Hmm's SFS 2-01: Pact World Warriors (PBP Gameday VIII) (Inactive)

Game Master Hmm

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I am the tool of the GM

Click. Whirr.

BOTTING TYUS

Using the acrobatics Tyus already rolled, let's move her!

Tyus dances along the planks, making it to the cliff wall! She can climb next round!

DC 10 Acrobatics for everyone because of the cable!


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

"Oh my, someone on the Rivals team has team spirit! Verity is attempting to rescue Rafelo from the quicksand!" Lethea's breathy voice announces.

"Fear... from BOTH of them. With just the teeniest bits of desperation and hope, mixed in as seasoning. Yum, yum, yum!" Quell notes. "Oh and listen to the screaming! Both teams are starting to discover the little surprises we left for them!"

"We do love surprises, don't we?" Lethea gushes.

★ --- ★ --- ★ --- ★

ROUNDS FOUR & FIVE

Because the climbing takes so long can everyone except Smek give me two rounds of actions? Smek, just give me round five please.

Deger
Frank
Rose-5 and Spinning Falcon
Smek
Tyus
Zez'ka

Meanwhile, as Smek goes down the chute, he notices (because of trap spotter) a slime bucket dropping a droplet of green ooze down the chute!

PLOP-P-P! Gurgle! Sluuuurp!

With the forewarning, Smek avoids getting hit by the creature as it falls. However, it gurgles and slides right down after Smek! The metal chute dumps its occupants onto a downy carpet of vivid blue grass.

Smek, you can either stay and fight, or you can try to escape by going forward! Ahead of you, a series of metallic tiles embedded in the terrain flash yellow, red, blue, and green in erratic patterns, with tiles occasionally stopping to glow entirely. Beyond the blinking grid, the ground ends abruptly in a ledge overlooking a bubbling lake of lava.

Perception, please. Or if you'd like to study the blinking lights, you may take a standard action to do so with an intelligence check.

Whatever you choose, continue showing your paths!

THIS INITIATIVE IS ONLY IMPORTANT IF YOU MAKE IT TO THE AREA AT THE TOP OF THE CLIFF AND CAN SEE WHAT IS GOING ON, OTHERWISE I ASSUME YOU ARE STILL MOVING!

Who Goes First?:

Initiative, Deger: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative, Frank: 1d20 + 1 ⇒ (4) + 1 = 5
Initiative, Rose-5 and Spinning Falcon: 1d20 + 10 ⇒ (17) + 10 = 27
Initiative, Smek: 1d20 + 5 ⇒ (7) + 5 = 12
Initiative, Tyus: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative, Zez’ka: 1d20 + 4 ⇒ (13) + 4 = 17

Initiative, Goo: 1d20 - 2 ⇒ (13) - 2 = 11

★ --- ★ --- ★ --- ★

Round 5
Active conditions:

Rose-5 and Spinning Falcon
Deger
Zez'ka
Smek

================================

Goo

================================

Tyus
Frank

================================


Undead Media Mogul 20 // Live Exploration Extreme! // Pact World Warriors!

"Will Smek get swallowed by the goo? Will the rest of the team make it up the cliff face? Will Verity pull the dashing Rafelo out of the muck, or will they both get pulled under by the quicksand? What other dastardly surprises await the Starfinders?"

Zo! grins to the cameras and offers up his trademark fingerguns. "Can I do cliffhangers, or what?"

See you all after SkålCon! Same Bone Time, Same Bone Channel!

Paizo Employee

Shirren Spacefarer Operative 3 | SP: 27/27, HP: 24/24, RP: 4/4 | EAC 15, KAC 16, CMD 24 | DR: -- Resistances: -- | F:+4* R:+6 W:+4 | Init +4 | Perc +9, Bluff/Intim +0, Diplomacy +4, SM +9 | Acrobatics +14, Athletics +11, Computers +8, Culture +10, Life Sc. +5, Physical Sc.+7, Piloting +9, Profession (cook) +6*, SoH +11, Stealth +11, Survival +9 | Speed 40 ft. | Communalism 1/1 | Active Conditions: None

Zez'ka grabs onto the metal cable and shimmies up it to the top of the wall.

Athletics: 1d20 + 9 ⇒ (16) + 9 = 25

When she reaches the top, Zez'ka grins at the robot, then strokes it with her antennae. "CURIOUS!"

