SFS Quests: Into the Unknown (Inactive)

Game Master Revvy Bitterleaf

Maps and hand-outs


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Wayfinders

Male CG Feychild Gnome Witchwarper 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +1 | Init: +1 | Perc: +1, SM: +1 ,Lowlight vision | Speed 30ft | Spells: Mystic: 1st:3/3 Gnome: Dancing Lights, Ghost Sound, Token Spell, | Active conditions: None.

Bribruon listens to Hellih about who the ghoul was, and what she was doing and the information received on the datapad. He just nods as if this was expected.

When listening to Arvin about the function of the badges, Bribruon seems more distracted...a feeling of uneasiness when talking about the Endless Threnody and the need to go deal with it.

When getting on the Loreseeker, Bribruon notices the docking bay...94. The sense of dread gets stronger.

Taking the 'magic officer' seat--probably taking the seat from the science officer--Bribruon quickly gets comfortable with what he thinke he can do.

With the ship in motion, and entering the drift, Bribruon starts to fiddle with the flow of the drift...seeing if it is similar to what his reality warping energies are....
And now the reason for the time jump :-)
Apparently something clicked in Bribruon's mind right as the ship is about to drop out of the drift.

He blinks a few times...and notices that a hour is gone.
Shrugging he mutters, ...might not want to do that again....who knows what alternate dimension we might have dropped into...maybe back to even lost Golarian.....and crashing into the planet..."

Scanning the ship mystically ...
Mysticism: 1d20 + 6 ⇒ (13) + 6 = 19

'Uhh...guys. Eoxian ships seem to be running on both magic and technology...a weird blend that included necromantic spells. I think there is something going on there...reading excessive cold in some places. Also.....crew members of Eoxian are almost always undead...so life support over there is likely non-existant....breathing might be tough without our suits...unless you can bread vacuum."

Mysticism: 1d20 + 6 ⇒ (15) + 6 = 21
"....umm..I might be able to fix that sparking cold and necromantic energy...maybe....though if it is like last time....it might explode on me....."

Wayfinders

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Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Sonomi takes her time and checks the merc over again after noticing the pooling blood. Hopefully the bandages hold this time.

Please use my second medicine check.

She thanks the Yosoki for the plants, quickly looking them over and determines their uses and genetic uniqueness.

Profession Herbalist: 1d20 + 13 ⇒ (10) + 13 = 23
Life Science: 1d20 + 11 ⇒ (13) + 11 = 24

"These plants will work as an antitoxin - they might prove useful.' Sonomi places them in her pack, and passes some to her teammates.

Sonomi prepares herself for space travel, planting (pun intended) herself in the captains seat - both so she can encourage her crew and because the lights always seem to be brightest around the captains chair. She photosynthesizes and regrows her damaged shoulder. She takes the time during the flight to take genetic samples from each of her teammates to make sure her biohacks are properly formulated.

She notices the loss of an hour because her shoulder has stopped throbbing. But she resumes her roll as "captain" and encourages their pilot to dock carefully.

Charisma: 1d20 + 2 ⇒ (13) + 2 = 15

Once the ship is docked she activates the life support in her second skin armor and prepares to exit the ship - needler pistol drawn and loaded with her first inhibitor.

"Let's go guys. These dead guys aren't going to rest until we put them to sleep - permanently."

Second Seekers (Ehu Hadif)

Male Shirren (Courtier) Envoy (Phrenic Adept) 3; SP 21/21, HP 24/24, RP 5/6, EAC/KAC 12/13, F2, R3, W4; P6, SM8; Init +0; Ammo
Spoiler:
20/20, Spare Battery (1) 20/20, Spare Battery (2) 20/20

"Thank you for the assistance in that last fight. Embri may appear soft and squishy to boney races, but my race is actually quite resilient," Kaixik says as a matter-of-fact as the party goes back to report to Venture-Captain Arvin.

Upon hearing the tale of the Starfinder ship and its attack by the Corpse Fleet, the embri again speaks in a mostly monotone voice. "We cannot allow the attack and plundering of Starfinder vessels to stand. We will board this Corpse Fleet vessel and extract our vessel's coordinates, in all likelihood by force."

If Kaixik is disturbed by the time jump when coming out of the drift, they don't let it show; then again, it's hard to determine what they are thinking most of the time with masked armor covering most of their face and body.

Drawing their laser arc pistol, Kaixik is ready to take point upon entering the vessel. Hearing Sonomi's encouragement, Kaixik replies, "Yes, Captain Sonomi. We should endeavor to teach this Corpse Fleet a lesson."

Second Seekers (Jadnura)

Male Android Street Rat Mechanic/7 | SP: 56/56 | HP: 48/48 | RP: 7/7 | EAC:25 KAC:26 | Fort +7/Ref +10/Will +4 | Init +6 | Perception +1 | Land speed: 30ft | Swim: 20ft | Fly: 30ft

Hellih arrives at the docking bay a bit nervous. He spent his whole life on Absalom Station and so far only once he went to the drift. He is a capable pilot (for a rookie) but still feels unease when flying between the worlds.

