Signal of Screams for SFS credit (Inactive)

Game Master DoubleGold

The map


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DungeonMaster

Roggi and Junk perform the operation well, but they still don't know how the allies will react.
Everyone else who is still with us, roll me a fort save and a will save. You are being tested on. Roggi and Junk did so well that any damage allies would take changed from d6's to d3's or d2's if they fail by 2 or less, assuming they fail their fort save. If you succeed on the fort save you take 1 dmg, if you beat the dc by 10, you take none. And failing a will save changed from a scream to minor twitchiness. Will save is 15, fort save is 20


N Human Mystic 9 l Icon l Stamina 50/57, Health /58 l F +4, R +4, W +10 Ini +2 l Spd30 l Perc +11

fortitude: 1d20 + 4 ⇒ (5) + 4 = 9
will: 1d20 + 10 ⇒ (14) + 10 = 24

You hear a soft telepathic whimpering in your minds. Hayd shakes his head slowly as his mouth hangs open rigidly almost as if something were forcing it open.


DungeonMaster

Hayd feels the pain, but not too badly as he bleeds a little, but only because his allies did their job well.dmg: 3d3 ⇒ (2, 3, 2) = 7 Half physical undefined half electric if that matters.


DungeonMaster

looks like we are playing with three people

You all wake up, realizing that you all just had a dream. So nobody actually took any damage.
In your dream you meet Dr. Gragant, a female surgeon of some sort. And you all get the feeling even though you meet her in a dream, she is real.

As the PCs process their harrowing experience, they realize they are approaching their destination. After entering orbit and then Verces’ atmosphere, they spot illuminated landing strips that guide them toward the spaceport located within the Northeast Facet of Cuvacara. (The city, which is known as the Dusk Jewel, is divided into eight sectors, or facets.

Beneath an early evening sky stained crimson and gold, a craggy island rises a thousand feet above blue-gray waters. A white, dome-shaped structure occupies most of the island’s surface. Concrete landing pads jut out from the island’s cliffs, illuminated by blinking blue and green lights. Other ships coast toward the spaceport in slow spirals. A sprawling city of dazzling skyscrapers—laced with a grid of roadways and elevated transparent tubes containing trains—glitters across the river to the south. Visible even from this height, holo-billboards advertising a range of products in Common and Vercite flicker in the dusky light.


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Will you search for another player?


N Human Mystic 9 l Icon l Stamina 50/57, Health /58 l F +4, R +4, W +10 Ini +2 l Spd30 l Perc +11

also how have we met Roggi?


DungeonMaster

You meet Roggi in your dreams and now you wake up and see him for real. Search for another player, I have been, not going to find any right now. Roggi and the rest of you can introduce yourselves, you may be anxious or friendly towards each other, it is up to you to roleplay that.

After the PCs land on a platform, their ship is lifted by machine arms into a large hangar built into the side of the spaceport. The PCs exit on foot through a tube of silver metal to a central area bustling with activity. Friendly verthani spaceport attendants dressed in yellow uniforms direct groups of travelers to and from departure gates. Holoscreens announce departures and arrivals for commercial space flights in both Common and Vercite, while signs direct customers to baggage claim areas. Sleek, white security robots glide through the huge room, scanning individuals as they pass. Holo-billboards within the spaceport (and throughout the city) advertise in Common and Vercite various products available for purchase. One of the ads, emblazoned with the image of a black sphere radiating golden light, is for a new social media app called Penumbra. While the PCs might have already heard about Penumbra while they stayed at New Elysium, a PC who succeeds at a DC 20 Culture check recognizes (redacted). Once inside the spaceport, the PCs have access to Verces’ infosphere. A PC who checks the infosphere perception 14 or succeeds at a DC 14 Diplomacy check to gather information finds (redacted). The PCs can rent a private hangar for their ship for 10 credits per day. Cuvacara is a densely populated metropolis with only one allocated area for landing spacecraft, so the PCs will have to leave their ship at the spaceport and make other transportation arrangements moving forward.


N Human Mystic 9 l Icon l Stamina 50/57, Health /58 l F +4, R +4, W +10 Ini +2 l Spd30 l Perc +11

culture: 1d20 + 13 ⇒ (18) + 13 = 31
perception: 1d20 + 18 ⇒ (18) + 18 = 36

If hayd had a more of a grim sense of humour, he might have thought he needed to see a therapist. That would have to wait. The horrors of New Elysium had shown him that something awful was poised to strike the known universe.