As Rose explains what the little bot wants, Zez'ka clacks her mandibles. "Of course I can carry the heavy and awkward box! Happy!" She takes the box from the robot. "Useful!"

Sorry, how big is the box? Can she carry it under one arm, or stuff it in her backpack, or does it take both hands to carry it around?

Paizo Employee

Female NG Half-elf Technomancer | SP 0/5 HP 9/9 | RP 5/5 | EAC 13; KAC 14| Fort +0; Ref +2; Will +2 | Init: +2 | Perc: +3, SM: +0 | Speed 30ft | Active conditions:

Tyus smiles at Falcon and whispers

Spoiler:
"You look fine to me!"

With a quick glance to make sure her teammates are doing okay, she bounds up to the wall and begins to climb the cable...
Round 4
Athletics: 1d20 ⇒ 1

...but immediately falls onto her back.
Frustrated, she grunts "Let's GO. You GOT this!" and takes another energetic stab at climbing the rock face.

Round 5
Athletics: 1d20 ⇒ 5

This time she lies on her back longer, clearly embarrassed and hoping her fellow Starfinders—worse, the viewing audience—haven't noticed her abject failure.

Oh gods, I'm going to be a meme...


Undead Media Mogul 20 // Live Exploration Extreme! // Pact World Warriors!

"Wow, watching non-Atheletes try to climb is awesome. Can we replay that about twenty more times?"


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Zez'ka, you may stuff the box in your backpack!

ROUNDS FOUR & FIVE

Because the climbing takes so long can everyone except Smek give me two rounds of actions? Smek, just give me round five please.

Deger
Frank
Rose-5 and Spinning Falcon
Smek (perception roll requested)
Tyus
Zez'ka

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 + 6 ⇒ (11) + 6 = 17

Any roll to id the slime?

Wayfinders

Male Dwarf Mystic | SP 1/7 HP 12/12 RP 3/3 | EAC 14 KAC 16| F +1 R +1 W +4 | Init +1 | Speed 20 feet |

Deger continues his slog through the muck towards the wall and then tries to get to the top.

It'll take two move actions for me to climb 30 feet so I'll roll twice in case I need to. I believe I'll still have 10 feet of movement at the top.
Athletics: 1d20 + 1 ⇒ (13) + 1 = 14
Athletics: 1d20 + 1 ⇒ (9) + 1 = 10

Once at the top he makes his way towards Smek and slides down. Halfway down he notices the ooze and mutters some choice words before smacking into it.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Smek notices that there are a lot of flashing lights, and that there is a backpack poking out from underneath the chute!

As for the ooze, yea, you may attempt to identify it.

Life Science DC 6:

It's an ooze, with ooze traits!

Life Science DC 11:

It's immune to electricity! If you do better than that, you can ask me questions!

Poor Deger realizes he may be in the wrong place!

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, not recognizing the creature, tries to use the flashing lights and shadows to hide his aim. "Thanks for the Frost Subduer Zo!, I love cold jell-o!"

Trick Attack/Stealth: 1d20 + 19 ⇒ (14) + 19 = 33
Attack/EAC: Subduer: 1d20 + 5 ⇒ (18) + 5 = 23
Damage/C: 1d4 ⇒ 4
Trick Damage/C: 1d4 ⇒ 3


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Smek shoots the ooze!

★ --- ★ --- ★ --- ★

Round 5
Active conditions:

Rose-5 and Spinning Falcon (still has all of round 4 and 5 actions)
Deger
Zez'ka
Smek

================================

Goo (-7)

================================

Tyus
Frank (still has all of round 4 and 5 actions)
Frank, if you wish, you can post your attack if you can see the ooze by the end of Round 4, but I will apply it after the goo goes. Fair?

================================

Also, Tyus, you can totally take ten and go up the rope automatically in Round 6

Acquisitives

Male CG Dwarf Soldier (Bombard) | SP 18/18 HP 20/20 | RP 5/5 | EAC 15; KAC 17| Fort +5; Ref +1; Will +4 | Init: +1 | Perc: +1, SM: +1 | Speed 20ft | Active conditions:

Catching up

Frank continues to move though and climb the wall.

