (11) + 4 = 15 Trick attack, Acrobatics, DC 20+CR: 1d20 + 13 ⇒ (5) + 13 = 18 Attack damage (Piercing): 1d6 ⇒ 6 Trick attack damage: 1d4 ⇒ 3

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

Varag moves to the corner, he starts moving his arms and chanting. Two glowing arrows manifest. With two of his hands he points at each of the creatures as the arrows shoot out at the sentries. Using Varag's Force Bolt ability.

Mysticism: 1d20 + 7 ⇒ (3) + 7 = 10
SR? on orange: 1d20 + 2 ⇒ (4) + 2 = 6
Damage on orange: 1d4 + 1 ⇒ (1) + 1 = 2
SR? on red: 1d20 + 2 ⇒ (20) + 2 = 22
Damage on red: 1d4 + 1 ⇒ (4) + 1 = 5

Dataphiles

Male NG Elf Scholar technomancer 4 | SP 3/20 HP 24/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Active conditions: None.

Elwin will pass on the information he remembered.
Assuming it would be part of the combat banter rule, otherwise he'll do it on his turn

"Electrovores! Immune to electricity, a short ranged area attack!"

Acquisitives

Male LN Android Mechanic Bounty Hunter 5 | SP 35/35 HP 34/34 | RP 6/6 | EAC 17; KAC 18; CMD 26 | Fort +5; Ref +10; Will +5 | Init: +6 | Perc: +11, SM: -2 | Speed 30ft | Active conditions: None.

What the hell!!

Seriously...this is the second encounter 0689 has had, that he had to switch to melee.

0689 takes a guarded step back and pulls his knife and attempts to stab red.

attack vs KAC: 1d20 + 6 ⇒ (5) + 6 = 11
slashing damage: 1d4 + 2 ⇒ (3) + 2 = 5


Starship Actions ; Live Exploration Extreme!

Orange creature reflex: 1d20 + 7 ⇒ (17) + 7 = 24
Oops, looking at the map, I just realized I misinterpreted the intersections. Esar's wobbly grenade toss actually did encompass the orange creature in its blast radius. Well done Esar! Orange made it's saving throw so I'm retroactively adding 2 points of additional damage to Orange.

Elwin, I personally just assume whomever is able to identify a creature is able to yell out the information immediately without expending an action. Everyone, if there's a hard & fast rule about this though and I'm wrong, please let me know!

Esar pulls off some very impressive moves - leaps, flips, tumbles and spins galore!! Buuuuut....the electrovore had its back turned and didn't notice. Nevertheless, Esar's shot hits hard for 6 points of damage!

Varag moves in and the two glowing arrows find their way unerringly to the two targets! 2 points of damage on orange and 5 on red!

0689 takes a step back from the flying creatures but still within range of red, he stabs away but the agile flying creature proves too nimble as 0689 misses!!

---------------------------------------------------------

The two electrovores, sensing that they're somewhat surrounded, both stay in place but let loose an electrical discharge, hitting everyone within 10 feet of their location (basically everyone within 10 foot reach melee attack range).

Red's electric damage: 1d6 + 2 ⇒ (5) + 2 = 7
Orange's electric damage: 1d6 + 2 ⇒ (5) + 2 = 7

The red electrovore's discharge catches 0689 and Esar it its radius. This causes 7 points of damage or DC13 Reflex save to reduce to 3 points!

The orange electrovore's discharge also catches 0689 and Esar but also Smek! Each of you get another 7 points of damage or DC13 Reflex save to reduce to 3 points!!

---------------------------------------------------------

Round 2 cont'd & Round 3
The following characters in bold may take their turn:

0689 (-12SP) (Two DC13 Reflex rolls needed. Each to reduce 7 damage to 3)
Red creature (-20HP, -1RP)
Orange creature (-14HP, -1RP)
Esar (Two DC13 Reflex rolls needed. Each to reduce 7 damage to 3)
Kallus
Elwin
Smek (DC13 Reflex roll needed to reduce 7 damage to 3)
Varag (-11SP)

Wayfinders

Male CG Kasatha Ace Pilot Operative 1 | SP 0/12 HP 13/16 | RP 4/4 | EAC 16; KAC 17 | Fort +0; Ref +6; Will +4 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Trick Attack +1d4 (Acrobatics, Stealth, Bluff, Intimidate, DC 20+CR) | Battery charges: 20/20; Rounds: 9/9 loaded 29/30 total | Active conditions: None.

