Hmm's 2-00 Fate of the Scoured God (Tier 7-8) (Inactive)

Game Master Hmm

MAPS
Aid Token TextAid Token ExchangeSuccess Progress ChartFleet Locations

REWARDS:

MASTER OF STARS TOUCH-UP:

Level 1 Fitch shows the PCs some of the inner workings of the Master of Stars, which help the PCs better understand other starships. Once during the adventure, the PCs can gain a +4 bonus to any non-gunnery skill check during a starship combat.

Level 2 When using the reward above, all the PCs' non-gunnery skill checks made during the same round gain the +4 bonus.

Level 3 In place of the level 1 reward, the PCs can force the crew of an enemy ship to take a –2 penalty to all non-gunnery skill checks made during the round. The use of this ability must be declared at the start of the starship combat round.

PRAYER AND REFLECTION

Level 1 The PCs gain significant insight into Iteration-177's understanding of the divine and share a portion of his intuition. A PC can gain a +2 bonus to any one Mysticism, Perception, or Sense Motive check within the Scoured Stars. This allows the PC to count as being trained in Mysticism for the duration of the adventure.

Level 2 In place of the reward above, a PC can add a +1 bonus to any one saving throw while within the Scoured Stars.

Level 3 When using either reward above, the PC can double the bonus.

ROOKIE TRAINING

Level 1 The PCs improve their allies' morale, making them more reliable in combat. Once during the adventure, the group can gain the benefit of aid another (+2 bonus) to all skill checks for 1 round.

Level 2 When using this reward, the benefit applies to both skill checks and attack rolls.

Level 3 In place of the level 1 reward once during the adventure, when the table uses an Aid Token, they gain two benefits instead of one. They cannot choose the same effect twice.

STARSHIP PRIMING

Level 1 Pleased with the PCs' review, Celita outfits the Starfinder fleet with better weapons-tracking software for targeting jinsul ships. Once during the adventure, the PCs gain a +2 bonus to any one starship combat gunnery roll, and that attack does not consume ammunition in the case of a weapon with the limited fire property.

Level 2 When using the reward above, all of the PCs' gunnery rolls during that round gain that benefit.

Level 3 In place of the level 1 reward, a PC can select any one successful starship weapon attack to count as critical damage if it deals Hull Point damage, even if the die result isn't a natural 20.

SUPPLY RUN

Level 1 Zigvigix grants the PCs priority access to some Starfinder Society equipment. Once during the adventure, each PC can requisition a weapon with an item level up to the PC's level for the duration of one mission. The group must use this ability prior to starting a new encounter, and this ability cannot be used during Part 4. The weapon comes with a full battery or magazine.

Level 2 In addition to the reward above, the PCs can also requisition a single consumable item with an item level up to the PC's level. These consumables cannot have permanent effects, and PCs who don't use them during the course of the scenario must return them at the end of the adventure.

Level 3 When using the level 1 reward, the weapon can have an item level up to the PC's level + 1.

TACTICAL PREPARATIONS

Level 1: The PCs assist overviewing the Society's default plan of engagement. The PCs can reroll any one skill check while in the same location as a fleet.

Level 2: Once during the adventure, while in the same location as a fleet, the PCs can instead activate this reward to gain a +2 bonus to each of their initiative checks for that mission.

Level 3: During a single encounter in the same location as the jinsul fleet, the PCs can activate this reward to remove any extra enemies or challenges provided by the jinsul fleet.

High Society Influence (Iteration-177) Ally boon:
Ailuros grants the PC some of their little remaining magical energy. Up to three times during the encounter, the PC can cast dimension door as a spell-like ability, using their character level as their caster level.

Iteration-177's Attention Ally boon:
The divine herald suffuses the PC's memory with divine power, manifesting as a magical effect for the duration of the encounter.

Choleric memories grant the benefit of resistant armor.

Melancholic memories grant all of the PC's weapons the benefits of the frost weapon fusion.