Athletics Checks (if needed): 1d20 + 9 ⇒ (8) + 9 = 17
Athletics Checks (if needed): 1d20 + 9 ⇒ (18) + 9 = 27

"Bah, sludge. Time t'do some cleanin'"

If he can see it from the top of the chute, he will pull out the laser, otherwise he will draw his welder and jump down the chute

As he makes his way up and over he pulls out his weapon

Attack Rotolaser: 1d20 + 3 ⇒ (13) + 3 = 16 v EAC
Rotolaser damage: 1d8 ⇒ 2 F

or

Attack Welder: 1d20 + 6 ⇒ (20) + 6 = 26
Welder Damage: 1d4 + 4 ⇒ (1) + 4 = 5 E&F
Welder Damage: 1d4 + 4 ⇒ (3) + 4 = 7 E&F

Paizo Employee

Female NG Half-elf Technomancer | SP 0/5 HP 9/9 | RP 5/5 | EAC 13; KAC 14| Fort +0; Ref +2; Will +2 | Init: +2 | Perc: +3, SM: +0 | Speed 30ft | Active conditions:

Tyus claps her hands and mutters to herself "No problem—everybody loves a good underdog."

Being more careful this time, she hand-over-hands her way up the cable and clambers just to the top of the cliff, taking in the view. Seeing the ooze, her eyes light up and her phone begins to glow brighter...

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 is lurking until the next round...

Smek grins broadly as his shot lands, "Another fine product, thank you Zo!," as he flashes the Subduer's branding to the camera.


I am the tool of the GM

Click. Whirr.

BOTTING ROSE-5

Rose-5 spends her fourth round athletically scaling the wall. And on round 5, she shoots at the ooze. Deciding the ooze looks like a threat, she chooses her lethal weapon!

Rose-5's attack vs EAC: 1d20 + 5 ⇒ (20) + 5 = 25
Rose-5's fire damage with Azimuth laser pistol: 1d4 ⇒ 4
Burn damage: 1d4 ⇒ 3

Spinning Falcon's attack vs EAC: 1d20 + 6 ⇒ (6) + 6 = 12
Spinning Falcon's static arc pistol electric damage: 1d6 ⇒ 5


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Rose-5 hits the ooze for 7 fire damage, burning off a good portion of the nasty goo. Alas, Spinning Falcon's electrical attack hits, but does no damage at all. The goo must be immune to electricity!

Then the goo attacks! It tries to engulf Deger!

Slam!: 1d20 + 8 ⇒ (4) + 8 = 12

But it bounces off Deger's dwarfy armor, and then Frank burns it for 2 fire damage!

★ --- ★ --- ★ --- ★

Round 6
Active conditions:

Rose-5 and Spinning Falcon
Deger
Zez'ka
Smek

================================

Goo (-16)

================================

Tyus
Frank

================================

Rose-5, Spinning Falcon, Deger, Zez'ka and Smek are all up!

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 uses the flashing lights to his advantage, again trying to hide the angle of his attack.

Trick Attack/Stealth: 1d20 + 19 ⇒ (9) + 19 = 28
Attack/EAC: Subduer: 1d20 + 5 ⇒ (3) + 5 = 8
Pistol Damage/C: 1d4 ⇒ 2
Trick Damage/c: 1d4 ⇒ 2

Paizo Employee

Shirren Spacefarer Operative 3 | SP: 27/27, HP: 24/24, RP: 4/4 | EAC 15, KAC 16, CMD 24 | DR: -- Resistances: -- | F:+4* R:+6 W:+4 | Init +4 | Perc +9, Bluff/Intim +0, Diplomacy +4, SM +9 | Acrobatics +14, Athletics +11, Computers +8, Culture +10, Life Sc. +5, Physical Sc.+7, Piloting +9, Profession (cook) +6*, SoH +11, Stealth +11, Survival +9 | Speed 40 ft. | Communalism 1/1 | Active Conditions: None

Zez'ka spends her turn stuffing the box into her backpack, and putting her backpack back on. Thus prepared she pulls out her tactical pistol. Her mandibles clack and her antennae quiver rapidly as she stares at the slide and the ooze. "Anticipation!"