Reflex save 1: 1d20 + 6 ⇒ (6) + 6 = 12
Reflex save 2: 1d20 + 6 ⇒ (3) + 6 = 9
Well.

Esar, still in midair, lands quietly, and looks up juuust before seeing the electricity blast coming from the two creatures. His eyes go wide, and he exclaims, "What the--" before he is cut off and knocked over by the electricity. A jolt from the blast jumps directly into his comm unit and starts the music in is headphones he had forgotten to turn on. Thunderstruck by AC/DC

He lays there on his back for a second, and starts tapping his finger to the beat. Recovering from the blast, he somersaults backward, and catapults off of the boxes behind him into the creature.

Tactical sword cane attack roll: 1d20 + 4 ⇒ (14) + 4 = 18
Trick attack - Acrobatics DC 20+CR: 1d20 + 13 ⇒ (15) + 13 = 28
Sword cane damage: 1d4 + 1 ⇒ (4) + 1 = 5
Trick attack damage: 1d4 ⇒ 3

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

The witchwyrd continues his magical barrage launching three more glowing arrows. Red 2 arrows: 2d4 + 2 ⇒ (1, 1) + 2 = 4 Orange 1 arrow: 1d4 + 1 ⇒ (4) + 1 = 5


Starship Actions ; Live Exploration Extreme!

With a leaping, midair swing, Esar's sudden, acrobatic, and unpredictable movements causes the orange electrovore to dive when it should have climbed, inadvertently exposing its softer underbelly to Esar's blade which hits for 8 points of damage!!

A split second later, a barrage of three arrows consisting of pure force energy launch across the room, two hitting the red electrovore and one hitting the orange electrovore. They both succumb to the shock of damage taken and fall to the ground... dead.

Gonna bot the remaining reflex saves to move us forward.
0689 Reflex DC13: 1d20 + 9 ⇒ (14) + 9 = 23
0689 Reflex DC13: 1d20 + 9 ⇒ (17) + 9 = 26
Smek Reflex DC13: 1d20 + 6 ⇒ (6) + 6 = 12
0689 takes 6 points of damage and Smek takes 7 points

Status:
0689 (-18SP)
Esar (-12SP, -2HP)
Kallus
Elwin
Smek (-6SP, -3HP)
Varag (-11SP)

Combat Concluded!!!

---------------------------------------------------------

You begin searching around the engineering bay...

Perception rolls:
Perception, Esar: 1d20 + 7 ⇒ (7) + 7 = 14
Perception, Kallus: 1d20 + 2 ⇒ (5) + 2 = 7
Perception, Varag: 1d20 + 0 ⇒ (14) + 0 = 14
Perception, Smek: 1d20 + 5 ⇒ (2) + 5 = 7
Perception, Elwin: 1d20 + 2 ⇒ (5) + 2 = 7
Perception, 0689: 1d20 + 10 ⇒ (20) + 10 = 30

Everyone finds themselves a bit rattled by the combat as they look around the room - except for 0689, who keeps a sharp eye out as he looks around. With those steady nerves and methodical searching, 0689 finds among the discarded wrappers a series of packaging for five industrial explosive devices. In addition, he also finds a set of tattered instructions.
The instructions grant a +2 circumstance bonus to any attempts at disabling the explosive devices, should you happen to come across any.

The backpack contains an unremarkable set of clothing, a suit of basic lashunta tempweave armor, an anchoring fusion seal (3rd), a hygiene kit including a vial of Dagret’s Scalesheen Oil and a jar of FLEQ Texture Cream for Curly Hair, and a tier 3 computer.

DC25 Computers to hack (aiding allowed):
You find records of infosphere searches for a human woman named Sanivvi Acheosi, a tawny-skinned woman with wildly curly hair currently residing on Castrovel, and several pages of instructions and videos for styling curly hair.

Whomever views the image of Sanivvi that you uncovered may make a DC19 Perception check. If successful, read the following:

Spoiler:
Looking at the image of Sanivvi, you recall seeing her as a staffer at the gala who was working on the audiovisual setup for the event!!

In looking through the computer, you also find a separate firewall protecting a secure data module. Accessing the data module requires a separate hacking attempt.

