1-30 Survivor's Salvation (Inactive)

Game Master Saashaa

Maps and stuff


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Acquisitives

Krara glances at the pamphlet for a moment, but then her gaze returns to Hurundo. Hurundo, I am a bit unclear with what is going on here. You left your work suddenly and no one could contact you. Now you are saying your...host is not that bad? Do you realize you were kidnapped?

Acquisitives

middle aged Male Dwarf Merc' | SP 24/24 ; HP 18/24 ; RP 2/3 | EAC 14 ; KAC 16 | (+2 vs. poison, spells & SLAs) Fort. +3 ; Ref. +1 ; Will +5 | Speed 20 ft. | Init +0 ; Perception +8 (+2 vs. stone) ; SM +6 | Stone Trap Spotting @10 | Spells 1st: 4/4 | Active condition(s):
OOC:
N lvl 3 Mystic (Healer) Mercenary, worships Pharasma

"Who's Bargai? The vulpine looking deaf one? What are her passion and talents? Abduction?
As Krara says, they were asking for a ransom for you!
This should be handed over to the Stewards, or at least AbsalomSecurity.
And what do you think they are doing at this Open Collective?"


2-01 map | 5-25 map

Hurondo holds up all four of his hands, "Now hold on there. Yes they abducted me, and did so to ransom me. But," he turns his hands over, "we all make mistakes. I've talked to Orghuun here and he has the potential to be a great Starfinder. Based on what I know of Bargai, it is the same. I don't know what they are doing at the Open Collective, but I am concerned. Please, on behalf of the people of the Respite, make sure that nothing untoward is going on. I'll follow up with this crew and ensure that their crime predilections are over." Hurondo gives a wink, "Rehabilitation is kinda what I do."

Acquisitives

middle aged Male Dwarf Merc' | SP 24/24 ; HP 18/24 ; RP 2/3 | EAC 14 ; KAC 16 | (+2 vs. poison, spells & SLAs) Fort. +3 ; Ref. +1 ; Will +5 | Speed 20 ft. | Init +0 ; Perception +8 (+2 vs. stone) ; SM +6 | Stone Trap Spotting @10 | Spells 1st: 4/4 | Active condition(s):
OOC:
N lvl 3 Mystic (Healer) Mercenary, worships Pharasma

Boron never really knows when people are pulling his - short - leg.
Sense Motive: 1d20 + 2 ⇒ (9) + 2 = 11
But he looks around to see if something is threatening or coercing him...
Perception: 1d20 + 6 ⇒ (12) + 6 = 18

"Okay, whatever. Any idea where that Open Collective is?"

Wayfinders

Barathu Cyberborn Solarion lvl 1 SP 8/8 HP 13/13 RP 2/2 EAC 12(13) ; KAC 13(14) Fort +4; Ref +1; Will +3 Init+1 Perc: +5 (darkvision)

Klaathuu waits to hear the answer on where the Open Collective could be.

"...I think we should call in to the Venture-Captain that we have found Hurondo?'

Acquisitives

I presume the Collective is at the address on here. Krara says, holding up the flier. Unless it is common in the pact worlds to require customers to solve mystery to even reach the location, thus proving their worthiness of the wares.

And yes Hurundo. If you say you are fine and that these men may be rehabilitated, that is your judgement. But you should contact your colleagues at once. They are quite concerned.

Wayfinders

Male CN Bantrid Space-Pirate Soldier 2 | SP 11/16 HP 18/18 | RP 4/4 | EAC 16; KAC 17 | Fort +4; Ref +3; Will +2 | Init: +7 | Perc: -1, SM: -1 | Speed 40ft | Active conditions: None.

"So... Don't kill..." Vroom looks at his arsenal, all designed for exactly that. "I'm going to need about 10 minutes."

Within those 10 minutes he gathers random bits of scrap and garbage and wires it all together to make a Stickybomb MK1.

Per the Bombard Soldier Specialization: Grenade Expert.
"If in the dire event we can't talk to them well but need to subdue them, of course."


2-01 map | 5-25 map

The Open Collective is only a 30 minute walk from the Uniters’ Headquarters in a similarly run-down region of the Spike, though it sees a trickle of foot traffic near its front, with a half-dozen or so citizens travelling to destinations using the corridor path. Several parts of the building appear damaged. The south-facing door is the main entrance. The building’s doors don’t shut properly, with one door clearly at such an angle that it almost digs into the station plating. Signage flickers on and off, randomly displaying mismatched letter styles that read: “Open Collective.” A line of hopeful yet downtrodden creatures are here talking excitedly about what they are going to do with their lives after being miraculously cured.