He smoke the cigarette as he walks on board of pegasus. They didn't discuss it but it seems that everyone took their seats and the pilot chair was still free, so Hellih took it.

He pushed few buttons and got himself familiar with the ship as the engines warm up. Then after getting permission to take off, he lifts the vessel and flies to the stars.

"Are you fleeing now?" Hellih hears in his head, wondering what is happening.

Out of the drift

Hellih is dreaming, he seems an odd world, full of high vegetation and large animals. He observes a group of Vesks fighting some alien enemies. One of the Vesk that fights using a long sword has an artificial left arm that looks surprisingly similar to the one that Hellih is now using. He hears screams and shouts and a sound of bodies falling to the ground. As he wakes up hearing a voice saying

"You are not a Vesk, there is no honor in your actions! I am not planning to help you in what you do, maybe you will die and I will go to a more formidable warrior."

Hellih opens his eyes, looking with worry on his hand.

He then looks where they are:

"Hey Team! I must have fallen asleep, what has happened? I will attempt to dock the ship"

Piloting: 1d20 + 7 ⇒ (14) + 7 = 21

Scarab Sages

Just in case someone missed it; since traveling here took several days you are all fully restored - full hps, stamina, resolve, spells, inhibitors, etc.

Encouraged by his captain HK has no trouble avoiding the strange necromantic energies and larges spikes as his dockes the Loreseeker to the Endless Threnody’s rear cargo bay.

After everyone activates their armors environmental protections
If for some reason someone doesn't have any armor you can borrow an emergency space suit from the Loreseeker - no AC bonus but you'll have environmental protections for a day
you exit your own ship through the airlock and enter the Exonian vessel.

There is normal gravity but no light apart from what you bring with you.

The cargo bay is mostly empty, you assume that the crew already used their few supplies to patch up their ship after the attack.
Three wide openings lead to the ship’s central passages.

The cargo bay contains a small computer that is predominantly used to store manifests and access basic ship systems.

If you try to access the computer:
You cannot access the main computer on the bridge from here. But you find out that you can attempt to minimize the necromantic energy flowing through the ship by shutting down some generators.
You can attempt Computers, Engineering or Mysticism check - only 1 skill can be used and only 1 attempt can be made for the entire party. Aid another is allowed as normal, if you use the same skill

Second Seekers (Jadnura)

Male Android Street Rat Mechanic/7 | SP: 56/56 | HP: 48/48 | RP: 7/7 | EAC:25 KAC:26 | Fort +7/Ref +10/Will +4 | Init +6 | Perception +1 | Land speed: 30ft | Swim: 20ft | Fly: 30ft

After landing Hellih grabs one cigarette and puts it in his mouth before turning on the environmental protection. As he holds his rifle Hellih walks outside of the ship and looks at the vessel

"That looks depressing if you ask me. Let me check what can we do with that computer over there."

It is always a mechanic doing computer/engineering rolls out of combat, so let me simply aid and someone else to take the lead.

Computers, aid another: 1d20 + 9 ⇒ (6) + 9 = 15

"Bribruon, you understand that energy right? Can you disable it by any means?"

Wayfinders

Male CG Feychild Gnome Witchwarper 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +1 | Init: +1 | Perc: +1, SM: +1 ,Lowlight vision | Speed 30ft | Spells: Mystic: 1st:3/3 Gnome: Dancing Lights, Ghost Sound, Token Spell, | Active conditions: None.

"Zo! is an exception to what I know of Eoxians...this ship fits more in the 'level' of an Eoxian's mentality. I think they like depressing. Probably some kind of lack of character."

On hearing if Bribruon can disable the energy fields..."Maybe???
The energy is necromantic, so not really my expertise, but maybe I can warp it to something I can work with..... On working it via this computer...I haven't taken the Eoxian Rosetta stone class yet....so it might be a lot of hit and miss....let me try

Mysticism to access computer to see if he can shut the energy
off:
1d20 + 6 ⇒ (9) + 6 = 15

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Sonomi waits patiently for her partners Bribruon and Hellih to hack the computers and to determine if the energy can be shut off. She readies her needler pistol to shoot the first visible enemy with an inhibitor needle.

Spoiler:

attack: 1d20 + 2 ⇒ (9) + 2 = 11
damage, piercing: 1d4 ⇒ 3

Inhibitor will cause a -1 to attack. Not sure when we will see enemies, but Sonomi is not one to charge ahead - she is support after all

Scarab Sages

As HK gives some tips on how the mechanical scheme seems to work Bribruon takes a more ..intuitive approach to things while Sonomi stands guard.

1d4 ⇒ 11d3 ⇒ 2

You can feel the necromantic aura coming from deeper inside the ship reduce a bit..but not shut down completely.

I'll assume you guys will continue your investigation deeper into the ship now

The branching corridors inside the Endless Threnody are not made of solid bulkheads of metal and plastic, but of a lattice of enchanted bone and steel. A metal grating on the floor provides stable footing, but the walls have gaps large enough to fit a fist.
The passages split and recombine in a manner eerily reminiscent of being inside a giant rib cage.

