The Dire GM's [SFS] #1-12: Ashes of Discovery (OutPost II 2019) (Inactive)

Game Master CanisDirus

SFS PbP - Ashes of Discovery (Tier 1-4)

GM Notes:
Perception
[dice=Player]1d20 + 0[/dice
[dice=Player]1d20 + 0[/dice
[dice=Player]1d20 + 0[/dice
[dice=Player]1d20 + 0[/dice
[dice=Player]1d20 + 0[/dice
[dice=Player]1d20 + 0[/dice

Initiative
[dice=Player]1d20 + 0[/dice
[dice=Player]1d20 + 0[/dice
[dice=Player]1d20 + 0[/dice
[dice=Player]1d20 + 0[/dice
[dice=Player]1d20 + 0[/dice
[dice=Player]1d20 + 0[/dice

Ashes of Discovery (SFS) Maps & Handouts


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Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

By accessing the compound's computer and information network, it is clear that The Exile was teaching herself how to use Pact Worlds systems, and had so far only managed to get internal cameras and minimal security operational. You get a look through the cameras at each of the rooms (numbered on the map as follows).

Room 2 - Mess Hall: An L-shaped plastic table and accompanying chairs are haphazardly shoved in the northwest area of this circular space. Doors exit to the south and east of this otherwise empty chamber.

Room 3 - Hydroponics: Rows of greenery line the southern and northern spaces of this fifty-foot-wide circular chamber. Curved plastic walls lead up to a transparent ceiling, partially obscured by chunks of random debris atop it but still clear enough to admit sunlight. Doors exit the area to the north and east.

Life Science (Recall Knowledge) DC 10:
These fruits and vegetables are simple, hardy, and efficient at growing in almost any conditions. They appear to be easily tended by computer systems monitoring the humidity of the chamber and controlling when they are watered. If fully functional, this bay could probably feed a population of nearly 100 people. These foods, while nutritionally sufficient for humanoid creatures, are very bland, and most likely made up a significant portion of "iron rations" used by the Hellknight outpost. It is clear that there is a massive surplus of ripe and edible foods at the moment.

Room 4 - Security Center: Panels of electronics wrap around this thirty-foot-wide circular room. The steady hum of energized computers gently drones, while lights rhythmically flash on and off. Monitor screens display live images of various rooms throughout the outpost. Door exit to the west and north. Easily accessed records note the locations of several Darak-oni settlements within approximately 100 miles of this outpost, but indicates that they were deemed to be non-hostile. Hellknight Signifers (spellcasters) and Armigers (foot-soldiers or trainees) would often be sent on diplomatic trips to these enclaves to share knowledge. A footnote indicated that the original commander of this outpost considered their natural resistance to fire and ability to breathe it as two marks in favor for potential recruitment.

Computers DC 10:
Digging into the records here, you find a very short audio log from one Hellknight Signifer identified as B. Gaunt that the outpost was under attack by an extrasolar force...but the record cuts out immediately afterward, as though the base's power system was shorted out along with any backup generators, preventing learning anything more.

Room 5 - Infirmary: 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 a door to the southwest.

The medical center contains several items. The shelving unit holds four Mk 1 Serums of Healing, two Basic medkits, and four Medpatches. There is also a locked cabinet that it looks like the Exile repeatedly tried (and failed) to force open.

Engineering DC 16:
Inside is one Advanced medkit, one Spell Gem of Remove Condition, and one Spell Gem of Lesser Restoration.

Room 6 - Duty Barracks: Old bunk-beds stacked three-high, this room does not look like it has seen much use in the last two centuries.

Room 7 - Outpost Command Center: This immense circular room is bare, except for several computer screens and databanks that line the inner walls. Chairs jut out from some of these computerized desks, while doors exit to the northeast, southeast, and southwest. The Hellknight Ennead Star symbol prominently graces the floor.

Room 8 - Armory: Supply lockers line the walls of this thirty-foot-wide circular room. Varied pieces of equipment are visible within some of the open lockers, while others are piled on the floor in front of hastily cleared units. Doors exit this chamber to the west and southwest.