Engineering 16+:
You notice that the building suffers from a lack of upkeep amounting to several weeks of neglect.

Acquisitives

Engineering: 1d20 + 3 ⇒ (12) + 3 = 15

As they near the Open Collective, Krara notes to long line outside. This certainly seems to be the popular venue for quick fixes.

The vesk approaches the figures at the tail end of the line. Is this the Open Collective? And does one check in inside before coming back to wait here?

Acquisitives

middle aged Male Dwarf Merc' | SP 24/24 ; HP 18/24 ; RP 2/3 | EAC 14 ; KAC 16 | (+2 vs. poison, spells & SLAs) Fort. +3 ; Ref. +1 ; Will +5 | Speed 20 ft. | Init +0 ; Perception +8 (+2 vs. stone) ; SM +6 | Stone Trap Spotting @10 | Spells 1st: 4/4 | Active condition(s):
OOC:
N lvl 3 Mystic (Healer) Mercenary, worships Pharasma

Bones comes up besides Krara, ands looks around...
Perception: 1d20 + 6 ⇒ (5) + 6 = 11

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

"Meh, looks shady to me..."

engineering: 1d20 + 13 ⇒ (3) + 13 = 16

"Looks like no one is mystically healing the building for sure."

Wayfinders

Male CN Bantrid Space-Pirate Soldier 2 | SP 11/16 HP 18/18 | RP 4/4 | EAC 16; KAC 17 | Fort +4; Ref +3; Will +2 | Init: +7 | Perc: -1, SM: -1 | Speed 40ft | Active conditions: None.

Engineering: 1d20 + 6 ⇒ (16) + 6 = 22
"Lots of neglect... Maintenance has been gone for weeks... Yeah this obviously a scam shoot." Vroom wheels around in a circle. "Well. Shall we enter?"

Exo-Guardians

LG male vesk mechanic 1 | SP 7/7; HP 8/12; RP 2/3 | EAC 14; KAC 15| Fort +3; Ref +4; Will +2; +2 vs. fear | Init +2 | Perception +0; low-light vision | Speed 30 ft. | unarmed strike +1 (1d3+1 B) | tactical semi-auto pistol +2 (1d4 P) 8/9, 30 |Active Conditions:

Zaldekan nods. "Very well."

Acquisitives

middle aged Male Dwarf Merc' | SP 24/24 ; HP 18/24 ; RP 2/3 | EAC 14 ; KAC 16 | (+2 vs. poison, spells & SLAs) Fort. +3 ; Ref. +1 ; Will +5 | Speed 20 ft. | Init +0 ; Perception +8 (+2 vs. stone) ; SM +6 | Stone Trap Spotting @10 | Spells 1st: 4/4 | Active condition(s):
OOC:
N lvl 3 Mystic (Healer) Mercenary, worships Pharasma

"Okay, let's push past the line and into the place, shall we?"

Wayfinders

Barathu Cyberborn Solarion lvl 1 SP 8/8 HP 13/13 RP 2/2 EAC 12(13) ; KAC 13(14) Fort +4; Ref +1; Will +3 Init+1 Perc: +5 (darkvision)

"...do we want to get in line and try to sneak in...or do we sneak in past the line? Or do we try our "normal" approach of shock&awe again?"

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

"Wanna see if there's a back door?"

Acquisitives

middle aged Male Dwarf Merc' | SP 24/24 ; HP 18/24 ; RP 2/3 | EAC 14 ; KAC 16 | (+2 vs. poison, spells & SLAs) Fort. +3 ; Ref. +1 ; Will +5 | Speed 20 ft. | Init +0 ; Perception +8 (+2 vs. stone) ; SM +6 | Stone Trap Spotting @10 | Spells 1st: 4/4 | Active condition(s):
OOC:
N lvl 3 Mystic (Healer) Mercenary, worships Pharasma

"Good idea. Even a window would do..."
Bones will set off with his fellow Dwarf to check out any other points of entry.


2-01 map | 5-25 map

Map is up.

There are two doors, one on the east side and one on the west side. They are both locked.

Kara gets a response, "I've been waiting for several hours now, and the clinic’s doctors have sequestered themselves in two of the rooms inside. Two hours ago, an android went into one of the clinic rooms to check on the doctor, but hasn’t returned since."