As you enter through a corridor you notice a split in the hallways and you see the first signs of enemy movement.

You can feel the necro aura leaking through part of the corridors here and the central hallway contains a computer panel.
If you are adjacent to a wall with one of the cold blue lines at the end of your turn you take 1 cold damage. You can manipulate the computer panel as a standard action to attempt a computers check to shut down more necro generators

At the other end of the corridor is this ship "skeleton"crew
Pun most likely intended by author ;)
which are moving to intercept you. They are dressed in tethered clothes and don't seem to be carrying weapons.

Mysticism check on the skeleton DC 11:
These are skeletons. They are immune to cold. More information possible depending on check result

Initiative Kaixik: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative Sonomi: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Bribruon: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative Hellih: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Skeleton crew: 1d20 + 7 ⇒ (20) + 7 = 27

The skeletons are surprisingly nimble and stride forwards spreading out through the corridors
Double move for all of them

initiative
You guys
Skeletons again

Slide 16 for map

Wayfinders

Male CG Feychild Gnome Witchwarper 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +1 | Init: +1 | Perc: +1, SM: +1 ,Lowlight vision | Speed 30ft | Spells: Mystic: 1st:3/3 Gnome: Dancing Lights, Ghost Sound, Token Spell, | Active conditions: None.

"I know this seems scary...Eoxian ships can often feel like crypts....they even like naming their ship classes with graveyard like names....but let's get these skeletons down, and get what we need from the ship and get out of here.......unlike last time....that stupid necro chill killed the party..."

With that Bribruon moves forward a little, and tosses a barrage of ectoplasm at the 2 in front.

Ectoplasmic Barrage (KAC) vs Red: 1d20 + 2 ⇒ (16) + 2 = 18
Bludgeoning damage: 2d6 ⇒ (6, 5) = 11

Ectoplasmic Barrage (KAC) vs Blue: 1d20 + 2 ⇒ (14) + 2 = 16
Bludgeoning damage: 2d6 ⇒ (5, 2) = 7

Scarab Sages

After reassuring the party that this is nothing to be scared about Bribruon proofs that he knows what he's talking about as his 2 summoned globs of ecto plasm take out a skeleton each.

For all his efforts he does experience a chill running down his spine (and the rest of his body)

init
HK, Sonomi, Kaixik
Skeletons

Damage
Bribruon: 1 cold for ending next to a wall with necro energy emanating out of it

Second Seekers (Jadnura)

Male Android Street Rat Mechanic/7 | SP: 56/56 | HP: 48/48 | RP: 7/7 | EAC:25 KAC:26 | Fort +7/Ref +10/Will +4 | Init +6 | Perception +1 | Land speed: 30ft | Swim: 20ft | Fly: 30ft

Hellih looks at one of the two remaining enemies and configures his weapon for maximum efficiency. He calmly aims at the skeleton his artificial hand still twitching making the shoot difficult

Attack vs EAC@purple, possesed augmnetation: 1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 18
Damage, laser: 1d8 + 1 ⇒ (1) + 1 = 2

Scarab Sages

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Just in case it wasn't clear from the map..the dark black parts of the map are area's of essentially thick blocking terrain. You are in a series of corridors and the only parts of the map that's actually there are the grayish parts. You can't aim (or see) any of the 2 remaining skeletons from your current position. You'd need to move in order to do that

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Sonomi is momentarily stunned by Bribruon's attack.

"Wow! You don't mess around do you? That was impressive." She exclaims.

Seeing that the enemies are now out of sight she turns to her party and readies a biohack booster.

"Hold still Kiaxik, this shouldn't hurt if I aim right," Sonomi says as she shoots a needle into his fleshy backside.

Sonomi might be the smoothest talker in the group, but she prefers to hang to the back of the party and let the guns do the talking in situations like these.

Assuming Kiaxik let's her hit him with the needle he takes no damage and takes a +1 to AC.

Second Seekers (Ehu Hadif)

Male Shirren (Courtier) Envoy (Phrenic Adept) 3; SP 21/21, HP 24/24, RP 5/6, EAC/KAC 12/13, F2, R3, W4; P6, SM8; Init +0; Ammo
Spoiler:
20/20, Spare Battery (1) 20/20, Spare Battery (2) 20/20

After accepting Sonomi's injection, Kaixik moves to the left to ensure the party is not being flanked. While they do so, they feel the energies of the drift, pushing against the energies of the ship, containing the necromantic energies of the engines... Up to 1 Entropy point

"Team, I have discovered a skeleton over here. I will engage it."

Kaixik moves forward, drawing their pistol as they go. Double moving

Up to 2 entropy points - "If you take two move actions on the same turn to move your speed each time, you gain 1 EP."

Second Seekers (Jadnura)

Male Android Street Rat Mechanic/7 | SP: 56/56 | HP: 48/48 | RP: 7/7 | EAC:25 KAC:26 | Fort +7/Ref +10/Will +4 | Init +6 | Perception +1 | Land speed: 30ft | Swim: 20ft | Fly: 30ft

Correcting my post

Hellih walks after Kiaxik and takes a shot at discovered enemy.