Dataphiles

N Female Android Mechanic 2 | SP 6/12 HP16 RP 4 | EAC 16 KAC 17| F +3 R +7 W +1 | Init +10 | Speed 30 feet |

Round 4 and 5 actions: Spinning falcon flies up the cliff. Lacking flight of her own, Rose-5 attempts to scale the cliff, using the handy rope that Smek dropped.
Round 4:
Athletics DC 10: 1d20 + 4 ⇒ (17) + 4 = 21
Athletics DC 10: 1d20 + 4 ⇒ (3) + 4 = 7

She makes it halfway up. Then keeps going on Round 5.
Athletics DC 10: 1d20 + 4 ⇒ (18) + 4 = 22

Oh! Looks like you botted that part already? At any rate then, all good. She attacks as you said.

Round 6

Having learned the the creature is immune to electricity, Spinning Falcon decides to try to help his new friend Tyus climb the rope. He flies down, and then attempts to help her balance. I'm not sure what kind of check this would be, so I'll just roll a d20.

aid roll: 1d20 ⇒ 20

Rose-5, on the other hand, continues attacking the ooze. "Careful there, Smek!"

Before she fires, she attempts to identify it.
Life Science: 1d20 + 4 ⇒ (11) + 4 = 15

Question: Does it have any weaknesses?

Rose-5's attack vs EAC: 1d20 + 5 ⇒ (8) + 5 = 13
Rose-5's fire damage with Azimuth laser pistol: 1d4 ⇒ 1


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Smek tricks the goo beautifully, but alas misses! Zez'ka shuffles stuff around! Rose-5 does not discover any weaknesses, so she learns that the goo can engulf creatures of its own size... if only it could hit! Then she shoots it with FIRE! The goo is looking pretty pitiful, actually.

★ --- ★ --- ★ --- ★

Round 6
Active conditions:

Rose-5 and Spinning Falcon
Deger
Zez'ka
Smek

================================

Goo (-17)

================================

Tyus
Frank

================================

Deger is up!

Wayfinders

Male Dwarf Mystic | SP 1/7 HP 12/12 RP 3/3 | EAC 14 KAC 16| F +1 R +1 W +4 | Init +1 | Speed 20 feet |

Deger retrieves his pike and chokes up on his grip. "No one invited you to dinner blob. Back off!" Then he tries to stab it.

Stabby vs KAC: 1d20 + 3 ⇒ (5) + 3 = 8
Pierce damage: 1d8 + 3 ⇒ (2) + 3 = 5

I've got a feeling that stabbing it won't work very well but you work with what ya got. Well that one definitely didn't work.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Deger does miss the goo.

Slam!: 1d20 + 8 ⇒ (19) + 8 = 27
Acid & Bludgeoning Damage: 1d6 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6

But the goo doesn't miss him! The goo attempts to engulf Deger! Deger, can I have a reflex save?

★ --- ★ --- ★ --- ★

Round 6 / 7
Active conditions:

Rose-5 and Spinning Falcon
Deger (needs reflex save)
Zez'ka

================================

Goo (-17)

================================

Tyus
Frank

================================

The whole party is up!

Acquisitives

Male CG Dwarf Soldier (Bombard) | SP 18/18 HP 20/20 | RP 5/5 | EAC 15; KAC 17| Fort +5; Ref +1; Will +4 | Init: +1 | Perc: +1, SM: +1 | Speed 20ft | Active conditions:

Frank tries to take another shot from top side.

Rotolaser v EAC: 1d20 + 3 ⇒ (12) + 3 = 15
Rotolaser Damage: 1d8 ⇒ 2F

Wayfinders

Male Dwarf Mystic | SP 1/7 HP 12/12 RP 3/3 | EAC 14 KAC 16| F +1 R +1 W +4 | Init +1 | Speed 20 feet |

Reflex: 1d20 + 1 ⇒ (3) + 1 = 4

I'll wait to see what happens here before taking my turn because I'm sure its no good.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Frank hits the Goo, and Deger is engulfed, coated with goo from head to toe! Ewwww!

An engulfed creature gains the pinned condition, takes the listed damage at the beginning of each turn it is engulfed, is in danger of suffocating if it doesn't have environmental protections, and is trapped within the engulfing creature's body until it is no longer pinned.

★ --- ★ --- ★ --- ★

Round 6 / 7
Active conditions:

Rose-5 and Spinning Falcon
Deger (Engulfed, -6)
Zez'ka
Smek

================================

Goo (-9)

================================

Tyus
Frank

================================

Most of the Party is up!

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 goo envelops Deger, Smek let's out an over dramatic, "NOOOOOO!" Then more for Deger, "Hold tight, we'll get you out."