Phlegmatic memories grant the benefit of shield other, with Ailuros taking half the damage (up to 100 damage before they collapse).

For sanguine memories the PC can gain the benefits of greater remove condition at the start of their turn up to three times during the combat.

Surviving Companion boon:
The alien creature accompanying you decides to curiously inspect the devices. You can reroll one skill check to interface with the devices during the course of this encounter, as your alien companion inadvertently assists you with its meddling.


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Second Seekers (Luwazi Elsebo)

Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

I'm confused. Are we at a dead stop on the tower defense and moving directly on to the next mission? Or are we still trying to murder the jinsul here in this tower first and then resting and then moving on to the next mission?

I'm fine with either for the next mission. I'm just not sure if I should be saying 'in play' what I do to deal with the jinsul still in the tower we were protecting.

All I'm currently down on is resolve, but I would prefer the 8 hours of sleep if I am still allowed to take it just in case.

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

We are moving onto another mission. This part of the special is over and we are moving onto the next sectoin. We will be getting the 8 hour rest but it is important to get your vote in on this question (link 1 and link 2) up in the air now.

The summary of it is that we are going forward on a final attack on Dhurus and the jinsul fleet. We need to decide what what we want to do. We can only choose one of the following.

A: Fighting alongside the Fitch and the Master of Stars.
B: Going straight attack the jinsul stronghold on Bastiar-5.

Neither are perfect options. Without aid, Fitch will likely (possibly certainly) overwhelmed by the jinsul fleet. If, however, we stop to fight the fleet, Dhurus may become yet stronger with whatever he is doing on planet. You should choose one and you don't need to pay attention to the fight we were in.

Post your vote and take your rest!

Second Seekers (Luwazi Elsebo)

Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

As I said, I didn't really care about which one we did. I am fine with either, but it looks like the die is cast, so I'll update my sheet with the rest and be ready for going after the stronghold.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Sorry I had a busy morning with work and wasn't able to get the ship combat up until now. But it's here now!

Hmm


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Also since you rested, can you reset your headers?


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Buff-Bott suggested that we set up a backup channel in a Discord for updates. So I set up one in my own Discord. Having a backup channel tends to speed us all up because it gives notices.

Hmm


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

If Thri-Kreen does not show up tonight, can someone bot him? Also, what is the Drake's AC now?

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

I think our AC is at 16/15 base +7 jindam's pilot ranks +2 evade = 26 AC 15 TL unless we have an applicable boon somewhere.

Second Seekers (Luwazi Elsebo)

Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

TL gets piloting ranks and Evade boost as well as AC does. That should be 25 AC 24 TL for last round. 23/22 if I don't evade.

It's not clear to me from the slide show what hex the Jinsul is in or what direction he's facing currently. I'm not sure from where I see it right now how it shot us in our starboard arc (it's in our forward arc and a non-magic hex, right now). I want to take my turn, but what I would do would be based on his position and that isn't clear to me.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Explanation in Gameplay. Does it help? I fixed the placement so it is actually aligned right now. Not sure how the ship got off its hex -- probably clumsy fingers on my part!

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

Links to consumables mentioned in Gameplay
Level 8: spell gem of remove affliction (Grants a small chance to cure the disease)

Level 5: Antibiotic, Tier 2 (Give a +4 bonus on saving throws against diseases)

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

I'm trying to think of other strategies for this fight as their missiles do deserve some consideration. We are running out of missiles ourselves (I believe we have 2 remaining after this round) and might want to consider being less aggressive going into this combat.

We don't know much about the weapons on their other arcs, but we could try to prey on the weakness of their missiles and try to stay outside the range they can reach in one round. The normal version of the missiles they are firing have a speed of 10, so as long as we enter each gunnery phase more than 10 hexes away, those weapons can't hit us that turn.

It would put us in a similar situation with our own missiles (which have a range of 8), we would be far less likely to hit with them outside that range.