Let us take the rolls from above: 18 to hit and 1 damage. I assumed that the corridors are hanging path walks ;) My bad.

Scarab Sages

After Sonomi injects Kaixik with another boosting injection Kaixik bravely strides forward.

Hellih walks after Kiaxik and takes a shot at one of the skeleton crew members. The laser hits the skeleton in the rib cage scoring a very minor burn mark.

Then to your horror you see the skeleton absorb a bit of the cold necro energy leaking through the wall and you can see it's damaged bone re-knit it self until it's whole again (as opposed to hole).

The skeleton moans something about "I'll get yarrr skull!"
I'm not sure how you can actually hear them..but hey, magic
before it tries to claw it's way through Kaixiks armor

To hit KAC Kaixik: 1d20 + 4 ⇒ (14) + 4 = 18
S damage if hit: 1d6 + 1 ⇒ (6) + 1 = 7
Which I think is a miss
but ends up just scraping it's bony finger tips across the dense armor.

From the other corner another skeleton quickly shambles forward and takes up position next to Sonomi and Bribruon
"Yaarrr skulls be mine!"

init
You guys
Skeletons

Damage:
Bribruon: 1
Green skeleton: 0

Second Seekers (Jadnura)

Male Android Street Rat Mechanic/7 | SP: 56/56 | HP: 48/48 | RP: 7/7 | EAC:25 KAC:26 | Fort +7/Ref +10/Will +4 | Init +6 | Perception +1 | Land speed: 30ft | Swim: 20ft | Fly: 30ft

Hellih looks at the two skeletons and shoots at the one next to Kaixik, changing the load of energy passed to the gun.

Attack vs EAC, possesed augmentation: 1d20 + 3 - 1 ⇒ (17) + 3 - 1 = 19
Damage, laser: 1d8 + 1 ⇒ (1) + 1 = 2

"Kaixik we need to take this thing down to help Sonomi and Bribruon! "

Wayfinders

Male CG Feychild Gnome Witchwarper 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +1 | Init: +1 | Perc: +1, SM: +1 ,Lowlight vision | Speed 30ft | Spells: Mystic: 1st:3/3 Gnome: Dancing Lights, Ghost Sound, Token Spell, | Active conditions: None.

"No my dear, I don't mess around, especially with things like undead. Their lives have ended, but they are still forced to be in this dimension.......and one dimension I seem to have become an undead, sigh"

Seeing a skeleton coming for them both, Bribruon does a quick step back, and casts another barrage...but with only one target, focuses both ectoplasmic shots at the single skeleton.

Bribruon looks over to Sonomi and seeing that the skeleton might attack her, says as the two ectoplasmic missile fly toward it, "Begone foul beast, and hinder us no more!"

Ectoplasmic Barrage (KAC) vs Purple: 1d20 + 2 ⇒ (6) + 2 = 8
Bludgeoning damage: 2d6 ⇒ (3, 2) = 5

Ectoplasmic Barrage (KAC) vs Purple: 1d20 + 2 ⇒ (20) + 2 = 22
Bludgeoning damage: 2d6 ⇒ (6, 1) = 7

Critical Bludgeoning damage: 2d6 ⇒ (4, 2) = 6

Scarab Sages

Hellih looks at the two skeletons and shoots at the one next to Kaixik shooting a tiny hole in the center of the skeletons skull. But it seems nothing of vital importance is being kept inside it as it doesn't seem to slow down the skeleton much.

Seeing a skeleton coming for them both, Bribruon does a quick step back, and casts another barrage...but with only one target, focuses both ectoplasmic shots at the single skeleton hit first attempt goes wide and hits the bulkhead above it but the second one sends it bones scattering all across the floor.
You didn't move on the map, but I assumed you'd want to move away from the cold necro wall

init
Kaixik+Sonomi
skeleton...maybe?

Damage:
Damage:
Bribruon: 1
Green skeleton: 2

Second Seekers (Ehu Hadif)

Male Shirren (Courtier) Envoy (Phrenic Adept) 3; SP 21/21, HP 24/24, RP 5/6, EAC/KAC 12/13, F2, R3, W4; P6, SM8; Init +0; Ammo
Spoiler:
20/20, Spare Battery (1) 20/20, Spare Battery (2) 20/20

Kaixik focuses their energy move action to spend an EP and then attempts to strike the skeleton with a claw of their own.

Acid vs EAC

Entropic Strike: 1d20 + 3 ⇒ (6) + 3 = 9
A Damage: 1d3 + 4 + 1d4 ⇒ (2) + 4 + (4) = 10

Probably not though

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Sonomi doesn't know where to look - skeletons are circling them and her party is making quick work of them. She turns to Kaixik and realize he doesn't need help with armor, but he might need help getting his hits to stick.

Sonomi moves down the hall to better see what her new friends are doing. She fires a Biohack Inhibitor at the remaining skeleton.

needler attack: 1d20 + 2 ⇒ (3) + 2 = 5
damage to skeleton, piercing: 1d4 ⇒ 3

Inhibitor: -2 to AC

Sonomi doesn't have to do damage for the inhibitor to take affect, she just has to hit them.