He continues to use the lighting to pop in and out of view to line up his best shot.

Trick Attack/Stealth: 1d20 + 19 ⇒ (19) + 19 = 38
Attack/EAC: 1d20 + 5 ⇒ (16) + 5 = 21
Pistol Damage/C: 1d4 ⇒ 1
Trick Damage/C: 1d4 ⇒ 3


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Crrraaack!

The frozen bits of goo flake off Deger, and the dwarf breathes, suddenly freed.

We're in ROUND SIX, and the monster is dead! What do you all do? Describe your actions, and remember, you spotted a backpack under the chute!

Wayfinders

Male Dwarf Mystic | SP 1/7 HP 12/12 RP 3/3 | EAC 14 KAC 16| F +1 R +1 W +4 | Init +1 | Speed 20 feet |

"If this is how all of my outings as a Starfinder vill go maybe it's time I retired." Despite his grumbling Deger picks up the pack and moves out of the way of the chute before looking inside. He stops short of the weird looking floor, "I don't like the looks of that."

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 helps Deger up and scrapes off some goo, "You ok?"

He then watches the lights on the floor flash and checks the floor, trying to discern a pattern or determine how any devices might be activated. "I'll try to figure out the floor while everyone catches up. Someone want to check the bag?"

Perception/Floor: 1d20 + 6 ⇒ (19) + 6 = 25 +1 if trap for 26

Acquisitives

Male CG Dwarf Soldier (Bombard) | SP 18/18 HP 20/20 | RP 5/5 | EAC 15; KAC 17| Fort +5; Ref +1; Will +4 | Init: +1 | Perc: +1, SM: +1 | Speed 20ft | Active conditions:

Franks shoulders the gun and then looks down the chute. "Well let m'try to get tha' bag" He pulls the line that was use to climb up the wall then throws it down the chute to help with a controlled climb

Athletics climb: 1d20 + 9 ⇒ (7) + 9 = 16

Paizo Employee

Female NG Half-elf Technomancer | SP 0/5 HP 9/9 | RP 5/5 | EAC 13; KAC 14| Fort +0; Ref +2; Will +2 | Init: +2 | Perc: +3, SM: +0 | Speed 30ft | Active conditions:

Tyus, shocked at how quickly the others dispatched the ooze, trots up to takin in the blinking lights. Two moves to get across the bridge

To Smek: "That was incredible, you were there and then you weren't and then you were and then BLAM! You have to show me how to do that!"

To Deger: "...What was it like in there?"

Next time I get a standard action:

Spoiler:

Tyus turns to the lights to study their blinking.
Intelligence: 1d20 + 4 ⇒ (9) + 4 = 13

Wayfinders

Male Dwarf Mystic | SP 1/7 HP 12/12 RP 3/3 | EAC 14 KAC 16| F +1 R +1 W +4 | Init +1 | Speed 20 feet |

I assumed grabbing the pack from under the chute was merely a matter of grabbing it. Unless it is more complicated to get to I grabbed it and looked inside.

"It vas soggy, disgusting and it squeezed me. I do not recommend trying it yourself."


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

The Starfinder backpack discarded below the metal chute contains a high-capacity petrol tank and two screamer grenades I.

Tyus, the chute costs you no movement, so you still have your standard action. Meanwhile, Smek realizes that the glowing squares are trapped, and will cause those who travel over them to be blasted with various energy types!

Is anyone disabling with an engineering check?

Dataphiles

N Female Android Mechanic 2 | SP 6/12 HP16 RP 4 | EAC 16 KAC 17| F +3 R +7 W +1 | Init +10 | Speed 30 feet |

Rose-5 takes out her toolkit, filled with her engineering tools as well as her electrician's tools, and says "Thank you for the warning, Smek. Hold on, I am likely to succeed at my attempt to disable this trap. Nonetheless, it would be wise for the rest of you to stand back in case this doesn't work."

Falcon moves closer, though not right next to the trap, in case Rose fails. After waiting for anyone who wants to take a step back to do so, Rose places a narrow set of sharpened pliers under one of the tiles and attempts to gingerly lift it.

Engineering check: 1d20 + 9 ⇒ (1) + 9 = 10

Though she was pretty confident, he hands are sweaty from the heat. Her grip fails, and the pliers get jammed in the casing. She curses under her breath, bracing for the trap to go off on her.

