GM SFS's 1-12: Ashes of Discovery (Inactive)

Game Master Eric Collins - France

Sideshow Slideshow


401 to 442 of 442 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

Smek can use Laniakea's restraints.
And Smek can use some of the cushion covers or the Exile's clothing or such to gag and cover his head.
Binders I imagine?
Though while Smek is doing so, Elwin will tell you that the most important is to plug the ears and put the head in a hood.
you don't need hands or voice to cast spells in SFS as far as I've found, but if you blind him and make him deaf he cannot cast at anyone
You can also make him dead. He probably cannot cast then! (but... who knows?)

Kei'jon:
"other options available"
• quicker: plug his ears up, put a bag on his head, and carry him rolled in a ball in some rug: if he can't hear anyone nor see them he cannot cast spells at anyone, and rolled in a ball in something he cannot send zone spells out but that hit him?
(besides, but you do not know this, he has no more 2nd level spells, only having 1, so he only has spells where he needs to see/pinpoint someone - not even sure that pinpointing would work, but won't check since he couldn't here anyhow)
• failsafe: since you know (or at least now know, while waiting to see if you pull the trigger) he is using Resolve Points, you (or one of the 5 others) can just prick him for 1 damage on this round, get him to dying--
--have him use his RP to stabilize on his round--
--prick him again and continue like that until he has no RP left and does not stabilize on his own.
Then you know he cannot become conscious again from stabilized, and one or more of you 6 ready an action to stabilize him when he does not auto-stabilize before the end of his round.
And you cart him away stabilized and unconscious.
You know he cannot wake up and attack you during all this since he cannot spend 2 RP per round.
And it so happens that he only has 1 RP left, so he'd spend it just after you all act, and so you'd stabilize him on the next round.
That's pretty much what Chetna was aiming for I think

If you find that these things do not work, or are too complex/out of character for Kei'jon to think about, then go ahead and coup de grâce him, I'll not count Infamy, but I really think you've ways of stopping him besides blowing the brains out of a comatose Exile.

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')

If we're out of combat rounds, and I can beat the shot..."

Smek will gather what he can to craft a quick gag/blinder/deafener, using the chair covers and cushions, the odd bit of wiring, and stray weapon straps.

Engineering: 1d20 + 8 ⇒ (20) + 8 = 28

He tries using banter to slow Kei's reaction.
Bluff: 1d20 + 5 ⇒ (7) + 5 = 12

"As the eldest in my litter, I was responsible for my siblings... Sometimes alternative babysitting methods were needed. Don't judge." Smek finishing binding the Exile, placing a hand on Kei's sidearm lowering it, "If the hood slips, do it. Till then, trust me. I was a great sitter." He grins lightly.

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')

If I need it for either, I have a re-roll from my Feat. 1/day, I'll use it.

Second Seekers (Luwazi Elsebo)

Male CG floatborn woioko tempered pilgrim envoy (steward officer) 3 | SP 6/15 HP 22/22 | RP 2/4 | EAC 14 (16); KAC 15 (16) | F +0 R +6 W +3 | Init: +3 | Perc: +6, SM: +6 (+1d6), Low Light, Darkvision | Speed 30 ft, Swim 30 ft | Active conditions: --

Assuming that either Kei's coup de grace fails to end the exile's life or he does not fire beforehand, Laniakea binds the creature's arms with the zip tie. He then draws a tactical baton.

Yes. Binders.

There are no more S, V, M components in SFS, but casting still provokes an AOO unless specified otherwise in the spell.

Dataphiles

Android Technomancer 6 Init +5 | SP 42|42, HP 34|34, RP 9|9 | EAC23, KAC 24 | Perception +7
Resources:
Spells 1st 6|6, 2nd 5|5, Energise 1|1, Cache 1|1, Reroll: unused
Conditions:

Numina watches on with a degree of bemusement before turning back to the computer and starting the process of sorting out his very messy file arrangements. Biologicals are so confusing

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')

Not so much VSM, but for effects. Most damage spells need targeting sense (sight and sound, not sure how to handle scent without smothering it), and charm often only need to communicate (gag).

Second Seekers (Luwazi Elsebo)

Male CG floatborn woioko tempered pilgrim envoy (steward officer) 3 | SP 6/15 HP 22/22 | RP 2/4 | EAC 14 (16); KAC 15 (16) | F +0 R +6 W +3 | Init: +3 | Perc: +6, SM: +6 (+1d6), Low Light, Darkvision | Speed 30 ft, Swim 30 ft | Active conditions: --

Sorry, Smek. That was directed at our GM. Although, you are assuming it does not have some sort of blindsight. :X

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')

My paranoia already thought of that, but I'm too low level to purchase a portable sensory deprivation bubble... ;)

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

I was going to continue my discussion with the GM via spoiler, but in character is better.