Scarab Sages

Focusing his energy Kaixik looses touch with the current goal and swings by just in front of his intended target.

Sonomi decides to back up the rest of the party facing a skeleton and fires a dart in it's general direction hoping to distract it but her shot bounces of one of the bulkheads

The skeleton absorbs a bit of the cold necro energy emanating from the wall again and the hole HK made in it's skill shrinks a little bit

It then tries to claw it's way inside Kaixik
To hit KAC Kaixik: 1d20 + 4 ⇒ (20) + 4 = 24
S damage Kaixik: 1d6 + 1 ⇒ (6) + 1 = 7
Extra crit damage: 1d6 + 1 ⇒ (2) + 1 = 3
and managing to land a very lucky blow tear into Kaixik with it's bony finger tips ripping through a weak spot in Kaixiks armor

init
You guys
Last skeleton

Damage:
Bribruon: 1
Green skeleton: 1
Kaixik: 10

Second Seekers (Jadnura)

Male Android Street Rat Mechanic/7 | SP: 56/56 | HP: 48/48 | RP: 7/7 | EAC:25 KAC:26 | Fort +7/Ref +10/Will +4 | Init +6 | Perception +1 | Land speed: 30ft | Swim: 20ft | Fly: 30ft

Hellih breathes out and aims at the remaining skeleton shooting at it with two empowered shots, his hand begins to shake and Android put some focus into stabilizing it.

Attack vs EAC, possessed, full attack: 1d20 + 3 - 1 - 4 ⇒ (9) + 3 - 1 - 4 = 7
Damage, laser: 1d8 + 1 ⇒ (8) + 1 = 9

Attack vs EAC, possessed, full attack: 1d20 + 3 - 1 - 4 ⇒ (15) + 3 - 1 - 4 = 13
Damage, laser: 1d8 + 1 ⇒ (2) + 1 = 3

Second Seekers (Ehu Hadif)

Male Shirren (Courtier) Envoy (Phrenic Adept) 3; SP 21/21, HP 24/24, RP 5/6, EAC/KAC 12/13, F2, R3, W4; P6, SM8; Init +0; Ammo
Spoiler:
20/20, Spare Battery (1) 20/20, Spare Battery (2) 20/20

If the skeleton is still up.

Kaixik, once again on the receiving end of a powerful blow by an enemy, tries to take the energy and turn it against their foe.

+2 EP to 3 total - one for being crit, and one for taking more than two damage in a single attack.

Move action - spend EP for Entropic Strike.
Standard action - entropic strike.

ES: 1d20 + 3 ⇒ (7) + 3 = 10
Acid: 1d3 + 4 + 1d4 ⇒ (3) + 4 + (1) = 8

Probably missed again, down to two EP.

Scarab Sages

Hellih breathes out and aims at the remaining skeleton shooting at it with two empowered shots, his first shot is shaking too much and doesn't hit, but the second shot manages to damage the skeleton slightly.

Kaixik, once again on the receiving end of a powerful blow by an enemy, tries to take the energy and turn it against their foe and just barely manages to connect with the enemy but when he does..oh, boy,,the connection is powerful and the skeleton's skull in knocked of and sails through the air to land on the other side of the corridor

combat over - you can take 10 minutes to heal if you want (as long as you don't do it near one of the cold life energy draining walls that is) before moving on down the corridor - or just move right along, up to you.

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Sonomi looks around at her party to assess the damage. She is willing to do as the party suggests, but would appreciate time to recharge her biohacks.

"We can move on if you want. But I wouldn't mind taking 10 minutes to reformulate a few biohacks. I spent 2 of my 6, might be nice to be prepared. And stay away from the glowing walls - don't take unnecessary damage."

Second Seekers (Ehu Hadif)

Male Shirren (Courtier) Envoy (Phrenic Adept) 3; SP 21/21, HP 24/24, RP 5/6, EAC/KAC 12/13, F2, R3, W4; P6, SM8; Init +0; Ammo
Spoiler:
20/20, Spare Battery (1) 20/20, Spare Battery (2) 20/20

Still smarting a little bit from the skeleton's attack, Kaixik would also like to spend ten minutes resting.

Scarab Sages

After spending 10 minutes huddled in a corner just outside the reach of the life force draining walls you stand up and get ready to move on.

Hugging the save walls you make it across the rest of the ship towards the bridge without any problems.

The bridge of the Endless Threnody is located behind the enormous crimson eye at the front of the ship, bathed in a blood-red glow. The crew stations are fabricated from bone and steel, apparently grown from the floor and walls of this room. Battle damage is evident throughout the bridge, but it is now empty and utterly silent—truly a ghost ship.