Our speed is greater than theirs so as long as we maintain distance we can negate the effectiveness of their missiles.

It would mean going through more combat rounds at the very least though and we might need to get through the turns faster to complete the combat if we are not able to use the missiles.

If we win initiative on any turn, we could position ourselves close enough in one of their other arcs to get in an attack with one of our remaining missiles. If we wanted to be completely safe here, we would also need to be aware they could attempt a flyby to connect with those remaining missiles.

As much I want to finish this combat and get another success in, I want to try to minimize how many fort saves we might need to make.

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

As a premature declaration, if an aid token hits our table in the middle of the night and someone else is posting, I recommend that if there is a remove affliction on it, we immediately use that on someone with the plague. If there is no remove affliction on it we immediately use it for Remote Assistance.

Also, according to the fleet map... both fleets are at Bastiar-5. Which... well... makes sense. Does that mean we can use Tactical Preparations here?


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Yes. Feel free to use whatever you have available!

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

That aid token use sounds good with me as well.

I think we could use it for the level 1 skill reroll. The level 3 ability I don't think helps just because the fleet is the challenge rather than being an extra challenge to be removed.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Another thing to keep in mind is that Yuluzak will allow TWO gunnery rerolls. Make them count. Use them if Thri-Kreen misses with the missiles.

Second Seekers (Luwazi Elsebo)

Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack

Sorry, I didn't check this before taking my turn. If the plan is to slow roll them, I can do that. Though, having never played nor run this, I do have a minor worry that the appearance of further ships might be timed and we could end up having to fight more than one if we take too long. Just putting that out there.

We keep getting sub-5s for my init rolls, so I wouldn't count on us winning init.

Also, as a heads up, I have people coming out to my house tomorrow to replace my heat pump and clean my ducts. They said to expect it to take all day. I'm spending today cleaning my house and tomorrow dealing with that, so I won't be sitting in front of my computer and may miss a needed roll. Please please please, do not hesitate to bot me.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

We can bot you. My guess is that with the difference in piloting between you and the jinsuls, you'll win initiative one in three times. Their pilot has a super high piloting roll, because this is a tough fight.

To put your mind at ease, you shoot one ship at a time. The next one shows up when the last one is finished, until we get enough ship successes.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

REROLLS ON THE TABLE

GM Bret pointed out to me that we have TOWER INTEL.

Tower Intel: When the Overseer GM announces that the Tower Intel condition is in effect, the PCs receive a flood of data from the secured scanning towers. Once per encounter for the remainder of the scenario, each PC can roll twice on any Intelligence-, Wisdom-, or Charisma-based skill check or starship combat check and take the better result.

That's once per encounter for each of you -- and I'm sorry I missed it before, because this makes a HUGE difference.

Yuluzak: Yuluzak helps the PCs engage the jinsul starship by running interference. Each round, the PC can choose between two benefits: either negate the hazard's negative effect on their starship, or reroll one gunnery check a PC attempts that round. The reroll benefit can be used only twice during this adventure.

That's two rerolls that can be used to make sure those missiles hit.

Hmm's Campaign Coin: It's a reroll with 4 Novas on it. Your table can use it ONCE. Take it when you need it.


Starship Actions ; Live Exploration Extreme!

For GM Hmm only:
Heya! Dropping you this note to you as GM to GM. Unless I've misread the gameplay thread which is possible because I've been short on time past couple days to read and post in detail, I think you might have started up the second starship encounter with the wrong ship. The first starship we encounter is the higher tier CR8 plaguebringer. Every ship after that will be the lower tier CR6 irradiator.