Verces. Hayd had never been but he knew that his advice show, Stellar Counsel streamed here. He liked to avoid throwing his name around but he might start making an exception

It's a DC10 culture check to recognize Dr. Hayd's name. Can we find a discount on the private hangar rental?


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

Upon "waking" from the "dream" J.U.N.K. is more curious about that experience than the new person on their ship. "Running diagnostics on memory banks for tampering...Processing new crew member...Identifying...This unit is classification: Jettisoned Unit, source: Not Known, alias J.U.N.K. Please identify yourself."

----------

While exploring the facet, J.U.N.K. takes the time to review all the sights. At seeing the billboard for Penumbra, he scans his data banks for more information. He then accesses the infosphere via his integrated comm unit to find more information.

Culture + memory Access: 1d20 + 21 + 2 ⇒ (14) + 21 + 2 = 37
Infosphere perception: 1d20 + 16 ⇒ (12) + 16 = 28


N Human Mystic 9 l Icon l Stamina 50/57, Health /58 l F +4, R +4, W +10 Ini +2 l Spd30 l Perc +11

While J.U.N.K. took care of the verbal introductions, Hayd tried to read the emotional aura of this new person.

sense motive to read emotions
sense motive: 1d20 + 18 ⇒ (8) + 18 = 26


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

"Hi! I am Roggi! Don't ask me how did I end up here? I am not sure!"

culture: 1d20 + 18 ⇒ (17) + 18 = 35
perception: 1d20 + 10 ⇒ (1) + 10 = 11


DungeonMaster

You gather the following...

a PC who succeeds at a DC 20 Culture check recognizes the symbol on the advertisement as the logo of Eclipse Innovations.
A PC who checks the infosphere perception 14 or succeeds at a DC 14 Diplomacy check to gather information finds the exact location of the Eclipse Innovations office in the West Facet.

When you are ready to head out, pick a lodging option, you have three to choose from. To speed things up, I am wavering rental fees on the vehicles, we will just say you have a good nice ground one for your travels, no weapons on it though. I'm also wavering lodging fees. I'm also not tracking food and water, also a waste of time.

Dusky Arms: This mid-level hotel located in the city’s South Facet offers suites that each contain one to two beds, as well as a kitchenette and bathroom. Laundry and dining facilities are located on each floor. A free continental breakfast is available each morning on the ground level of the hotel, alongside a bar that serves steeply overpriced drinks. Staying here costs 5 credits per night. The Sky

Jade: This luxury hotel in the city’s Northwest Facet accommodates high rollers in spacious suites that include up to four beds, a full kitchen, bathroom, laundry, and maid service. Drinks from the rooftop hotel bar are complimentary for guests. These rooms cost 10 credits per night.

Slumber Warehouse: Located in the Southeast Facet, this drab building features hundreds of sleep pods that branch from central hallways. Communal restrooms are located near each block of 10 pods. A small number of efficiency apartments are available on the top floors. Renting a sleep pod costs 1 credit per night, and renting an efficiency costs 3 credits per night.


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

J.U.N.K. looks at the accommodations and decides he is not one to make such decisions as he does not care about comfort. "Processing choices of lodging options...inconclusive...awaiting parameters from outside sources."


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

"We can go in Dusky Arms!"


DungeonMaster

You spend the night in the dusky arms, you sleep and eat well, then you head into the A. ECLIPSE INNOVATIONS HEADQUARTERS building.

You are in the lobby, Within this brightly lit foyer, tall, leafy green plants grow from ceramic pots on either side of the steel doors to the southwest. The floor is covered in a thin, mint-green carpet, and the concrete walls are painted an institutional shade of off-white. A glass double door to the northeast leads to what appears to be a reception area. Two other doors flank the glass double door. perception checks please dc 33. Then engineering checks if that passes.


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

I can't pass DC 33 perception


N Human Mystic 9 l Icon l Stamina 50/57, Health /58 l F +4, R +4, W +10 Ini +2 l Spd30 l Perc +11

perception: 1d20 + 18 ⇒ (1) + 18 = 19


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

Perception: 1d20 + 16 ⇒ (19) + 16 = 35

Engineering: 1d20 + 24 ⇒ (3) + 24 = 27


DungeonMaster

roggi engineering: 18 + 1d20 ⇒ 18 + (8) = 26


DungeonMaster

Junk spots the trap, but Roggi and Junk disable it together.

Heroes are able to head into the main hallway.