In order to get the information you require you need to hack into the computer - which being part magic and part mechanical can be done in a few ways
Access the system ;Either Mysticism (DC 16) or Computers (DC 14) - a successful check is needed to go to the next step ..and you a feeling that if you mess this up there might be some backlash
followed by
Bypass System Security (Computers DC 15 or Mysticism DC 17)

Second Seekers (Jadnura)

Male Android Street Rat Mechanic/7 | SP: 56/56 | HP: 48/48 | RP: 7/7 | EAC:25 KAC:26 | Fort +7/Ref +10/Will +4 | Init +6 | Perception +1 | Land speed: 30ft | Swim: 20ft | Fly: 30ft

Hellih positions himself on a lookout when the team rests. He holds his rifle keeping an eye on any sign of trouble.

"Well if, they didn't send reinforcements already, you could survive it" Hellih jumps when hearing that words being said, and begins to look with suspicion on his artificial limb.

He is glad when Kaixik commands to move out, and Hellih walks behind him, aiming into every passed corridor. His artificial crest on his head begins to change colors which could be some nervous reaction.

When Hellih enters the bridge he sighs with relief that there are no more enemies and walks to the computer.

"Bribruon, try to access the system while I will try to take down the security measures. "

Computer, aid another: 1d20 + 9 ⇒ (11) + 9 = 20
Computer: 1d20 + 9 ⇒ (7) + 9 = 16

I am aiding on accessing the system and making the main roll on the bypassing security, I don't want to hog all the rolls to myself.

Scarab Sages

You need to use the same skill to be able to assist..I don't think anyone else has a computer skill, let alone one that's equal or better then +9. It's up to you guys but I think your best chance is to just have HK hog the rolls in this case

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Sonomi turns to Hellih and says,

"Computers have always confused me... I think you should be the one to access the systems and bypass the security."

Second Seekers (Ehu Hadif)

Male Shirren (Courtier) Envoy (Phrenic Adept) 3; SP 21/21, HP 24/24, RP 5/6, EAC/KAC 12/13, F2, R3, W4; P6, SM8; Init +0; Ammo
Spoiler:
20/20, Spare Battery (1) 20/20, Spare Battery (2) 20/20

Kaixik is fine with HK making the checks. If Bribruon wants to try Mysticism, Kaixik will attempt to aid that check.

Aid check if necessary

Spoiler:

Aid another, Myst, if necessary: 1d20 + 4 ⇒ (13) + 4 = 17

Wayfinders

Male CG Feychild Gnome Witchwarper 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +1 | Init: +1 | Perc: +1, SM: +1 ,Lowlight vision | Speed 30ft | Spells: Mystic: 1st:3/3 Gnome: Dancing Lights, Ghost Sound, Token Spell, | Active conditions: None.

Bribruon has seen that HK seems to know what to do around computers. "I can see that mystical energies can also access this system, however you seem to be doing such a good job with computers, it might be safer if you do it without playing with the forces of alternate dimensions as I would have to."

He did roll well enough either way....also...the DC for mystical is higher than the computers...and his bonus for computers is well higher than my +6...it would have made sense for him to go at it alone....unless one of Sonomi's hacks would have helped him with the check...or maybe the check to resist anything that happens afterward?

Scarab Sages

Well, you most likely wouldn't have known the DC's before hand. So assuming the DC's would be the same HK's +9 is the party's best option. I applaud him not wanting to hog all the rolls..but he's the best chance you've got so let's just go with his rolls

HK easily gains access to the Endless Threnody's computers and in short order bypasses the system security.

You manage access the bridge’s computer records. Most importantly you recover the coordinates of the downed Starfinder vessel on a planet called Ulmarid in the Vast.
But also includes information about the Lawblight, the Besmaran pirate ship that initially crippled the Endless Threnody.

You learn the Lawblight’s basic information, defenses, and weapons.

Medium transport
Speed 6; Maneuverability average (turn 2); Drift 1
AC 13; TL 13
HP 70; DT —; CT 14
Shields basic 30 (forward 15, port 5, starboard 5, aft 5)
Attack (Forward) coilgun (4d4), heavy torpedo launcher (5d8)
Attack (Aft) gyrolaser (1d8)
Attack (Turret) coilgun (4d4)

Scarab Sages

You return to the Loreseeker without any problems with the coordinates, and find a hologram of Venture-Captain Arvin already active and awaiting your report. Arvin is grateful for the news and eager to get started on the next step of their quest. He asks you to leave the Endless Threnody and return to Absalom Station while he researches the planet Ulmarid and how best to approach it.

As an additional reward, Arvin provides a password to open a concealed compartment within the Loreseeker that contains delicacies that are suitable to most palates, such as sticks of candied meats. “I know this mission isn’t yet complete,” he explains, “but you’ve earned the right to celebrate a bit on your return trip. I asked the quartermaster to include a few delicacies so you can enjoy being alive—after an encounter with necromancy.”

Scarab Sages

You guys enjoy a relative easy trip back through the Drift in which you come up with multiple theories about what happened during your missing hour but none that conclusively explain what happened.

After changing vessel and getting a new set of clothes and toiletries you set out on your next mission. This time in a larger Drake-class vessel called the Odyssey. Venture-Captain Arvin recommended the Odyssey rather than the Loreseeker, as its heavier shields can better withstand asteroid impacts while reaching Ulmarid’s surface.