Room 9 - Commander's Office: This tight room contains little beyond an imposing plastic desk and an nearby chair. A single exit door leads to the northeast. The officer's quarters contains old datapads that are turned off.

Computers DC 7:
Reactivating them by plugging them into charging units, you find numerous records from the original Hellknight outpost, detailing names, ranks, service records, and reconnaissance of the surrounding area. The datapads also contain encoded Order of the Pike protocols in addition to standard issue Hellknight philosophy of the "Measure and Chain" as well as the tenants of the Order of the Pike. These records would be of significant interest to the Hellknights who hired the Starfinder Society to explore this outpost!

Mysticism DC 7:
Several documents are also present in this room. You recognize a few of them to be copies of infernal contracts, most likely regarding the use of the constructs you encountered and other supernatural activities of the Hellknights in this region of space. You think that returning these to the Order of the Pike would definitely help solidify the trust this Hellknight order has in the Starfinder Society!

~~~~~

Feel free to make your rolls and share what you find with your team!

Oh - One last thing I forgot to ask when we started - could each of you please post in the Discussion Thread with how much Reputation you currently have with the Faction you have slotted for this scenario? Thank you very much!

Exo-Guardians

Male Vesk| Death-Touched | Soldier (Forerunner/Shock & Awe: 2) | SP: 18/18; HP: 20/20; RP: 3/3 | BAB: +2; EAC: 15; KAC: 17; CMD: 25 | F+4; R+2; W+3; +3 v fear, +2 v blind & deaf| Init: +2; Perc: +5; Lowlight Vision | Spd: 25' | Vesk War Chant

Akkedis moves through each of the rooms with the team, helping to search and carry gear. Unfortunately his training is of little use in accessing the computer systems or other tasks.

Exo-Guardians

Male NG ysoki scholar solarian 5 Active conditions: none

With the Exile dead, Master Filament laments, "This one made a poor choice."

As he follows the party to survey the remainder of the facility, the solarian finds little of interest or that he can decipher other than a few old, looking documents.

Mysticism: 1d20 + 5 ⇒ (14) + 5 = 19

"Contracts." mutters Master Filament as he scans several of the documents. "Most likely regarding the use of the constructs we encountered and other supernatural activities of the Hellknights in this region of space. As we saw, such constructs are of little effect against trained warriors. Still, the Hellknight order that sought the Society's help may find them to be of value."

Exo-Guardians

Female (sterile) NG formian tempered pilgrim solarian 5 | SP 40/40 HP 39/39 | RP 4/5 | EAC 20; KAC 22 | Resist 5:Sonic | Fort +4; Ref +3; Will +3 | Init: +2 | Perc: +5, SM: +0, Blindsense (scent) 30' | Speed 25ft (30' fly with jump jets) | limited telepathy | Active conditions: Stellar Mode: OOO. Shirt Reroll Not used

Mysticism: 1d20 + 3 ⇒ (5) + 3 = 8

Kitkul helps Master Filament through the documents. A lot are well beyond its knowledge of understanding, but it can see how the documents are all structured similar to the license it filled out for the permit to carry its laser pistol, so therefore recognizes it as a contract.

"Agreed. These contracts will likely have some kind of importance to the Hellknights. And that is one scary group that one really shouldn't have a desire to get on the bad side of."

With that Kitkul will just set itself up in a guarded "wait and see" stance, keeping overwatch on its companions as they work on computers and all that.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Croaker after the fight is over checks the health of his allies, seeing that everything is in order helps to look through the rooms.

Seeing that the documents are read by the Master Filament and Kitkul, he decides to work on the lock

Engineering: 1d20 + 4 ⇒ (12) + 4 = 16

is 16 enough to pass DC 16?

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Like AC, DC is the target number you are looking to match or exceed, so yes, it is enough to pass! :)

Wayfinders

Male Human Ace Pilot Operative / 2 | SP: 13/13 | HP: 16/16 | RP: 5/5 | EAC:16 KAC:17 | Fort +1/Ref +7/Will +3 | Init +9 | Perception +5

Qwyn scouts out the station, concentrating on the areas within his wheelhouse...

Computers (Security Center): 1d20 + 5 ⇒ (9) + 5 = 14