Paizo Employee

Shirren Spacefarer Operative 3 | SP: 27/27, HP: 24/24, RP: 4/4 | EAC 15, KAC 16, CMD 24 | DR: -- Resistances: -- | F:+4* R:+6 W:+4 | Init +4 | Perc +9, Bluff/Intim +0, Diplomacy +4, SM +9 | Acrobatics +14, Athletics +11, Computers +8, Culture +10, Life Sc. +5, Physical Sc.+7, Piloting +9, Profession (cook) +6*, SoH +11, Stealth +11, Survival +9 | Speed 40 ft. | Communalism 1/1 | Active Conditions: None

Zez'ka slides down the chute, letting out a loud "WHEEEEEEE! EXCITED!" She lands in a completely unnecessary roll, then pops back up on her feet, and hurries over to the edge of the flashing light floor. "WHOAH! Intrigued!"

She holsters her gun and gets ready to hop across when Rose gives her the a-okay!

"Anticipation!"

Wayfinders

Male Dwarf Mystic | SP 1/7 HP 12/12 RP 3/3 | EAC 14 KAC 16| F +1 R +1 W +4 | Init +1 | Speed 20 feet |

"Ve could alvays just valk on the non-glowing parts."

Acquisitives

Male CG Dwarf Soldier (Bombard) | SP 18/18 HP 20/20 | RP 5/5 | EAC 15; KAC 17| Fort +5; Ref +1; Will +4 | Init: +1 | Perc: +1, SM: +1 | Speed 20ft | Active conditions:

"Not walk'n is easy. Not fallin' or runnin' that is is different problem. I would rather turn them off" Frank picks up grenades. "Anyone else want one?"

After dealing with the grenades and will carry the tank for now, if no one else needs it. He eyes it "Cooking fuel?"

Then he moves over to the lighted squares and takes a look

Engineering: 1d20 + 6 ⇒ (1) + 6 = 7

Completely baffled by the lights. "Walking isn't a bad idea"

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 a quick look at the floor and the energy delivery mechanism.

Engineering/Disable: 1d20 + 10 ⇒ (8) + 10 = 18 add +4 for toolkit if it doesn't add too much time to the task.

"Agreed, if we can't disarm it we avoid colored squares." Looking at the pack, "Not great with grenades, but I am fond of pyrotechnics... Anyone need petrol for ammo? Otherwise I say we keep it for creative uses." Smek's eyes twinkle and his whiskers quiver as the word creative rolls lyrically from his lips.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Everyone notices that the squares glow and turn on and off at random. It's hard to predict if an inert square will stay that way. There are a couple minor blasts of energy at Rose and Frank.

Energy Blast at Rose: 1d6 ⇒ 6
Type?: 1d4 ⇒ 1

Rose gets a yellow arc of electricity.

Zzzzap!

Energy Blast Frank: 1d6 ⇒ 4
Type?: 1d4 ⇒ 4

Frank gets a green jet of acid.

SSSssssss!

But then Smek disables the trap, and all the squares power down! They're safe to cross now.

The Lava Hop and the Acceleration Track

Up ahead is the lava hop! You can hop the various squares with athletics, or find some other method to cross! Beyond that is the Acceleration Track! Two moving walkways run along the rocky ground toward a plexiglass tunnel. The shorter walkway churns past at a much faster speed than the longer section of track next to it.

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')

The tan area, is that a wall between the walkways or a drop to the floor?
Second, were the planks in the swamp secured or can we move them?

"If we can move the planks, they should be long enough to allow people to walk across instead of jumping? Depending on what your more comfortable with, we could add in the grapple to make the walk easier?"

As the team discusses options, Smek peers across the lava trying to see if any of the pillars look suspicious or if either of the tracks looks funny. "Love Zo!, but this is too perfect for a surprise.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15 +1 for traps

Wayfinders

Male Dwarf Mystic | SP 1/7 HP 12/12 RP 3/3 | EAC 14 KAC 16| F +1 R +1 W +4 | Init +1 | Speed 20 feet |

Deger takes a look at how far that first jump over the lava will be then down at his stumpy legs. His mind begins working on some other solution.

