Children of Gaia, PbP

Game Master Tarren Dei

The year is 2085. Things got bad, but they're getting better. The Regional Authorities are hammering North America back into some semblance of civilization. The Regional Authority Intelligence Network is the hammer.


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Tarren the Dungeon Master wrote:
** spoiler omitted **

2:
Betrayed? As far as Von Junzt can tell, IX is there to finish the job he started in the tent!

Friedrich von Junzt wrote:
Tarren the Dungeon Master wrote:
** spoiler omitted **
** spoiler omitted **

TWO:
Fair enough.

Uplifted Bear Envoy Stamina24/24 HP 30/30 Res 6/6 | KAC 15 KAC 15 CMAC 23 | Fort +1, Ref +6, Will +3 |

One:

"It seems that you gentlemen might be needed. Why don't you see what is going on and we'll just stay right here? I probably need to talk to your leadership anyway."

This might be the most ridiculous bluff ever attempted.
Bluff: 1d20 + 9 ⇒ (12) + 9 = 21


Gristlethorn wrote:
** spoiler omitted **

ONE:
Ryder looks at Gristlethorn and Zellgato and then shrugs,"You're probably right."

He turns to the others and, taking a pistol out of his waistband hands it to one of them, "You two, take them to the detention area. We will deal with them later."

"Yes, sir," says one.

He is about to leave with the other guards that showed up, but he pauses and turns to the two he ordered to guard you and asks, "You have both bathed in the light, have you not?"

When they nod, he seems reassured.
"Gaia's love is abundant," he says.
"Gaia's mercy is abundant," one replies.
"But not without limits," he adds staring at Zellgato and Gristlethorn.

BTW, the comms are now working. If you want to communicate by comms or want to leave your comm channel open so others can hear, that text does not need to be under spoilers.


THREE:
One of the lamps goes out. Archeron is still illuminated by the remaining light, but can easily get out of the light with a move action.

The Brigade members fire twice, from behind their vehicle doors.

shot 1: 1d20 + 2 ⇒ (8) + 2 = 101d6 ⇒ 5
shot 2: 1d20 + 2 ⇒ (14) + 2 = 161d6 ⇒ 4


HP/SP: 22 (22) / 9 (21) | EAC/KAC: 17/19 | Fort: +4; Ref: +5; Will: +1 | Init +2 Non-Lethal: 4

Three:

Archeron fires again, this time at the power box for the bunker. then scoops up his rifle.


1+6 biohacks per short rest 6 available Stamina42/42 HP 46/46Res 8/8 KAC 18 KAC 15 CMAC | Fort +5, Ref +5, Will +6

ONE:

Zellgato thinks to himself-and possibly his beary new friend. "That was... smooth. Wow. I thought we were gonna die."

"So.... light and now jail? That's unfortunate considering we didn't do anything except open my tent-home to folks who started a fight."


Zellgato wrote:
** spoiler omitted **

ONE:
"Didn't do anything? I heard something about an unauthorized medical device and trying to scam someone," says one of the guards assigned to take you to the detention office.

"I heard scan," says the other guard. "He tried to scan Rena as she tended to the sick."

The two guard lead you deeper into the compound. Past a building with a door that has been melted with acid. You think you can hear Von Junzt inside. They lead you towards a large administrative building in the compound.


THREE:
The Brigade members behind the car fire again, getting three shots off this time, while Archeron scoops up his rifle.

shot 1: 1d20 + 2 ⇒ (8) + 2 = 101d6 ⇒ 6
shot 2: 1d20 + 2 ⇒ (13) + 2 = 151d6 ⇒ 3
shot 3: 1d20 + 2 ⇒ (11) + 2 = 131d6 ⇒ 6


Uplifted Bear Envoy Stamina24/24 HP 30/30 Res 6/6 | KAC 15 KAC 15 CMAC 23 | Fort +1, Ref +6, Will +3 |

One:

"Ah, gentlemen, the good Doctor is well, a doctor. You could hardly blame him for well, being a doctor could you?"

Diplomacy: 1d20 + 10 ⇒ (4) + 10 = 14
I am using Expertise: Slick Customer, to reroll that.
Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22


SP/HP: 26/25 | EAC/KAC: 17/17 | Fort: +9; Ref: +8; Will: +1 | Init +3 | EP: 1

2:

Ix shakes his head slightly as the magic clouding his mind wears off. With a quick survey of the situation, IX throws his head back to headbutt Brother Andrew. As he does that he kicks at Chris Bell's knee. I'm assuming I'm grappled

ES v Andrew's EAC: 1d20 + 6 - 2 - 4 ⇒ (7) + 6 - 2 - 4 = 7
B: 1d4 + 7 ⇒ (2) + 7 = 9
ES v Chris' EAC: 1d20 + 6 - 2 - 4 ⇒ (19) + 6 - 2 - 4 = 19
B: 1d4 + 7 ⇒ (1) + 7 = 8


1+6 biohacks per short rest 6 available Stamina42/42 HP 46/46Res 8/8 KAC 18 KAC 15 CMAC | Fort +5, Ref +5, Will +6

ONE:

"I was more referring to the crazy people fighting. I was trying to help an old lady who was sick. I'm a doctor. I want to help"
(Gonna try to Aid Another that diplo from Gristlethorn)
diplo aid another: 1d20 ⇒ 12 Unless I can use Profession Medic for this. In which case add +7.)