"This outpost was under attack from an extrasolar force...but the systems shorted out and nothing else can be found out..."

Engineering (Infirmary): 1d20 + 5 ⇒ (11) + 5 = 16

"I found an Advanced medkit, one Spell Gem of Remove Condition, and one Spell Gem of Lesser Restoration in a locked cabinet I was able to pick..."

Computers (Commander's Office): 1d20 + 5 ⇒ (14) + 5 = 19

"Yahtzee! Hit the jackpot here, fellas! Found numerous records from the original Hellknight outpost, detailing names, ranks, service records, and reconnaissance of the surrounding area. The datapads also contain encoded Order of the Pike protocols in addition to standard issue Hellknight philosophy of the "Measure and Chain" as well as the tenants of the Order of the Pike. The Hellknights and the Society should be very happy with this..."

Wayfinders

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| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

After working together to clear the rest of the outpost (you may now open all the spoilers in this post - you also get all of the rewards due to finding all the hidden items), you can safely take a break. A few hours later, Kaylee radios you from the ship, letting you know that the storm has cleared and while she still can't find a landing zone close to the outpost, at least the trip back should be safe.

If you return to the village along the way, you find the native people pleased with your return (very thankful for the rescue of their scout), and news of your victory over the Exile. They ask you many questions about how to be safe around the ruins and how best to avoid having any others of their people using it against them in the future. They throw a small celebration in your honor and promise to look favorably upon "Starfinders" in the future!

When you return back to Absalom Station, Guidance calls you to its chamber for a debriefing.

“Welcome back, Starfinders. The contracting organization is eager to review the data you have recovered. I’ve prepared a list of subsequent missions that might appeal to you, once you’re properly debriefed. There are a multitude of other lost outposts in Near Space, and with your experience, we hope you will take these assignments into consideration. Now, what have you to report?”

Pending whatever roleplay you would like to do with Guidance and each other, this concludes your exploration of...the Ashes of Discovery!

Thank you all for playing! I hope that you all enjoyed playing this scenario as much as I had running it for you! And I must say...wow...your dice were on for this game!

I should be able to get your Chronicle Sheets together and posted for you to access some time this weekend! If you have not yet done so, please make sure that your Day Job rolls and slotted Faction Boon information on the Discussion Thread are accurate!

Wayfinders

Male Human Ace Pilot Operative / 2 | SP: 13/13 | HP: 16/16 | RP: 5/5 | EAC:16 KAC:17 | Fort +1/Ref +7/Will +3 | Init +9 | Perception +5

Qwyn will stay silent during the debrief and let his more experienced companions deliver their findings. After the debrief, the operative slips away in the shadows, disappearing till his next mission...

Wayfinders

1 person marked this as a favorite.
| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Chronicle Sheets are posted!

Acquisitives

1 person marked this as a favorite.
Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Croaker gets up and gives a report:
"Before we even get to the planet we had to fight Besmaran Whelp, after killing it we landed on a planet and found a village of Darak-Oni. It is a dragon-like alien race with whom we established contact and win some points."

Croaker looks at his allies if they want to add anything and continues:

"We rescued their scout from a dire situation and escorted him back to the village. The base itself was taken by a rogue Darak-Oni with some mystical abilities. We cleared the defenses and neutralized her. In the meantime, we got the set of documents about Hellknights, some weaponry and armor which we already deposited to the laboratory for inspection."

With a bit of proud he adds:
"The most important thing, everyone came back to the base there were no casualties nor collateral damage."

After giving the report Croaker sits in the back. He is unnerved recalling all the times when in the past the employers were deciding not to pay after the job was done...

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