Kei maintains his aim, "What do you expect now? What is there to gain from keeping this poor creature alive? Where would we take it? Back to its people? It would harm them given the opportunity, obviously. What then would its people do with it? Lock it away for the remainder of its demented life? Or maybe sentence it to death, which is what I propose now. How are any of these ends any different? The only difference is not having the blood of this creature on your hands. I care little for such semantics. Maybe then we'd take it with us to protect its people. What then? Where would we take it? To the Hellknights? They would readily kill the creature. Again same result here. So we bind the creature here and now, what is next for it? Such simple moral statements as you can't kill a bound and unconscious creature. Simple morals do not hold up in the face of real situations. Tell me how this creature's life as well as its species will be enriched by keeping it alive and I will spare it."

Second Seekers (Luwazi Elsebo)

Male CG floatborn woioko tempered pilgrim envoy (steward officer) 3 | SP 6/15 HP 22/22 | RP 2/4 | EAC 14 (16); KAC 15 (16) | F +0 R +6 W +3 | Init: +3 | Perc: +6, SM: +6 (+1d6), Low Light, Darkvision | Speed 30 ft, Swim 30 ft | Active conditions: --

"The Hellknights may want to interrogate the interloper before they sentence it," Laniakea suggests. "Of all the Beings, it learned Common, how to crack the Hellknight computer security measures, and take control of the base. This is not an ordinary Being,"

EDIT: The problem with bringing that conversation IC is that nobody has chastised you for doing what you have not done or even attenping it on the missed shot previously. Laniakea would like to bring him in 'if it's safe,' but that's as much as has been said on the subject IC.

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')

Does Kei have an alignment yet?

Smek secures the hood and checks the bindings to make sure the Exile is secure.

Smek strokes his whiskers, and looks a Kei, ”I don’t think you care is the point. You’ve decided that this being should die. That’s the problem. Why or how do you get to decide that? I’m not big on the whole law-abiding society bit, granted. If it died in battle trying to kill us, so be it. But it’s not a threat now, it’s a nuisance. You could kill it like you kill a bug, but that says less about this creature and its enriching society and more about you.” Smek shakes his head, ”I couldn’t in any sense stop you, I don’t have the skill and I’m wounded. Kill it. Don’t. But you aren’t judging this creature, saving the universe, or enriching the society. You’re murdering a sentient being. I don’t think that’s what Starfinders do.”

Smek starts to walk away, ”Before you kill it. Maybe you can see if it will tell you how a being from a world that hasn’t figure out flush toilets managed to enter, secure, hack and take control of a Hellknight installation by itself. And I wouldn’t believe it when it says the great galactic sky shark showed it the way…” With a shrug of his shoulders, ”Or take it with and let VC Arvin decide how to question it or who should deal with it. Your choice big guy, bang or bag.”

Smek moves to another room and starts searching for any retrievable equipment or info to meet the mission goal, and to avoid seeing what happens next.

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 turns from the console for a second, "They do have a point. I would want to know how he gained access to all of this. While the thought of him being questioned by the Hellknights might be less than pleasant, the information that could be gained could be worth it. Plus, he wouldn't be dead."
With that, he turns back to the console to help sifting through the data.

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

Starfinder doesn't depend on alignment except for a couple situations, so I see no need to have one for my characters (except in those specific situations).

Kei lowers his weapon and stashes it on his back. "Then this creature and its future actions are your responsibility. I disagree with your decision, but it seems that I am outnumbered." The machine gun disappears from the floor where it was dropped and reappears in Kei's hands. He reloads it and stashes it on his back as he continues, "As it seems the danger is mostly over I can do whatever else is needed."

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

• He provoked when casting, but only Chetna was close, and performing CPR, so I imagine no weapon in hand. Thus only an unarmed strike (which is archaic), and since the Exile has armor on and Chetna has +0 STR, that means 1d3-5 damage, so no need to roll (since you are interrupted not from being hit but from taking damage).
• So Kei'jon does not Coup de Grace him, then? But is talked out of it by Smek the Babysitter?

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

They wanted the creature to live, so they can be responsible for it. Kei's responsibility left when he would have pulled the trigger.