You feel like you could get through the crowd though you'd have to make an appropriate check.

Acquisitives

Two hours and you still haven't seen a doctor? Krara says in surprise. Even after someone cut the line? Certainly does not meet the standards of a proper restorative clinic one would expect in the Veskarium!

Moving back a bit to meet with the others, the vesk points out to the rest of the party. [smaller]If you wish to sneak in like electrovores in a shipyard, we can attempt it. But these desperate souls having been waiting with no encouragement or sight for hours. We could easily cow the broken and ignore this line.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Freeman looks at bones and whispers "Locked door, eh? Let's just see about that..."

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

Acquisitives

middle aged Male Dwarf Merc' | SP 24/24 ; HP 18/24 ; RP 2/3 | EAC 14 ; KAC 16 | (+2 vs. poison, spells & SLAs) Fort. +3 ; Ref. +1 ; Will +5 | Speed 20 ft. | Init +0 ; Perception +8 (+2 vs. stone) ; SM +6 | Stone Trap Spotting @10 | Spells 1st: 4/4 | Active condition(s):
OOC:
N lvl 3 Mystic (Healer) Mercenary, worships Pharasma

Bones raises hit foot to kick... but smiles when he sees Freeman working away.
"Oh, you are a smart one!"


2-01 map | 5-25 map

I'm gonna need people to be placed if ya'lll are gonna be in different places doing things. I am not discouraging this, just working logistics.

Wayfinders

Barathu Cyberborn Solarion lvl 1 SP 8/8 HP 13/13 RP 2/2 EAC 12(13) ; KAC 13(14) Fort +4; Ref +1; Will +3 Init+1 Perc: +5 (darkvision)

Deciding it's better to stick as a group Klaathu stays with the others.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

On our local tactical radio (or whatever) system, "Hello everyone. If ye would be so kind as to step to door number 2..."

Wayfinders

Barathu Cyberborn Solarion lvl 1 SP 8/8 HP 13/13 RP 2/2 EAC 12(13) ; KAC 13(14) Fort +4; Ref +1; Will +3 Init+1 Perc: +5 (darkvision)

Responding to the communication by TheFreeman Klaathu floats over to door number 2

Exo-Guardians

LG male vesk mechanic 1 | SP 7/7; HP 8/12; RP 2/3 | EAC 14; KAC 15| Fort +3; Ref +4; Will +2; +2 vs. fear | Init +2 | Perception +0; low-light vision | Speed 30 ft. | unarmed strike +1 (1d3+1 B) | tactical semi-auto pistol +2 (1d4 P) 8/9, 30 |Active Conditions:

"Understood." Zaldekan and Zoomy head to the eastern door to join the others.

Acquisitives

middle aged Male Dwarf Merc' | SP 24/24 ; HP 18/24 ; RP 2/3 | EAC 14 ; KAC 16 | (+2 vs. poison, spells & SLAs) Fort. +3 ; Ref. +1 ; Will +5 | Speed 20 ft. | Init +0 ; Perception +8 (+2 vs. stone) ; SM +6 | Stone Trap Spotting @10 | Spells 1st: 4/4 | Active condition(s):
OOC:
N lvl 3 Mystic (Healer) Mercenary, worships Pharasma

Bones hangs around Freeman the Smart and Deft, itching to kick the door, but knowing Freeman is working better wonders.

Wayfinders

Male CN Bantrid Space-Pirate Soldier 2 | SP 11/16 HP 18/18 | RP 4/4 | EAC 16; KAC 17 | Fort +4; Ref +3; Will +2 | Init: +7 | Perc: -1, SM: -1 | Speed 40ft | Active conditions: None.

Apologies for silence yesterday. I gave blood and am kind of just in a weird state.

Vroom follows up, smoke grenade at the ready.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Once everyone is assembled Freeman will turn the knob and gesture Bones in with a smile.

Made a drone icon. Should have done that before. :)

Acquisitives

middle aged Male Dwarf Merc' | SP 24/24 ; HP 18/24 ; RP 2/3 | EAC 14 ; KAC 16 | (+2 vs. poison, spells & SLAs) Fort. +3 ; Ref. +1 ; Will +5 | Speed 20 ft. | Init +0 ; Perception +8 (+2 vs. stone) ; SM +6 | Stone Trap Spotting @10 | Spells 1st: 4/4 | Active condition(s):
OOC:
N lvl 3 Mystic (Healer) Mercenary, worships Pharasma

If Freeman succeeds in opening the door-- Bones steps in, weapon in hand.