The scenario rules on page 38 states: If the House elected to go directly for the planet, the PCs target a vulnerable point in the blockade, attacking a single lower-tier starship. If they elected to fight alongside the Master of Stars, they engage some of the strongest jinsul warships to thin the fleet, encountering a single higher-tier starship. If the PCs successfully complete this encounter and choose to encounter additional ships to help unlock Part 4 or complete the Starship mission, they face one of the lower-tier starships in each additional encounter. Tables do not begin subsequent iterations of this encounter with a fresh starship.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

GM BIgBoom:
OH, THANK GOD, I did miss that! Now to fix it before gunnery.

Big Boom just pointed out that I misread something. Feel free to read our spoilers. In my Covid-induced brain fog, I had read that section, but misread it to read that the higher-tier ships are what continue if you supported Fitch.

Head / Desk

Let me fix that!

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

No problem at all. I completely understand. Thank you for your help BigBoom!


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

So... This is looking MUCH BETTER for you guys to keep pumping out ship successes for the rest of the special! Want to do it?

Hmm

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

If we aren't at risk of eating another plague nuke... I'm feeling silly enough to play musical spaceship chairs. Who want's to try a really bad idea n one of these guys?

Alpha strike:
Captain - Demand, either on First Mate or Gunner
Pilot - Flyby
First Mate - Targetting Aid
Science Officer - Lock On
Gunner - Broadside w/ Targetting Aid
Gunner - Fire with other arc from Flyby

Odds of success - Probably low for everyone to succeed
Possible Result - 1 round Jinsul explosion

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

We probably should do a scan first to confirm what this new ship has before running in like that. Might want that extra set of scans just to confirm what they do before committing to an all out attack.

A round 2 explosion sounds good especially since we can't get in a flyby this turn anyway for a hit with every weapon.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

There was a scan from Duhm Kaoh just now.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Alas, this won't help Thri-Kreen, but... Everyone who is Level 8 gets a free resolve point at the beginning of every starship combat that they can use only in that combat once you are level 8 or above. (p.322 CRB)


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps
Buff-Bot 9000 wrote:

If we aren't at risk of eating another plague nuke... I'm feeling silly enough to play musical spaceship chairs. Who want's to try a really bad idea n one of these guys?

Alpha strike:
Captain - Demand, either on First Mate or Gunner
Pilot - Flyby
First Mate - Targetting Aid
Science Officer - Lock On
Gunner - Broadside w/ Targetting Aid
Gunner - Fire with other arc from Flyby

Odds of success - Probably low for everyone to succeed
Possible Result - 1 round Jinsul explosion

Keep in mind each of you gets one Starship reroll per encounter per TOWER INTEL. This makes your chances of success much higher!

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

Wait... per encounter? **Baby sharktopus skitters excitedly in the captain's chair**


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Also, according to the success chart, we are 60% of the way there now, so one more fast success will make this whole sequence end sooner for everyone!

Hmm

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

That scan does help a lot. I'll still avoid Targetting Aid in part because the Tower Intel helps me do the Engineering check, but not the Chief Mate action.

Still another lock on and broadside sound like a good idea. By my count this will be our last missile shot.

Second Seekers (Jadnura)

1 person marked this as a favorite.
N Host Shirren Mystic (SF Data Jockey) 4/Soldier 1/Biohacker (Medic) 2 | DR 5/- | SP 22/50 HP 49/49 RP 4/7 | EAC 19; KAC 20 | Fort +7; Ref +7; Will +10 | Init: +6 | Perc: +15, SM: +13 | Speed 30' Fly 30' (Average, Jetpack) | Biohacks: 1/5 Spells: 1st 4/4, 2nd 0/3 | Active conditions: None.

Don't feel bad Hmm, I nearly had my table face both the high and low tier ships at the same time! Luckily I noticed my mistake before the end of the first combat round. I can't say I wouldn't have made the same mistake as you going into the second wave. That section wasn't laid out well.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Thank you, Thri-Kreen! That does makes me feel better!


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

We just closed out Part III. We were 3/5ths of the successes for this part. Fantastic job, team!