DC25 Computers to hack the data module (aiding allowed):
The module contains a file with a list of names, dates, and locations, cumulating with an alarming entry: “Luwazi Elsebo; Lorespire Complex, Skyreach Room, gala” and the present date. You spend a few minutes of research using the local infosphere and ascertain that every individual on the list is recently deceased, save for Luwazi; the obituary dates and locations correspond with the dates and locations in the files, but the causes of death are widely varied. Most notably, those few that are documented as homicides all list radically different perpetrators: individuals of varying gender, race, and background.

Acquisitives

Male Ysoki | Corporate Agent | Operative (Ghost) 2| SP: 0/12; HP: 14/14; RP: 5/5 | BAB: +1; EAC: 1819; KAC: 1819; CMD: 2627 | F+0; R+7; W+3 | Init: +5; Perc: +6; SeMo: +7; Spd: 30' |Darkvision (60'); Trap Spotter (+2 Per, Auto roll 10')

After collecting himself, Smek assesses his injuries. "Well, any fight you can stagger away from I suppose. Anyone skilled in healing magic?" The Ysoki looks like he'll be adding several new scars to his collection.

Smek goes through the items found, he carefully reviews and memorizes the the instructions found with the explosive packages, "We should probably make Radaszam aware of this with some haste..."

Smek begins to scan the computer screen, "I'm not terribly skilled at hacking but if there's no one else? I'm also happy to provide what assistance I can."

Acquisitives

Male LN Android Mechanic Bounty Hunter 5 | SP 35/35 HP 34/34 | RP 6/6 | EAC 17; KAC 18; CMD 26 | Fort +5; Ref +10; Will +5 | Init: +6 | Perc: +11, SM: -2 | Speed 30ft | Active conditions: None.

computers, DC 25 to hack: 1d20 + 12 ⇒ (19) + 12 = 31
perception, DC 19: 1d20 + 10 ⇒ (9) + 10 = 19

"Let's see what we have here." He goes to work on the computer. "Okay. Some recent search history. Some one has interest in a human female named Sanivvi Acheosi. Also videos on how to style hair." He then spins the computer around, "Doesn't this look like one of the staffers. She was setting up the audio visual equipment."

computers, DC 25 to hack data module: 1d20 + 12 ⇒ (18) + 12 = 30

"Team,I think I found a hit list, and the only target left alive is Luwazi." He then smirks. "Who ever this killer is must be really skilled at altering their appearances. No suspect description is the same."

And now he will step down off of his box

And will take 10 minutes to recover stamina


Starship Actions ; Live Exploration Extreme!

0689 has uncovered all the information available. Everyone may go ahead and view the spoilers then decide your next course of action.

Wayfinders

SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9

Kallus' face grimaces as he realizes what is going on. "Our killer is attempting to frame someone in the death of Luwazi and she has several on her list. I think we should find that technician and have a chat. That and the Scalesheen tells me she is really a Vesk." He checks the charge on his pistol and puts it back. "We have work to do. Let me see those burns."

Kallus can heal up to 10 points on touch.

Wayfinders

Male CG Kasatha Ace Pilot Operative 1 | SP 0/12 HP 13/16 | RP 4/4 | EAC 16; KAC 17 | Fort +0; Ref +6; Will +4 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Trick Attack +1d4 (Acrobatics, Stealth, Bluff, Intimidate, DC 20+CR) | Battery charges: 20/20; Rounds: 9/9 loaded 29/30 total | Active conditions: None.

Esar takes off his headphones and glances at the computer, and seems puzzled. "I am never going to understand you mammals and your obsession with hair." he mutters to himself.

Esar will also take ten minutes to rest, unless your healing touch can heal stamina too.

Dataphiles

Male NG Elf Scholar technomancer 4 | SP 3/20 HP 24/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Active conditions: None.

Elwin rubs his bald head. "My friend, Esar, neither do I... Now, I may be reading this wrong but it seems to be that our assassin is posing as this technician. That would put her within striking distance, correct? We should warn Radaszam, take care of the injuries and get back there with haste."

Acquisitives

Male LN Android Mechanic Bounty Hunter 5 | SP 35/35 HP 34/34 | RP 6/6 | EAC 17; KAC 18; CMD 26 | Fort +5; Ref +10; Will +5 | Init: +6 | Perc: +11, SM: -2 | Speed 30ft | Active conditions: None.