"uh..Is that door suppose to be messed up like that? "


While thinking to Gristlthorn If he's listening. (his choice if he is--also because I can't spoiler in a spoiler)

thoughts:
"not sure if your'e listening but.. did you hear Von Junzt? And that damage on the door.. Think he's trying something? Also..Comms might be on-though these guys would notice.


TWO:
Chris Bell's knee crunches as IX's blow finds bone. He turns and hisses at IX.

"Grab him," Brother Andrew orders Von Junzt.

maintain chokehold: 1d20 + 6 ⇒ (12) + 6 = 18


Gristlethorn wrote:
** spoiler omitted **

ONE:
"Look, the Gaians are fair," says one of the two guards left with Gristlethorn and Zellgato. "I mean, we're fair. Just come with us and Ryder will talk to you when he's done with this."

With the generator off, it is dim light, but the guards who are leading you don't seem to have any trouble making their way around. The building they are leading you towards has a security keypad. One of them starts fishing around in his pocket for the code.


2:
Von Junzt double moves outside and yells:

Guards! Security! Brothers! There’s an assassin trying to kill brother Andrew! Hurry and help him! Hurry!


Friedrich von Junzt wrote:
** spoiler omitted **

Von Junzt sees Gristethorn and Zellgato being escorted to another building.

Gristlethorn and Zellgato hear Von Junzt shouting something about an assassination attempt on Brother Andrew.


HP/SP: 22 (22) / 9 (21) | EAC/KAC: 17/19 | Fort: +4; Ref: +5; Will: +1 | Init +2 Non-Lethal: 4

Damn, my post got eaten.

3:

Archeron fired again at the vehicle with his pistol, hoping to kill the lights.

Attack Roll vs. KAC: 1d20 + 4 ⇒ (10) + 4 = 14
Damage Roll: 1d6 + 1 ⇒ (4) + 1 = 5

If I drop the other headlight, I'll leave the bunker. If not, I'll shoot again next round.


SP/HP: 26/25 | EAC/KAC: 17/17 | Fort: +9; Ref: +8; Will: +1 | Init +3 | EP: 1

2:

With Andrew's grip loosening, IX attacks both again.
ES v Andrew EAC: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
B: 1d4 + 7 ⇒ (3) + 7 = 10
ES v Chris EAC: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7
B: 1d4 + 7 ⇒ (4) + 7 = 11


THREE:
Two of the Brigade members pop up from behind the doors and start firing wildly. Two other make a dash for an outcropping of rocks to the east of the building. They're trying to flank you with the two behind the doors laying cover fire.

cover fire: 1d20 + 2 ⇒ (5) + 2 = 7
cover fire: 1d20 + 2 ⇒ (4) + 2 = 6

They time this very poorly. The two running are exposed and get no AC benefit from the cover fire.


TWO; IX:
Andrew's skin tears with IX's hit. A flap of it comes away. Beneath the skin, where you should see blood swelling through flesh, IX sees dark scales.


Von Junzt is now in ONE, I guess; IX, on the other side of that melted door, is in TWO still.


1+6 biohacks per short rest 6 available Stamina42/42 HP 46/46Res 8/8 KAC 18 KAC 15 CMAC | Fort +5, Ref +5, Will +6

one:

"Whoa, Assassination? Go help!"

Note, if either of them tries a radio or something, Zellgato will draw his weapon on them. Otherwise he's gonna see what those two do with Von Junzt calling out to them

thought for Gristlethorn:

"Moment of truth.. Do we trust VonJunzt and try to capture.. or do you think he's turned and someone is actually trying to kill the guy?"


Uplifted Bear Envoy Stamina24/24 HP 30/30 Res 6/6 | KAC 15 KAC 15 CMAC 23 | Fort +1, Ref +6, Will +3 |

One

Limited Telepathy to Zellgato:
"RAIN aren't total morons, let's give the guy one more chance. I'll try to contact him and see if he's got a plan or if he's winging it."

Limited Telepathy to Von Junzt:
"Do you have plan? If so what can Zellgato and I do to help? Note that we are not exactly popular people right now.