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

As Kei is about to blow the Exile's brains out, Smek talks about his family and being such a great baby sitter.
Looking down some 10 feet, Kei stares at Smek's upturned face, and does not pull the trigger.
Using Laniakea's Steward issued binders you cuff the exile, and then wrap its head up and bundle it up, so it cannot hear or see you.
All trussed up, you feel it regain consciousness and see that it is trying to coalesce mystical energies--
--BOP!, Chetna punches the Exile on where the head should be, knocked it out.
You wait a few seconds... but the Exile never comes to again.
no more RP, so stabilized @0 HP

The Exile's belongings, that you removed before trussing it up, lie on the floor.
A Hellknight uniform it modified to fit - Estex suit II, a thunderstrike sonic rifle with 1 high-capacity battery (36 charges), a tactical dueling sword, and an ancient black and red credstick with a little motto on: My family visited Hell, and all I got was this lousy credstick (1,400 credits)

The danger finally dealt with, you can spend some time to rest if any wish, while Elwin and Numina6 go through the computer files.
You download tons of things, and are sure you retrieved all relevant information requested by the HellKnights, plus a lot to please Guidance.

Concerning what you gather about the demise of this place, it is hard to say. It seems some extrasolar force attacked the colony, but there is no concrete information on what this force was. It seems the place was hit hard, and though they logged the attack, they must have been overwhelmed before being able to give info' on what the attack was, or even send out some S.O.S..

Seeing how the Exile used the computer, and looking at its log history, you understand it most probably learned Common this way.

There is nothing left to see in this room.

You know there is a small room you can access from here, and then the corridor with two rooms left to explore on the other side, that lead to the Security Center where you stopped and doubled back.
You explore the remainder of the station?

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.

"Do you guys want to explore further? I think we have what we came for..."

Dataphiles

NG Human (Outlaw) Operative (Spy) 3 SP 11/24 | HP 22/22 | RP 3/3 | EAC 15 | KAC 16 |Fort +5, Ref +5, Will +3 | Init +4 | Perception +8 (darkvision via armor)

"Of course Hell would have a gift shop... Yeah, let's peek into the other rooms to see if there are any items of... erm... tactical importance. Or just more stupid imps."

Dataphiles

Android Technomancer 6 Init +5 | SP 42|42, HP 34|34, RP 9|9 | EAC23, KAC 24 | Perception +7
Resources:
Spells 1st 6|6, 2nd 5|5, Energise 1|1, Cache 1|1, Reroll: unused
Conditions:

Numina looks around, We have what we came for but there may be other items or evidence of use. Let's check out the rest of the place before we leave.

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

going with the rule of 2 - if any feel very strongly against facing possible danger we can retcon

You first check out the smaller room, that is only accessible from where you are.
C9
This tight room contains little beyond an imposing plastic desk and a nearby chair.
A single exit door, which you are using, leads to the northeast.
This room was most probably once the private quarters for the outpost’s commanding HellKnight.
The Exile claimed this black and red room as their personal lair.
Inside, you discover items the Exile has stolen or hoarded over the years: a lot is old mouldy armor, but among the "trash", you find old note books and scrolls of Devil-binding contracts and such, that, though they do not have much important information, have value simply because of their age.
800 credits

From there you go down the corridor, and take the left door. C5
This is the Medical Centre.
A medical bed stands in the center of this room.
A plastic shelving unit that curves around the southern wall of the circular chamber contains an assortment of vials and random tools.
The only exit is the door to the southwest where you are.
This room served as the medical center for the HellKnights.
Although it is in some disrepair, it is still functional and can be used as an immovable medical lab.
Does Kei'jon feel a sudden urge to heal the poor harmless Exile up? xD
Most of the supplies have been used over the years, but some valuable medical equipment remains.

The shelving unit contains two doses of sprayflesh and an advanced medkit.

There is a locked cabinet near the bottom shelf.

DC 19 Engineering check:
Opening this cabinet you find two spell gems of remove affliction, a spell gem of remove condition and a spell gem of lesser restoration.

Finally, you move to C6 the Barracks.
This was the sleeping quarters of the former HellKnights.
Obviously rarely used by the Exile, seeing the piles of dust, the room is mostly empty except for some old rusty bunk-bed units, and remnants of personal items from the original residents... including one little black and red teddy-bear.

It seems you have explored the totality of the site, and completed the information recovery mission you were tasked to do.

Second Seekers (Luwazi Elsebo)

Male CG floatborn woioko tempered pilgrim envoy (steward officer) 3 | SP 6/15 HP 22/22 | RP 2/4 | EAC 14 (16); KAC 15 (16) | F +0 R +6 W +3 | Init: +3 | Perc: +6, SM: +6 (+1d6), Low Light, Darkvision | Speed 30 ft, Swim 30 ft | Active conditions: --

"Does anyone wish for me to tend to them in the medical lab?" the woioko asks. "Numina, can you open this drawer? I think it is locked."