"Exactly, we were told to keep him informed if we find out anything" 0689 instantly connects with the Vesk leader and fills hims in on what was located.

"Alright. I say we start back to the gala. Unless, Radaszam has another lead for us to follow up on."

Acquisitives

Male Ysoki | Corporate Agent | Operative (Ghost) 2| SP: 0/12; HP: 14/14; RP: 5/5 | BAB: +1; EAC: 1819; KAC: 1819; CMD: 2627 | F+0; R+7; W+3 | Init: +5; Perc: +6; SeMo: +7; Spd: 30' |Darkvision (60'); Trap Spotter (+2 Per, Auto roll 10')

Smek takes advantage of 10 minute rest as well.

"We're agreed then, let's get back to the gala." Smek finishes dressing his wounds and cleans up as quickly as he can. "We should take care to warn only the Second Seeker and Radaszam. We don't want to cause panic, or make the Starfinders look like poor hosts."

Smeks ponders for a moment, "Not all mammals are obsessed with hair. Those of us with a naturally silky style need not worry... Besides, scalesheen? Multiple genders and races? To appear so much like this Sanivvi... I think our assassin may be a shifter of some kind, or at least have access to some impressive magic or tech. We should be cautious."


Starship Actions ; Live Exploration Extreme!

Okay, it sounds like the party is contacting Radaszam via comms as you head back to the gala.

Radaszam listens to your report in grim silence with just a few well-placed grunts to indicate that he's taking in every detail you provide. Once you're done, he says, "Yes, I agree, this does sound like a shapeshifting assassin. First things first, we need to locate and disarm these explosives. Safety of our guests at the gala is of paramount concern. Secondly, Triloteya must be apprehended. I see two options. Option A, I can set my Obsidian Spiders to task on the the explosives, while you hunt down Triloteya.

"Or there's option B. Your team handles both tasks - disarming the bombs AND flushing out Triloteya. Now, option B is certainly more high risk but it will demonstrate that the Starfinders Society is well and able to handle its own affairs as well as elevating your own personal reputations as capable field agents. You will need to be subtle in your search for the bombs and keep Triloteya distracted so she doesn't just set them off early.

"The choice is yours. How do you want to proceed?"

In order to help guide your decision here's some info about the mechanics of the situation. The bombs will be hidden and any attempt to find the bomb or disarm the bomb may need to be accompanied by either a stealth or bluff check to hide your actions. Alternatively, if Triloteya is actively distracted at any given moment, characters working on bomb search/disabling need not hide their actions.

Once I have at least two players stating their preference for option A or option B, I'll set up the next scene back at the gala.

Wayfinders

Male CG Kasatha Ace Pilot Operative 1 | SP 0/12 HP 13/16 | RP 4/4 | EAC 16; KAC 17 | Fort +0; Ref +6; Will +4 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Trick Attack +1d4 (Acrobatics, Stealth, Bluff, Intimidate, DC 20+CR) | Battery charges: 20/20; Rounds: 9/9 loaded 29/30 total | Active conditions: None.

Esar considers for a moment before speaking, scratching his head in thought. ”Option A seems like the more sensible option, and probably has a better chance of success.”

He pauses for a moment before continuing. ”So Option B is the obvious choice, right?”

Acquisitives

Male LN Android Mechanic Bounty Hunter 5 | SP 35/35 HP 34/34 | RP 6/6 | EAC 17; KAC 18; CMD 26 | Fort +5; Ref +10; Will +5 | Init: +6 | Perc: +11, SM: -2 | Speed 30ft | Active conditions: None.

Not too excited about the stealth or bluff check accompanying the check to disarm the bombs. But, I feel that if a couple of us can keep Triloteyo distracted as the rest of us search and disarm the bombs. We may be able to pull this off.

"Well, we were supposed to show off the full extent of capabilities to the guest. So might as well go for broke on this one." 0689 crosses his arms in contemplation. "Yes, If you all can keep the, whatever it is busy, I can assist in disarming the bombs.

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

Varag will rest as well.

Looking around, "Esar is correct. Starfinders go big! They picked us as a team just for this, lets show Radaszam and Luwazi what we're made of."


Starship Actions ; Live Exploration Extreme!