Your mission handout included a bit of information about Ulmarid.

It is a desert planet wracked with fierce storms that scour the surface. Several square tunnels pierce the earth under much of the planet’s crust; although plainly artificial, there is no evidence as to who made these tunnels or why.
A startling variety of vicious, unintelligent monsters inhabit the planet’s surface as well as these subterranean tunnels.
The planet’s two enormous moons collided long ago, filling the planet’s upper atmosphere with a dangerous cloud of tumbling asteroids that makes approaching the planet with large ships difficult.

It has normal gravity and an atmosphere.

Scarab Sages

As you get closer and closer to your destination you start to suffer from a lack of Drift beacons to facilitate long-range communication in the Vast. You receive a pre-recorded message from Venture-Captain Arvin which you play just before arriving at your destination.

Venture-Captain Arvin’s pre-recorded hologram stands on the bridge of the Odyssey, his hands clasped behind his back.
“Hopefully your journey was uneventful. Based on your previous mission, we’ve obtained information about the planet of Ulmarid. The desert world has breathable atmosphere but is devoid of intelligent civilization. A cloud of asteroids—leftovers from a collision of the planet’s moons long ago—surrounds the planet, so you must carefully navigate the Odyssey to the surface to find the crashed Unbounded Wayfarer.
“Be sure to bring the Starfinder insignias with you; they will be critical in recovering the information the Starfinders left behind. If you can recover any of the lost Starfinders—alive or dead—please do so as well. Good luck.”

In your front view you can see the planet Ulmarid get bigger and bigger as your approach.

DC 15 scan from the science officer (Computers or Mysticism):

You learn that Ulmarid’s atmosphere experiences sudden and ferocious storms of poisonous crystals.

Scarab Sages

Navigating the asteroids surrounding the planet will also be a challenge.

The Odyssey’s pilot must succeed at a Piloting check to traverse the asteroid field around Ulmarid. The pilot is not alone in this endeavor, however; the captain can attempt a DC 10 Piloting check or a DC 17 Diplomacy or Intimidate check to add a +2 bonus to the pilot’s check. Additionally, science officers can each attempt a DC 15 Computers (or Mysticism) check to add an additional +2 bonus to the pilot’s check

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Sonomi rolls up her sleeves and looks at the pilot.

"Fly steady, take your time, plot a clear course, you've got this!"

Pep Talk: 1d20 + 2 ⇒ (20) + 2 = 22

And just to be sure - Sonomi shoots the pilot with a biohack.

Auto hit as long as they accept - +2 for all skill checks for 1 minute

Second Seekers (Ehu Hadif)

Male Shirren (Courtier) Envoy (Phrenic Adept) 3; SP 21/21, HP 24/24, RP 5/6, EAC/KAC 12/13, F2, R3, W4; P6, SM8; Init +0; Ammo
Spoiler:
20/20, Spare Battery (1) 20/20, Spare Battery (2) 20/20

Kaixik thanks Venture-Captain Arvin for the treats. "Happy to help get back at the folks that attacked the Society, sir," they say.

----------

From a "science officer"-ish position, Kaixik will make two Mysticism checks - one to scan the planet, and the second to assist the pilot.

Mysticism Planet: 1d20 + 4 ⇒ (5) + 4 = 9
Mysticism Pilot: 1d20 + 4 ⇒ (15) + 4 = 19

"I do not know what awaits us, but you're doing a fine job, pilot!"

Second Seekers (Jadnura)

Male Android Street Rat Mechanic/7 | SP: 56/56 | HP: 48/48 | RP: 7/7 | EAC:25 KAC:26 | Fort +7/Ref +10/Will +4 | Init +6 | Perception +1 | Land speed: 30ft | Swim: 20ft | Fly: 30ft

Hellih is glad to leave the Endless Threnody, the necromantic energies caused chills on his back. That whole ship felt like a graveyard. Fortunately, his computer skills were enough to get what they wanted, and the way back passed in a nicer atmosphere.

Now he is back to piloting. Hellih again glances through the brief information about Ulmarid and the belt of asteroids. He looks at the readings, trying to find a good angle to fly through the asteroid belt. Suddenly his artificial arm again begins to twitch, Hellih focuses on controlling it. He was in contact first with some M.D. and later with a Technomancer and a Mystic from SFS. After a number of tests, they came back with information that his artificial arm has a ghost trying to get control of the hand. Now Hellih has 3 options: buy a new prosthetic arm, but he can't afford it just yet, pay for an expensive and painful exorcism or try to live with the angry spirit.

First things first, the landing. Hellih listens to encouragement spoken by Sonomi, but he reacts with fear when Sonomi propose the biohack shot

"I don't like needles, don't like needles!"

Then he turns terrified towards Kaixik, when he says his advice, and Hellih screams:

"Auch! That stings." Just as Sonomi applies her injection.