1; answering Gristlethorn :

{The mission went belly up. “Duke nuked” chased me down to this compound and attacked before I could get anything out of the cult leader. I’ll try to get you out, but I’m running out of juice - then I’m leaving town.}


1+6 biohacks per short rest 6 available Stamina42/42 HP 46/46Res 8/8 KAC 18 KAC 15 CMAC | Fort +5, Ref +5, Will +6

One. Mainly for GM and Gristle:

Upon Gristlthorn's reply Zellgato will option to wait, and will not draw on the guards unless Gristlethorn makes a move. he's gonna trust his allies.


Uplifted Bear Envoy Stamina24/24 HP 30/30 Res 6/6 | KAC 15 KAC 15 CMAC 23 | Fort +1, Ref +6, Will +3 |

One

Limited Telepathy to Zellgato:
"Von Junzt is bailing out. He's going to try to cut us loose, but then he's leaving."


1+6 biohacks per short rest 6 available Stamina42/42 HP 46/46Res 8/8 KAC 18 KAC 15 CMAC | Fort +5, Ref +5, Will +6

ONE

Response to G:

"Sounds like a plan to me. We get out, if we can get Genius out. Turn in our findings."


ONE:
The new recruits who are escorting Zellgato and Gristlethorn to the detention area are definitely frazzled by what is going on. They hurry. In doing so, they do a poor job of hiding the numbers on the keypad. A DC 15 Perception check sees them. If you succeed on the check, the numbers are whatever you say they are. When the door to this building opens, two things hit you, the noise of large number of people and the smell of a large number of people. Apparently the Gaians feel a need to detain an awful lot of refugees. As they walk you into the building, you see a long hall with rows of doors, each with a small window.


1:
Von Junzt follows behind the guards and captured duo, as soon as they enter the building he casts Ghost Sound to mimic the sound of gunfire coming from the area he just left. “Guards! Brother Andrew is being attacked by an assassin! Hurry, save him! There is no time to lose!


Uplifted Bear Envoy Stamina24/24 HP 30/30 Res 6/6 | KAC 15 KAC 15 CMAC 23 | Fort +1, Ref +6, Will +3 |

One:

Perception: 1d20 + 5 ⇒ (1) + 5 = 6


HP/SP: 22 (22) / 9 (21) | EAC/KAC: 17/19 | Fort: +4; Ref: +5; Will: +1 | Init +2 Non-Lethal: 4

three:

Did I hit the other light?


THREE:
Oh, sorry. I should have said that you did not. I don't see the called shots rule in Starfinder, so I'm taking vehicle AC and adding 5 for aiming at a specific part of it. It is a slightly hard one for Archeron.


1+6 biohacks per short rest 6 available Stamina42/42 HP 46/46Res 8/8 KAC 18 KAC 15 CMAC | Fort +5, Ref +5, Will +6

one:

perc: 1d20 + 9 ⇒ (10) + 9 = 19
Zellgato thinks to Gristlethorn the passcode he observed, hoping his bear friend is listening.
assuming those guards dont' run back to the gun fire sounds.
"That's a lot of people.. Why are you kidnapping people instead of throwing them out of the camp?"
[ooc] also we see a lot of locked up folks, are there many security watching them that we can see?
perc: 1d20 + 9 ⇒ (17) + 9 = 26 for guards


ONE & TWO:
The guards escorting Gristlethorn and Zellgato quickly whistle to other Gaians in the building, but leave. The door locks behind them. Gristlethorn and Zellgato are neither locked up nor restrained, but there are Gaians on their way to do just that. Von Junzt sees the guards rush towards the building he just left, the building in which IX is fighting his way free and already outnumbered. In answer to Zellgato's question about security, there are three Gaians that you can see, but there are others in the building. The ones you see were just looking through the windows at the people inside.

Von Junzt:
You get a bad feeling in the pit of your stomach. Or, somewhere near there. This thing inside you is getting anxious. It clearly suspects you are up to something and beginning to resist the love of Gaia.


HP/SP: 22 (22) / 9 (21) | EAC/KAC: 17/19 | Fort: +4; Ref: +5; Will: +1 | Init +2 Non-Lethal: 4

3:

Okay, no worries.

Archeron fired his pistol at the headlights again and then slung his rifle on his back.

Attack Roll vs. KAC: 1d20 + 5 ⇒ (17) + 5 = 22
Damage Roll: 1d6 + 1 ⇒ (4) + 1 = 5


one:

I'm guessing that there isn't any security panel near us or anything is there? just the folks walking towards us (Who are armed? or not) and possibly locked up people as well.
Then the door that just closed behind us, has a panel, for which the codes I did see earlier, presumably open?


Uplifted Bear Envoy Stamina24/24 HP 30/30 Res 6/6 | KAC 15 KAC 15 CMAC 23 | Fort +1, Ref +6, Will +3 |

One:

"I guess it's time to go?" Gristlethorn asks Zellgato and von Junzt.