Upon hearing your decision, Radaszam says, "Very good. I starting to believe I have underestimated you...Starfinders!" He emphasizes the word 'Starfinders' as though he's acknowledging you as true Starfinder agents for the first time. And with that, his comms cuts out.

On the way back to the Lorespire Complex, a little courier drone intercepts you. It delivers a package to you contain a note from Naiaj stating: "I've been briefed. As I've said, work as a team and be prepared." Within the package are 6 mk 1 serums of healing which you can distribute as you wish.

And as you enter the Lorespire Complex, you receive a brief electronic message from Royo informing you that this particular model of explosive is very stable to kinetic damage and can be safely disarmed by simply smashing it hard enough, but he notes that any kind of energy damage is likely to detonate them upon impact.

In other words, the bombs can be disabled by dealing enough slashing, piercing, or bludgeoning damage to them. But any energy based attack on them will probably cause them to detonate. I find it amusing that, the scholarly academic ysoki who does not venture into the field is saying "Look, it's a bomb! Just whack it, trust me!!!" But yes, it'll work.

---------------------------------------------------------

Okay, we've moved back into the Skyreach Room on the slides. You know that the AV booth is the room on the western side of the map and there is a one-way window between the booth and the main ballroom. People in the AV room can see into the ballroom but those in the ballroom cannot see into the AV booth. In addition, the window and the booth alike are hidden from view by means of a one-way holographic projector to appear no different from the other walls around the room.

For the purposes of this next encounter, we'll go into rounds. Each round, every character can as a standard action either search for a bomb (and hide your actions), attempt to disable a bomb (and hide your actions), or perform some kind of distracting action. Plus you get a move action. Or if you find Triloteya, you can engage in combat as normal with a standard and a move action.

In order to search for the bomb, a perception roll is needed which I'll say covers all the 5 foot squares adjacent to your character, so you'll have to move around and search to cover different areas of the room.

If you find a bomb, it can be disabled with an engineering check or attacking it with kinetic damage - no attack roll needed, just roll damage with your weapon. Don't forget you get a +2 to engineering rolls for because you found the instructions earlier.

When either searching with perception or disabling with engineering/attack, also give me either a stealth or bluff roll to try and hide your actions.

If you try to distract, you can take the stage and say or do anything to bring focus onto yourself. In this case, roll Diplomacy or an appropriate Profession check, depending on what you're doing on stage. Or you can distract Triloteya by talking directly to him/her/it and giving me an appropriate skill roll (usually diplomacy, bluff, intimidate). And of course if you engage Triloteya in combat, that'll be quite distracting. Successful distraction attempts will prevent the need for successful stealth/bluff rolls from those who are searching or disabling.

If the stealth/bluff rolls fail while trying to search/disable bombs AND if Triloteya is not distracted that round, then there is a risk Triloteya will prematurely detonate a bomb.

This all sounds complicated but I swear guys its much simpler face-to-face!

---------------------------------------------------------

Perception rolls:
Perception, Esar: 1d20 + 7 ⇒ (1) + 7 = 8
Perception, Kallus: 1d20 + 2 ⇒ (8) + 2 = 10
Perception, Varag: 1d20 + 0 ⇒ (14) + 0 = 14
Perception, Smek: 1d20 + 5 ⇒ (8) + 5 = 13
Perception, Elwin: 1d20 + 2 ⇒ (12) + 2 = 14
Perception, 0689: 1d20 + 10 ⇒ (20) + 10 = 30

You rush back to the Skyreach room and after you enter, you scan the room. There are several-dozen guests present at the gala in addition to Luwazi, Radaszam and the dignitaries you interacted with earlier. About a dozen or so service staff are present, most of whom are handling the food, drinks, and dishes for the event. 0689's sharp eyes is able to determine that no one matching Sanivvi's description is here in this main room.

Everyone may position yourselves to start anywhere in the room prior to your first round action. So go ahead and place your tokens wherever you like and take your actions. Let me know if you have any questions or if there were any actions you wanted to take before entering the Skyreach Room.

Pseudo-Combat Initiated!!!

Initiative rolls:
Initiative, Esar: 1d20 + 4 ⇒ (14) + 4 = 18
Initiative, Kallus: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative, Varag: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative, Smek: 1d20 + 5 ⇒ (20) + 5 = 25
Initiative, Elwin: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative, 0689: 1d20 + 5 ⇒ (12) + 5 = 17
Initiative, Triloteya: 1d20 + 5 ⇒ (18) + 5 = 23

The following characters in bold (everyone) may place your token anywhere in the Skyreach room and take your action. Opening doors and moving your movement speed are still move actions.