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 moves up to the locked cabinet, and tries fiddling with the lock.

Engineering: 1d20 + 10 ⇒ (16) + 10 = 26

He slides open the drawer. spoiler revealed

Dataphiles

Android Technomancer 6 Init +5 | SP 42|42, HP 34|34, RP 9|9 | EAC23, KAC 24 | Perception +7
Resources:
Spells 1st 6|6, 2nd 5|5, Energise 1|1, Cache 1|1, Reroll: unused
Conditions:

Good work Smek says Numina peering at the spell gems in the locked cabinet over his shoulder.

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 over Poof's shoulder, "ooh. Shinies!"

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')

As the team divides gear to be carried back to ship, Smek will see if he can't find any materials that might be resistant to the hellfire storms. He'll put together something to protect himself, the Exile, and as many team members as the material can cover.

As he works, "So, the Beings... They think since we've defeated the Great Sky Shark that we're going to take them off world," he looks up at the group, "Are we?"

I'll take 20 to find and build whatever. If we can't here are some rolls.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Engineering: 1d20 + 10 ⇒ (17) + 10 = 27

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

As you prepare to use Smek's protections...
Will you all move back... passing by the village?
And returning the Exile... to the village, or back to Absalom Station?

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.

I will happily use Smek's protection. We'll probably have to offer to leave the Exile with his people. They may not want him. Perhaps he will be in a better mood when he wakes up. I say play it by ear.

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')

As the group makes their way back to the ship and discusses options for return and the Exile. "I think we should go through the village, or at least return before we leave. They should see that the threat of the of Exile is removed. Maybe stop at the ship first? Use the comm and see if VC Arvin is willing to relocate the Beings if that's what they want, give him a heads up about the Exile." Smek looks across the group for their thoughts.

Exo-Guardians

Large Sarcesian Death-Touched Soldier (Bombard) 5 | SP 21/28, HP 32/32, RP 7/7 | EAC 16, KAC 17 | Fort +4, Ref +6, Will +4 | Init +5 | Perc +7 (Low-light, Darkvision 60ft)

Kei begins loading the stuff the team retrieved into the ship.

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.

"Sounds like a good pan, Poof!"

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

going with the rule of 2, if someone truly wants to avoid the village, we can retcon

You set out and trek back, and manage to move back faster, now that you know the way, thus avoiding hellfire, that you also fend off thanks to Smek's protections.

It is mostly unharmed, that you approach the village.

The ship being on the other side, you avoid the village and go back to the ship.

It takes time to contact Arvin and gets messages back, from Near Space to Absalom Station.
You arrive at the ship, and send your message out to Arvin.

Ten days later, you receive your answer.

In the meantime, you managed to fix the Exile up in some kind of drugged state, with blinded eyes and muffled ears, and all trussed up.

Though you are quite bored to wait so long...

You decrypt Arvin's answer as it comes in via Beacon messaging: "The contracting organization will be happy to review the data you have recovered. Congratulations. As for the person in question, I'll let you decide. You are in-field and have better intel than I do."

GM Screen:
1d6 ⇒ 2
3d6 ⇒ (2, 2, 4) = 8

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')

Did Arvin have anything to say about taking the Beings off world? I don't think we can transport the village... Is there room on the ship?

Dataphiles

Android Technomancer 6 Init +5 | SP 42|42, HP 34|34, RP 9|9 | EAC23, KAC 24 | Perception +7
Resources:
Spells 1st 6|6, 2nd 5|5, Energise 1|1, Cache 1|1, Reroll: unused
Conditions:

Numina would not support transporting these creatures off worls although she is happy to deliver the Being to the Hellknights. These creatures are too simplistic to manage well beyond their world here. I worry they will not survive faced with the confusion of the Pact Worlds.

She spends the ten days trying to get to know more of them and to start to try and learn their language so she can communicate with them a little bit at least.

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

I thought you were spending the 10 days on your ship, to get the message out and back from Arvin, re. what to do with the Exile.
Arvin is letting you decide what to do with the Exile. And he has no need for you to bring the village back.
If this is okay, I'll just move you to the village after waiting in the ship to get clarification from Arvin.
And you decide if you bring the Exile with you (to leave with them) or not.

Dataphiles

NG Human (Outlaw) Operative (Spy) 3 SP 11/24 | HP 22/22 | RP 3/3 | EAC 15 | KAC 16 |Fort +5, Ref +5, Will +3 | Init +4 | Perception +8 (darkvision via armor)

"Yeah, I don't think we should leave the Exile here," Chetna ponders outloud. "Imagine it using those powers on the villagers." She visibly shudders. "Best to take the Exile with us and find someone to disarm its brain or re-educate it. Leave it at the Hell Knight's doorstep and ring the bell?"