A2. MAin HALLwAy
Off-white ceramic tiles speckled with green glint in the powerful light given off by rectangular fixtures built into the ceiling. Steel doors, some adorned with nameplates, branch off from the corridor, leading to the various rooms within the facility. Compact, black security cameras keep watch from the ceiling, spaced at 30-foot intervals. The hallway is in the shape of a square, so if you plan to circle it, let me know which direction you want to do this, clockwise or counterclockwise and if you are doing this stealthily as well as other measures. I do have enemies facing a certain way on the other side of the square, so good stealth and good guess as to which way is the safe way to circle it could mean sneaking up behind them.


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Is the map on the slide 3?


DungeonMaster
Roggi wrote:
Is the map on the slide 3?

Oh, sorry, no, I can't seem to copy and past maps from my computer. There are plenty of rooms you can enter from the hallway, but I'm sure you want to walk the perimeter of the hallway first and patrol it. If anything, I'll start drawing maps when combat breaks out and when you have several choices of rooms to go in, I'll draw those as well. I'll be using slide 6


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Roggi enters the closest room.

perception: 1d20 + 4 ⇒ (5) + 4 = 9


DungeonMaster

Oh, good job, someone got that map up for me, Roggi is on the map, you can all be nearby. I put the two robots on the map, yes they are in the hallway, but not telling you which directing they are facing, you could come at them from the north or south end.

Roggi enters the security control room
A17. security Control Room
A collage of moving images covers the southern wall of this room—the video feeds from the dozens of cameras positioned throughout the interior and around the exterior of the building. A dark-gray metal workstation and two plastic swivel chairs provide a space for employees to operate the twin computer terminals connected to the security video screen. Plastic storage lockers line the walls to the west.

Starfinders can hack into either of the tier 4 computers here by succeeding at a DC 29 Computers check. The computers allow a user to control and change the feeds from the security cameras, potentially gathering information about the different rooms in the complex.
engineering 25 to find treasure in the lockers and unlock them.


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Engineering: 1d20 + 18 + 4 ⇒ (3) + 18 + 4 = 25
Engineering +18, +4 bonus to Engineering checks to arm or disarm traps

Computers: 1d20 + 23 ⇒ (14) + 23 = 37

Roggi starts looking what is going on in other rooms.

GM I think that you need to find new players :) I can't play this alone.


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

As Roggi enters one room, J.U.N.K. moves down the hallway and examines the next outer door, logically figuring to clear the rooms outwards going inward. "Processing series of exits to corridor."


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Are we stuck?


DungeonMaster

Roggi is able to disarm the traps in here and claim some grenades.
Guess you'll need help fighting the robots. See discussion.
Suddenly you find turret guns where they are are, do you wish to turn them on? computers check, dc 25, then roll me 10d12 dmg to the robots.


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Computers: 1d20 + 23 ⇒ (19) + 23 = 42

damage: 10d12 ⇒ (5, 8, 8, 11, 2, 3, 2, 7, 8, 10) = 64


DungeonMaster

The drone guns make a lot of noise, but it takes out the robots in the hallway.
The actual treasure you found: If the PCs search the lockers to the west (Engineering DC 25 to disable the locks), they find a ghost killer fusion seal (12th), a jetpack armor upgrade, a spell ampoule of haste, and two ultra-capacity batteries. And a basic level 1 grenade.


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Engineering lock: 1d20 + 18 + 4 ⇒ (12) + 18 + 4 = 34

Hey J.U.N.K. come look at this! Do you need something of that?


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

J.U.N.K. looks over the items found in the locker, "Logic dictates that any items we find here would have use. Processing possible outcomes. Suggestion: This unit can utilize the fusion seal and jetpack upgrade. The spell ampoule would logically be used by you designation Roggi. This unit would be prepared to let designation Roggi take any of the items to use, if needed."


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

OK, you take jetpack and Fusion and I will take the rest.

"Let's check next room!"


DungeonMaster

Happy Easter

Heroes check out the next 4 rooms down, covering the entire bottom row.

A14. LAb Each room labeled A14 is a software-development lab. All computers have been removed from these rooms.
A15. exeCutive offiCe Similar to area A7, each room labeled A15 is a well-furnished office with a polished wood desk and comfortable swivel chair. Each office contains a tier 3 computer completely wiped of data. A16. RestRooMs Two rows of stalls provide privacy for employees and guests who use this restroom. Each stall contains a toilet and dispenser for hand sanitizer.


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

I guess there is some fighting in the next room. We will wait for James Martin.

Who will run pregen?


DungeonMaster

The rooms off to the right
A14. LAb Each room labeled A14 is a software-development lab. All computers have been removed from these rooms. A15. exeCutive offiCe Similar to area A7, each room labeled

A15 is a well-furnished office with a polished wood desk and comfortable swivel chair. Each office contains a tier 3 computer completely wiped of data.