2-01 map | 5-25 map

Several stacks of crates fill much of this roughly forty-foot- by-sixty-foot storage room. Dim-lights shine from the ceiling, some twenty feet above. Some of the crates lie on their sides, spilling out tiny white crystals onto the ground. Thin pools of citrus-smelling green liquid dissolves the edges of these spills. A computer terminal blinks against the northern wall. The western wall opens up near its center to allow further access into the rest of the clinic.

Acquisitives

middle aged Male Dwarf Merc' | SP 24/24 ; HP 18/24 ; RP 2/3 | EAC 14 ; KAC 16 | (+2 vs. poison, spells & SLAs) Fort. +3 ; Ref. +1 ; Will +5 | Speed 20 ft. | Init +0 ; Perception +8 (+2 vs. stone) ; SM +6 | Stone Trap Spotting @10 | Spells 1st: 4/4 | Active condition(s):
OOC:
N lvl 3 Mystic (Healer) Mercenary, worships Pharasma

Bones holds a hand up, motioning to go slowly: "We can check these weird things out, and the computer, stealthily, and know some stuff... before exploring more."

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Freeman walks past the boxes of crystals, "That don't look good. I only have one notion as to what those might be.."

He then checks the computer to see what he can find. "Let's be quiet like but someone watch the door just in case."

computers: 1d20 + 13 ⇒ (8) + 13 = 21

Acquisitives

middle aged Male Dwarf Merc' | SP 24/24 ; HP 18/24 ; RP 2/3 | EAC 14 ; KAC 16 | (+2 vs. poison, spells & SLAs) Fort. +3 ; Ref. +1 ; Will +5 | Speed 20 ft. | Init +0 ; Perception +8 (+2 vs. stone) ; SM +6 | Stone Trap Spotting @10 | Spells 1st: 4/4 | Active condition(s):
OOC:
N lvl 3 Mystic (Healer) Mercenary, worships Pharasma

"What do you think they are?"

Bones goes over to keep a discreet eye at the doorway...
Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

"Drugs. Bad one's I'm assuming. Could be wrong, could be male enhancements."

Acquisitives

middle aged Male Dwarf Merc' | SP 24/24 ; HP 18/24 ; RP 2/3 | EAC 14 ; KAC 16 | (+2 vs. poison, spells & SLAs) Fort. +3 ; Ref. +1 ; Will +5 | Speed 20 ft. | Init +0 ; Perception +8 (+2 vs. stone) ; SM +6 | Stone Trap Spotting @10 | Spells 1st: 4/4 | Active condition(s):
OOC:
N lvl 3 Mystic (Healer) Mercenary, worships Pharasma

"Anyone good at analyzing chemicals?"

Wayfinders

Male CN Bantrid Space-Pirate Soldier 2 | SP 11/16 HP 18/18 | RP 4/4 | EAC 16; KAC 17 | Fort +4; Ref +3; Will +2 | Init: +7 | Perc: -1, SM: -1 | Speed 40ft | Active conditions: None.

"Sorry mate. No can do for me." Vroom shrugs.


2-01 map | 5-25 map

GM Screen:
Stealth: 1d20 + 13 ⇒ (19) + 13 = 32

Bones Initiative: 1d20 + 0 ⇒ (5) + 0 = 5
Klaathu Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Krara Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Freeman Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Vroom Initiative: 1d20 + 7 ⇒ (4) + 7 = 11
Zaldekan Initiative: 1d20 + 2 ⇒ (15) + 2 = 17

Initiative: 1d20 + 3 ⇒ (15) + 3 = 18

Out from behind the boxes next to the computer a small, slimy, worm-like creature attacks Freeman....
Blegh: 1d20 + 9 ⇒ (9) + 9 = 18
squelch (damage): 1d4 + 5 ⇒ (1) + 5 = 6
..and attaches itself to the side of his head.

Freeman you have the grappled condition

Klaathu is up

Wayfinders

Barathu Cyberborn Solarion lvl 1 SP 8/8 HP 13/13 RP 2/2 EAC 12(13) ; KAC 13(14) Fort +4; Ref +1; Will +3 Init+1 Perc: +5 (darkvision)

"That does not look good...."