Piloting: 1d20 + 7 ⇒ (20) + 7 = 27

+2 for Sonomi biohack, +2 for Sonomi encouragement, +2 for Kaixik Mystical advices. Even with injection fobia Hellih nailed it :D

Wayfinders

Male CG Feychild Gnome Witchwarper 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +1 | Init: +1 | Perc: +1, SM: +1 ,Lowlight vision | Speed 30ft | Spells: Mystic: 1st:3/3 Gnome: Dancing Lights, Ghost Sound, Token Spell, | Active conditions: None.

When the candied meats and such is delivered from the closed compartment, Bribruon's eyes light up. He indulges himself in one of each type (if possible), savoring the taste.

When discussing the missing hour, Bribruon just nods in agreement. "Yeah...weird huh. We all had it. Strange."

Bluff: 1d20 + 2 ⇒ (6) + 2 = 8

Just to have fun with the missing hour....

Mysticism (Scan): 1d20 + 6 ⇒ (10) + 6 = 16

"Umm...that planet has poisonous crystals in the air, especially when the storms happen...DEFINITELY keep your environmentals up...and I am still not 100% certain that will help......it didn't last time did it...and people got hurt bad......but I think that is all we can do right now."

Mysticism (Assist Piloting): 1d20 + 6 ⇒ (19) + 6 = 25

Scarab Sages

Showing what a professional he is HK pilots the Odessy through the asteroid belt and down to the planets surface without hitting any of the asteroids - not even one of the small ones.

You can easily track the distress beacon emanating from the Unbounded Wayfarer, but the ship is not easy to reach. It crashed amid dunes too soft to safely bear the Odyssey’s weight, and the safest place to set down is about a half-hour’s walk away.

After you put up your environmental protections and debark your ship you see;

The surface of Ulmarid is a wind-scoured desert with jagged protrusions of rock thrusting up through the sand. The air has a harsh tang, like burning metal.

Everyone can make a survival check while traveling through the sand in the direction of the distress beacon

Wayfinders

Male CG Feychild Gnome Witchwarper 1 | SP 6/6 HP 9/9 | RP 4/4 | EAC 13; KAC 14 | Fort +1; Ref +4; Will +1 | Init: +1 | Perc: +1, SM: +1 ,Lowlight vision | Speed 30ft | Spells: Mystic: 1st:3/3 Gnome: Dancing Lights, Ghost Sound, Token Spell, | Active conditions: None.

As the ship touches down, Bribruon turns on his environmentals. Turning on his simple comm unit, he uses it to keep in touch with his allies, and also attempt to use that as a beacon detector.

Survival: 1d20 + 1 ⇒ (20) + 1 = 21

"Be careful around these rocks...some might be sharp enough to cut our suits...especially with the temperature of this planet."

"Oh....and I think we need to go this way....it might not be as direct, but I think it will be faster....I think there might be some super loose sand the other way."

Second Seekers (Jadnura)

Male Android Street Rat Mechanic/7 | SP: 56/56 | HP: 48/48 | RP: 7/7 | EAC:25 KAC:26 | Fort +7/Ref +10/Will +4 | Init +6 | Perception +1 | Land speed: 30ft | Swim: 20ft | Fly: 30ft

"Wow! Look at those dunes! I only saw some documentary about deserts, but I never been to one."

Hellih listens to what Bribruon is saying nodding with agreement

"This is literally the first planet that I am visiting outside of Absalom Station! I traveled to difference space stations, but my experiences are useless here."

I have 0 in survival so I will not roll, Even if I will roll 20 I want to play scared and insecure, and not a leader type: 'lets go this way'

Scarab Sages

2 people marked this as a favorite.

@HK; It's not a find your way over there - follow me guys - type of roll, it's more of a I know how not to get sunburned and how to not get sand in my boots/underwear type of roll and to not step into that puddle of quick sand over there and look at those dark clouds with lightning coming out of them, let's put up this metal pole here with a flag so we can all easily found our way back type of deal. You are of course free to not roll ....but it's not a someone in the party needs to roll with a high enough so we can go there deal. Of-course not rolling means you have 0 chance of avoiding the possible sand dune bugs that will crawl up your leg and bite your squishy parts (this is neither an admission or denial of the possibility of sand bugs being present in this adventure - just an example ;) )

Wayfinders

Ghoran Biohacker 1; SP 6/6; HP 12/12; Fort +2 Ref +3 Wil +3; Init +2; Per +7; Ammo (needles) 6/6

Sonomi is parched already. She appreciates the sunlight but she will quickly wilt without water. She turns on her environmental suit. She's not the best at navigating planets but she will do what she can. She follows Bribruon's lead.

"We have to find the downed ship right? After you Bribruon."

survival: 1d20 + 3 ⇒ (15) + 3 = 18

Second Seekers (Ehu Hadif)

Male Shirren (Courtier) Envoy (Phrenic Adept) 3; SP 21/21, HP 24/24, RP 5/6, EAC/KAC 12/13, F2, R3, W4; P6, SM8; Init +0; Ammo
Spoiler:
20/20, Spare Battery (1) 20/20, Spare Battery (2) 20/20

Kaixik does their best to protect their sluglike skin from drying out.

survival: 1d20 ⇒ 1

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