Then
A10, bottom right A fight. I assume you'd start with A10 next.

A3, A4, Middle rooms, fights.

A9, Hallway, fights and more rooms

Top Rooms
A6. Meeting RooM
An oblong wooden table surrounded by cushioned swivel chairs takes up most of this room. A large vidscreen on the eastern wall currently displays an image of a black sphere limned by radiating golden light. nothing here.

A5, A7, A8, rooms of interest, fights


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

J.U.N.K. continues moving down the hall, trying to stealthily open the next door (A10) while staying vigilant for danger.

Stealth: 1d20 + 23 ⇒ (18) + 23 = 41


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

Roggi follows J.U.N.K.


A Brenneri, also known as Otterfolk for reasons they do not comprehend, stands to the side. He's dressed in dark purples and gilt clothing, with two sidearms on his belt and a dashing buzzblade strapped to his back.

"I say chaps, I seem to have been dropped in media res, as it were. I wonder if you could direct me to the exit?" He asks in a slightly genteel accent.

"The name is Silas, Silas Aubergine. Galactic Diplomat and traveler. Pleased to meet you!"


DungeonMaster

Junk cracks open the door to peak in and see three zombies and a nanite spray trap. ready attacks, you guys would have a surprise round if you want to fight them, or you can close the door and come back. You can also fire at the nanite spray trap, but to hit the thing without being too close to it, you'd have to hit EAC/KAC 20 and do at least 5 dmg to it.


M damaya lashunta xenoseeker / Technomancer / 1 | CN | SP 5/5 HP 9/9 RP 4/4 | EAC 13; KAC 14, | Fort +0; Ref +2; Will +2; | Init:+2, Percep:+0 |spells: 1st 3/3;

"I am Roggi! Nice to meat you Silas! I have friend with name Silas! He is on other mission."

Roggi shoots the trap.

Semi-auto pistol, advanced: 1d20 + 12 ⇒ (17) + 12 = 29
damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12


"Ooo, are we shooting things? Why are we shooting? Not that I care about morality; I just like to choose the winning side!" Silas draws his Yellow Jacket and pets it, cooing to it softly. "Wakey, wakey Trevor! Time to murder some bad people for Daddy!"


DungeonMaster

Would Silas still not shoot them if they were zombies? You can clearly tell they are zombies, the kind you would see from hollywood.
Roggi hits by the way. Let's make this fun
chance of head shot: 1d6 ⇒ 6 headshots deal triple damage and stack with crit hits. 6's are headshots


Surprise round means a single action, right? Drawing Trevor is my action.


N SRO roboticist operative 10 | SP 24/80 HP 62/62 | RP 10/10 | EAC 22; KAC 22 | F +5 R +12 W +9 | Init: +12 | Perc: +18 (+1 vision-based), SM +18 | Speed 70 | Active conditions: None

J.U.N.K. draws his handcoil.


DungeonMaster

Um, let's assume you already have your guns out at all times, you are not expecting to find any friendly's in here, and always hostiles, so I don't know why you wouldn't have your guns drawn at all times. Unless of course your character has a reason not have guns ready at all times. I know if this was the swat team infiltrating the area, they would have guns out at all times.


My character just showed up; what do I know?


DungeonMaster

Oh, okay gotcha Silas, your character was told this place is infested with shadow monsters, killer terminators and you are looking for information about the shadow realm and to shut it down. This place corrupts your mind. How and why do you know this or was told? I don't know I'm not good at incorporating characters. If you really don't want to fire in surprise round, well okay, you can choose not to. Imagine your characters raiding a building and you are on the swat team, you're raiding a terrorist building not a robbery. I'm sure you've seen plenty of crime drama movies


No, that helps a great deal. I'm not familiar OOC with this AP as much as others!

Sila nods and pats Trevor. "Get 'em, lads!"

Standard Action to shoot and add Get 'Em (+2 to hit) to everyone shooting that same zombie!

Attack, Get' Em'd: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 for 2d8 + 4 ⇒ (5, 8) + 4 = 17 Bludgeoning and Acid vs EAC!


DungeonMaster

head shot: 1d6 ⇒ 6 Oh, gees, Silas did hit the head You dealt 51 dmg there Roggi.
Roggi definitely had a head shot for 36 dmg. 87 dmg total on that zombie and it ain't dead.
Junk is up

zombie init: 3 + 1d20 ⇒ 3 + (20) = 23 if you beat my init, you can also take your round 1. I'm not rolling init this combat until I'm sure what everyone's inits are, some people forget to update profiles.

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