Klaathu moves forward as he takes out a club and swings it hoping to knock loose the blegh from Freeman's head as one of his limbs grows longer so it can reach it's intended target taking on a intense glow as he moves

To hit KAC Blegh: 1d20 + 3 ⇒ (16) + 3 = 19
Damage if hit: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Free; attune photon mode, swift early stage adaption for 10 ft reach, move to move and standard to attack


2-01 map | 5-25 map

Freeman Fort Save: 1d20 + 3 ⇒ (8) + 3 = 11

With a sickening sluurp! the creature squeezes itself into Freeman's head through his ear.

Freeman:
On your turn, your body will aim to incapacitate the nearest person. Your attacks will have a +9 on the to hit )this does not include the -4 from nonlethal). Use your normal damage.

Zaldekan, Krara, and Vroom are up

Acquisitives

We must strike the slime thing! Krara yells entering the room. Wherever it went!

Get' Em! on the slime thing.

Freeman, are you all right?


2-01 map | 5-25 map

The slime thing is untargetable. So you cannot Get 'Em it.

Freeman:
You will not be responding to your ally's words

Wayfinders

Barathu Cyberborn Solarion lvl 1 SP 8/8 HP 13/13 RP 2/2 EAC 12(13) ; KAC 13(14) Fort +4; Ref +1; Will +3 Init+1 Perc: +5 (darkvision)

" ..Did that thing just go inside his head?!"

A shudder travels through Klaathu's entire body

" ..does anyone have any idea how to get that thing out of Freeman's head? At least without bashing it open and looking around inside? Maybe pin him down and use tweezers to pull it out?"

I have no clue other then trying to grab him/tie him down and hope the thing can be removed with a medicine check or something..well, that or just knock him out

Acquisitives

middle aged Male Dwarf Merc' | SP 24/24 ; HP 18/24 ; RP 2/3 | EAC 14 ; KAC 16 | (+2 vs. poison, spells & SLAs) Fort. +3 ; Ref. +1 ; Will +5 | Speed 20 ft. | Init +0 ; Perception +8 (+2 vs. stone) ; SM +6 | Stone Trap Spotting @10 | Spells 1st: 4/4 | Active condition(s):
OOC:
N lvl 3 Mystic (Healer) Mercenary, worships Pharasma

 »What the...! »
Bones’ eyes nearly pop out of his head.
 »Freeeeemaaaan! Bro’! »

Exo-Guardians

LG male vesk mechanic 1 | SP 7/7; HP 8/12; RP 2/3 | EAC 14; KAC 15| Fort +3; Ref +4; Will +2; +2 vs. fear | Init +2 | Perception +0; low-light vision | Speed 30 ft. | unarmed strike +1 (1d3+1 B) | tactical semi-auto pistol +2 (1d4 P) 8/9, 30 |Active Conditions:

Zal screams at the sight of the slime shlorping into Freeman's ear.

"Oh no whatdowedo whatdowedo whatdowedo whatdowedo"

Medicine seems like it'd be the best bet? I suppose we'd have to see what he does, but I'd help hold him down if needed.

Acquisitives

Does anyone know what it is? Krara asks.

Life Science?
Also if she can’t see the slime to target, Krara would instead have drawn out her pulse caster pistol. It’s nonlethal, in case this goes bad.


2-01 map | 5-25 map

Yes, life science

Wayfinders

Male CN Bantrid Space-Pirate Soldier 2 | SP 11/16 HP 18/18 | RP 4/4 | EAC 16; KAC 17 | Fort +4; Ref +3; Will +2 | Init: +7 | Perc: -1, SM: -1 | Speed 40ft | Active conditions: None.

"Well, now is as good as any time to panic." Vroom says.
No life science here. :( I feel like this adventure was not the best choice for the little homicidal Bantrid.

Acquisitives

middle aged Male Dwarf Merc' | SP 24/24 ; HP 18/24 ; RP 2/3 | EAC 14 ; KAC 16 | (+2 vs. poison, spells & SLAs) Fort. +3 ; Ref. +1 ; Will +5 | Speed 20 ft. | Init +0 ; Perception +8 (+2 vs. stone) ; SM +6 | Stone Trap Spotting @10 | Spells 1st: 4/4 | Active condition(s):
OOC:
N lvl 3 Mystic (Healer) Mercenary, worships Pharasma

"No idea what this thing is..."
no Life Science either


2-01 map | 5-25 map

As the others are locked in concern and confusion, go ahead Freeman.

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