Smek
Triloteya
Elwin
Varag
Esar
0689
Kallus

Acquisitives

Male LN Android Mechanic Bounty Hunter 5 | SP 35/35 HP 34/34 | RP 6/6 | EAC 17; KAC 18; CMD 26 | Fort +5; Ref +10; Will +5 | Init: +6 | Perc: +11, SM: -2 | Speed 30ft | Active conditions: None.

0689 moves into the room and takes the Northern wall.

He waits for a distraction before he searches under the table an explosive.

Will wait for a distraction.
perception: 1d20 + 10 ⇒ (2) + 10 = 12
if no distraction,stealth: 1d20 + 2 ⇒ (11) + 2 = 13

Not off to a good start


Starship Actions ; Live Exploration Extreme!

Forgot to drop a couple rolls earlier but nevermind. Nothing to see here...

GM Seecrits:
1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 9 ⇒ (5) + 9 = 14

Dataphiles

Male NG Elf Scholar technomancer 4 | SP 3/20 HP 24/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Active conditions: None.

Elwin moves to the other table and does the same as 0689. Hoping for a distraction but still searching even if none appears...

perception: 1d20 + 2 ⇒ (17) + 2 = 19
stealth: 1d20 + 2 ⇒ (6) + 2 = 8

Well, at least there's one good roll there. :)


Starship Actions ; Live Exploration Extreme!

I've placed translucent red squares on the map to emphasize that those are areas you currently cannot see into while you're in the Skyreach Room. Also, none of the doors on this entire map are locked but will require a move action to open.

Acquisitives

Male Witchwyrd Xenoseeker Technomancer 4 | SP 11/24 HP 24/24| RP 6/6 | EAC 14; KAC 15 | Fort +2; Ref +2; Will +4 | Init: +1 | Perc: +0, SM: +0 | Spell Slots 1st 1/4; 2nd 3/3

Walking up to the stage, Varag picks up the mic and taps it a few times. "Is this on?...Hello everyone out there. I hope you are all having a good time. On behalf of the Starfinder Society I would like to thank all of those in attendance. We would also like to thank The Obsidian Spiders for their diligent work tonight. As a new recruit I hope to continue the Starfinder Society's good work through out the universe."

Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24

Dataphiles

Male NG Elf Scholar technomancer 4 | SP 3/20 HP 24/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Active conditions: None.

Elwin whispers to himself, "Varag, my friend, you are amazing..."

Wayfinders

Male CG Kasatha Ace Pilot Operative 1 | SP 0/12 HP 13/16 | RP 4/4 | EAC 16; KAC 17 | Fort +0; Ref +6; Will +4 | Init: +4 | Perc: +7, SM: +6 | Speed 30ft | Trick Attack +1d4 (Acrobatics, Stealth, Bluff, Intimidate, DC 20+CR) | Battery charges: 20/20; Rounds: 9/9 loaded 29/30 total | Active conditions: None.

Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Stealth: 1d20 + 9 ⇒ (6) + 9 = 15

Esar calmly walks in, looking around. He strides over, grabs a glass of whatever drink they’re serving, and leans against a pole, scanning the area nearby as he does.

How much can I move, just normal speed or farther?


Starship Actions ; Live Exploration Extreme!

For this initial round, you can start off anywhere within the Skyreach Room. For subsequent rounds, yes, your travel distance is restricted to your movement speed. So feel free to spread out, split into teams, etc.

Acquisitives

Male Ysoki | Corporate Agent | Operative (Ghost) 2| SP: 0/12; HP: 14/14; RP: 5/5 | BAB: +1; EAC: 1819; KAC: 1819; CMD: 2627 | F+0; R+7; W+3 | Init: +5; Perc: +6; SeMo: +7; Spd: 30' |Darkvision (60'); Trap Spotter (+2 Per, Auto roll 10')

Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Stealth: 1d20 + 14 ⇒ (12) + 14 = 26

Smek grins as Varag eloquent gathers all attention to himself. Well done Varag, well done.

Smek also uses the opportunity to act as if he's check the stage sound and tech, as well as his small stature to search around the edges of the stage.

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