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.

I think we'll just head to the village to wrap it up. Has the Exile acted any differently since we pulled him away from the complex? I know he's drugged but, any changes we can see?

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

Elwin unwraps the space-blanket around the Exile's head, and lifts the mask--
"!#$%" come the cuss words, and divine energy starts pooling as spell is being cast.
--Elwin shakes the Exile, disrupting the spell, before putting the Exile back into its isolation, and making sure the drip that is feeding it is still in place.

So, 1 vote to take him back to Absalom, 1 to return him to the village.
Tell me what you want to do with him?
Will the Exile get to meet his dream: the Hellknights?

You make your way to the village, and are greeted by cries of joy and sighs of relief, as the inhabitants are visibly pleased with your return and were no longer hoping for much with all the days going by.

In a few moments, the entire village organizes, and breaks into a greeting that has obviously been rehearsed over and over.
All the villagers take up battle positions, and zipping around with their little arms out like spaceship wings, and making engine sounds and pew pews they reenact the battle of the Space Shark, and various space combats...

You are cheered as the true Saviors that had been announced by the prophecy.

You are peppered with questions, and, when hearing that the “haunts” will not return and if it is safe to venture to the outpost now, you see they will go explore.

It is obvious they will look favorably upon any Starfinders in the future.

And they are hungry to receive any news about the Swarm.

If you are taking the Exile back to Absalom Station, they say: "Good riddance!"
If you ask whether they will take him back, they show that they will, and will take care of him, hoping to have him change.

After another two days of travel, without any adverse meeting, you exit the Drift and make your way to the Lorespire Complex, where Guidance happily greets you: “Welcome back, Starfinders. The Hellknights of the Order of the Pike are eager to review the data you have recovered. A job well done."
If you hand the Exile over, Guidance makes sure it is transferred to the Hellknights.
You get news that the Exile was fined 5000 Credits for trespassing, plus a zillion in damages.
Then it appealed, and since the Hellknights could not prove their no tresspassing signs were still up, the Exile won and was let off.
Later, rumors of some little crime lord sifts up from the Downlow, where a new gang the Hell Devils starts to gain some power.

In the meantime, Guidance tells you that it "has prepared a list of subsequent missions that might appeal to you, once you’re properly debriefed.
here are a multitude of other lost outposts in Near Space, and with your experience, we hope you will take these assignments into consideration.”

You receive a list on your Comm Units: around 112 outposts are marked!

Congratulations on surviving and successfully tackling this Ashes of Discovery.
Just tell me what happens to the Exile: the reeducation camp ; or gang-leader?

GM Screen:
1d6 ⇒ 2
1d10 ⇒ 10

Dataphiles

Android Technomancer 6 Init +5 | SP 42|42, HP 34|34, RP 9|9 | EAC23, KAC 24 | Perception +7
Resources:
Spells 1st 6|6, 2nd 5|5, Energise 1|1, Cache 1|1, Reroll: unused
Conditions:

Numina is all for bringing him back in case the Hellknights can find useful information from him.

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 agree that bringing him back is the best option and then later, after he becomes a minor crime lord, is heard to say "Well, Kei was right the whole time. And to think we gave him a hard time about it..."

Grand Lodge

PbP Info 1 | PbP Info 2 | PbP Cons | PbP GM Kit | To Conquer the Dragon |

So, the Exile gets to come to Absalom Station!
Pity he will probably not reappear as some evil enemy later on...

Second Seekers (Luwazi Elsebo)

Male CG floatborn woioko tempered pilgrim envoy (steward officer) 3 | SP 6/15 HP 22/22 | RP 2/4 | EAC 14 (16); KAC 15 (16) | F +0 R +6 W +3 | Init: +3 | Perc: +6, SM: +6 (+1d6), Low Light, Darkvision | Speed 30 ft, Swim 30 ft | Active conditions: --

"That was remarkably lenient compared to the Hellknights I read about," Laniakea comments idly after hearing about the final outcome sometime in the future.

Acquisitives

1 person marked this as a favorite.
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 is enthralled by the Hellknights legal processes. The defense's surprise closing argument around the buoyancy and weight of terrestrial water fowl, small stone, and thick gravies compared to that of the Exile was delivered with devastating effect.

"Well, it's a fair court."

401 to 442 of 442 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM SFS's 1-12: Ashes of Discovery All Messageboards

Want to post a reply? Sign in.