1+6 biohacks per short rest 6 available Stamina42/42 HP 46/46Res 8/8 KAC 18 KAC 15 CMAC | Fort +5, Ref +5, Will +6

one:

" Looks to be that way. Mad dash or weapons hot? We know the door code." Zellgato answers Gristlethorn


Zwordsman wrote:
** spoiler omitted **

Zellgato:
The building has a security system, but it has no power. You can see there are cameras and stuff. The door lock has an internal battery, because the panel still operates. As far as you know the code is the same for entering an exiting. None of the people walking towards you have drawn weapons. It is dim light but they don't seem bothered by it.

Archeron wrote:
** spoiler omitted **

Archeron::
That second headlamp is gone. They fire into the dark, but it is pretty dark up here at the generator. It's night, the lights are out, and there is hardly the hint of a moon.

1+6 biohacks per short rest 6 available Stamina42/42 HP 46/46Res 8/8 KAC 18 KAC 15 CMAC | Fort +5, Ref +5, Will +6
Tarren the Dungeon Master wrote:
Zwordsman wrote:
** spoiler omitted **
** spoiler omitted **

GM:
Do we see the battery for the doorway? or the panel anyway. Any way to eyeball it and figure out if we can go out, close it, and if smashing the panel will break the door a little?

if it requires a roll: 1d20 ⇒ 10 Add 9 for engineering. or 3 for computers Which I assume one of those are the most relavant


HP/SP: 22 (22) / 9 (21) | EAC/KAC: 17/19 | Fort: +4; Ref: +5; Will: +1 | Init +2 Non-Lethal: 4

GM:

Archeron fires again in the direction of the truck, not intending to hit anyone, but merely to keep heads down and make them think he's still inside. After firing, Archeron exits the bunker. He moves a short ways away and drops prone.

Crystal he thought in his head kill any infosphere signals we're broadcasting.

I'm trying to break away from combat and then crawl around to disable one vehicle and steal another.


Zellgato wrote:
Tarren the Dungeon Master wrote:
Zwordsman wrote:
** spoiler omitted **
** spoiler omitted **
** spoiler omitted **

Zellgato (& Gristlethorn):
You're asking if you can lock this door so that no once can get in? Smashing it or frying it should stop the door from opening.

Archeron:
The Brigade members fan out searching for Archeron, turning on flashlights and shining them around. Getting close enough to disable one vehicle will require a Stealth check, even at night. Their Perception will be hindered by the darkness.


1+6 biohacks per short rest 6 available Stamina42/42 HP 46/46Res 8/8 KAC 18 KAC 15 CMAC | Fort +5, Ref +5, Will +6

gm/Gris:
I was more wondering, if from what we saw, if we left the room, if we could smash a lock outside and if that would probably work or not to stop pursuit from these guys at least. Since it sounds like to Zellgato its time to get out of town within reason


Zellgato wrote:
** spoiler omitted **

Zellgato:
Yes, it would work that way too.

HP/SP: 22 (22) / 9 (21) | EAC/KAC: 17/19 | Fort: +4; Ref: +5; Will: +1 | Init +2 Non-Lethal: 4

Tree fiddy:

Stealth: 1d20 + 2 ⇒ (2) + 2 = 4


Spoiler:
Seeing the door shut down and his colleagues being trapped, Von Junzt loses any hope of getting them out.

"{Calm down, little one - I'm going to take you to somewhere safe, away from all this fighting}" he thinks to his parasite.

He'll make his way to entrance and if anyone comes up to him he'll warn them brother Andrew is under attack and needs help, in a very frantic and domineering manner.


Uplifted Bear Envoy Stamina24/24 HP 30/30 Res 6/6 | KAC 15 KAC 15 CMAC 23 | Fort +1, Ref +6, Will +3 |

One:

"I'd prefer the mad dash. Neither of us is carrying that much firepower and I'd prefer to minimize the damage we do anyway."


1+6 biohacks per short rest 6 available Stamina42/42 HP 46/46Res 8/8 KAC 18 KAC 15 CMAC | Fort +5, Ref +5, Will +6

one:
Having recieved the message from Gristlethorn. Zellgato promptly keys the code in, steps through-as soon as Gristlethorn follows, Zelgato will fire a Flare shot into the mechanism in an effort to break it and force it closed-or at least damage it, and leave behind smokey corridor from the flare.

Do you want me to roll an attack or damage against it? if damage is important, I might switch to my needler. Or Gristle can take a hit on it as well


SP/HP: 26/25 | EAC/KAC: 17/17 | Fort: +9; Ref: +8; Will: +1 | Init +3 | EP: 1

2:
IX continues assaulting his two attempted captors.
ES v Andrew: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7
B: 1d4 + 7 ⇒ (4) + 7 = 11
ES v Chris: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
B: 1d4 + 7 ⇒ (1) + 7 = 8

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