Were those planks over the bog attached to the ground in some way? If not what kind of bulk were they? And how hard would it be to go back up the chute? Ninja'd

Acquisitives

Male CG Dwarf Soldier (Bombard) | SP 18/18 HP 20/20 | RP 5/5 | EAC 15; KAC 17| Fort +5; Ref +1; Will +4 | Init: +1 | Perc: +1, SM: +1 | Speed 20ft | Active conditions:

Annoyed at the acid, Frank gumbles a bit. "Well at least i'twas't t'face"

After looking at the pit, Frank pull out his fire extinguisher and his cable. He leaves one end on the ground then easily hops to the first stone.

Athletics: 1d20 + 9 ⇒ (6) + 9 = 15 Easily clear 10 ft to the first stone.

"Jump and I canna pull ya' out if need be. And put out t'fire too"

Paizo Employee

Female NG Half-elf Technomancer | SP 0/5 HP 9/9 | RP 5/5 | EAC 13; KAC 14| Fort +0; Ref +2; Will +2 | Init: +2 | Perc: +3, SM: +0 | Speed 30ft | Active conditions:

Tyus nods at Frank and, somehow undaunted by the miserable failures of her recent past, makes a running leap for the nearest clear platform.

Athletics: 1d20 + 0 ⇒ (7) + 0 = 7

I interpret the rules as the DC being 15 for that jump, so I'm prone in the lava :X

Paizo Employee

Shirren Spacefarer Operative 3 | SP: 27/27, HP: 24/24, RP: 4/4 | EAC 15, KAC 16, CMD 24 | DR: -- Resistances: -- | F:+4* R:+6 W:+4 | Init +4 | Perc +9, Bluff/Intim +0, Diplomacy +4, SM +9 | Acrobatics +14, Athletics +11, Computers +8, Culture +10, Life Sc. +5, Physical Sc.+7, Piloting +9, Profession (cook) +6*, SoH +11, Stealth +11, Survival +9 | Speed 40 ft. | Communalism 1/1 | Active Conditions: None

Ready to go, Zez'ka immediately runs and leaps at the platforms, clearly intending to hop across the lava.

"Dangerous!" she squeals with more than a little enthusiasm. "Nervous!"

Athletics: 1d20 + 9 ⇒ (11) + 9 = 20
Athletics: 1d20 + 9 ⇒ (8) + 9 = 17


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Smek does not see any traps in the pillars. Frank and Zez'ka easily start jumping!

Tyus falls into the lava.

Lava Burns: 3d6 ⇒ (4, 3, 1) = 8

From overhead, you can hear Quell shriek, "Ooh, BURN! One of the Starfinders took a bath in the lava!"

It's a DC 5 Athletics to make it out of the lava to a pillar! Y'all could run back and get the planks, or you could use the cable to reduce the DC of the jumps by providing a guideline.

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 watches as the team begins leaping over the lava, and winces as Tyus falls. "This is a race, but we don't need to abandon caution..." He fires the grapple into the far wall and preps a guideline for the others.

Smek then uses the line to help him jump to the faster walkway, "I'll still try to keep the lead and look for more surprises." with a running start, he bounds into the air and...

Athletics/Jump 1st pillar: 1d20 + 4 ⇒ (11) + 4 = 15
Athletics/Jump 2nd pillar: 1d20 + 4 ⇒ (17) + 4 = 21
Athletics/Jump Fast Tread: 1d20 + 4 ⇒ (12) + 4 = 16

Smek keeps alert as he leap frogs across the lava onto the treadmill.
Perception: 1d20 + 6 ⇒ (16) + 6 = 22 +1 for traps, and spot within 10 feet

Once everyone is across, Smek will try to retrieve the line if able.

Purple arrow for Smek's movement on the map.

Paizo Employee

Female NG Half-elf Technomancer | SP 0/5 HP 9/9 | RP 5/5 | EAC 13; KAC 14| Fort +0; Ref +2; Will +2 | Init: +2 | Perc: +3, SM: +0 | Speed 30ft | Active conditions:

Athletics: 1d20 ⇒ 8
Tyus, her armor squealing and creaking and her hair scorched, drags herself out of the lava and onto a pillar. She nods grimly at Smek, embarrassed again but in too much pain to much care.

She winces as she pulls out a healing serum and drinks it,
serum: 1d8 ⇒ 5

and then looks around herself at the dire situation she's in, surrounded by lava.

Tyus is pretty traumatized at this point; she'll wait to see how the others get on before making another attempt

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