Hmm

Second Seekers (Jadnura)

N Host Shirren Mystic (SF Data Jockey) 4/Soldier 1/Biohacker (Medic) 2 | DR 5/- | SP 22/50 HP 49/49 RP 4/7 | EAC 19; KAC 20 | Fort +7; Ref +7; Will +10 | Init: +6 | Perc: +15, SM: +13 | Speed 30' Fly 30' (Average, Jetpack) | Biohacks: 1/5 Spells: 1st 4/4, 2nd 0/3 | Active conditions: None.
Raatchet wrote:
And cool, we're going up against imperial AT-ST Walkers! Hey wait a sec...does that make us ewoks???

Some of us fit the bill a better than others.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

I certainly would if you put me in a fur coat!

Second Seekers (Jadnura)

N Host Shirren Mystic (SF Data Jockey) 4/Soldier 1/Biohacker (Medic) 2 | DR 5/- | SP 22/50 HP 49/49 RP 4/7 | EAC 19; KAC 20 | Fort +7; Ref +7; Will +10 | Init: +6 | Perc: +15, SM: +13 | Speed 30' Fly 30' (Average, Jetpack) | Biohacks: 1/5 Spells: 1st 4/4, 2nd 0/3 | Active conditions: None.

I was thinking more ysoki vs shirren; or vesk, android, or nuar for that matter. Halfling isn't too far off. If we're talking IRL I'm starting to get more of a Luke from Last Jedi kind of vibe with all the gray in my beard. I've been spending a lot of time self-isolated in my bath robe lately too.

Second Seekers (Luwazi Elsebo)

Male Xenoseeker Halfling Envoy 7 (SP-20/49|HP-44/44|RP-7/7) (EAC23/KAC24) (Saves-5/12/7) (Init-+10) Darkvision 60ft; ER5-Cold,Fire.
Skills:
Acrobatics +13, Athletics +7, Bluff +14, Comp +13, Culture +13, Diplomacy +14, Eng +13, Intimidate +14, Life Sci +7, Med +12, Perception +9, Piloting +16, Profession-Writer +12, Sense Motive +6, Stealth +11
Stats and Abilities:
Str 9 : Dex 22 : Con 12 : Int 16 : Wis 12 : Cha 18 | Corona Laser Rifle +12 (2d6+7 F) : Static Arc Pistol +11 (1d6+3 E) : Survival Knife +11 (1d4+2 S) | Get 'Em, Clever Feint, Inspiring Boost, Clever Attack
Quote:
Part IV: A New Hope

I'm just curious who's joke this is. They deserve props.

Second Seekers (Luwazi Elsebo)

Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2
Thri-kreen wrote:
Raatchet wrote:
And cool, we're going up against imperial AT-ST Walkers! Hey wait a sec...does that make us ewoks???
Some of us fit the bill a better than others.

I see myself as more a Chewbacca in this situation.

Exo-Guardians

LN Nuar Mindbreaker Mystic 7| | SP 16/56 HP 41/41 FF: 10/10 FH: 3| KAC 24 EAC 22 | Fort 4 Ref 4 Will 9  | Speed 30 | Active Conditions: None | Shirt Reroll: Not Used | RP 7/7 | Kinetic Resistance: 5, Acid/Fire Resistance 5, Reflecting Armor

Duhm Kaoh is probably an oversized ewok in this case. Imagine his deep voice screaming "Ooo Ooo Ooo EEEYYYYAAAAAAAAA!"


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"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps
Jindam Lightstream wrote:
Quote:
Part IV: A New Hope
I'm just curious who's joke this is. They deserve props.

That was mine. I couldn't resist!

Dataphiles

Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

Buff-Bot has the 'Always Prepared' Ally boon where he can get some info from Celita at the start of a combat to get +4 to initiative before rolling, or +2 after rolling. The bonus is untyped, so it should stack with the bonus from Tactical Preperations. I'd like to use that at the beginning of the next combat for +4 to initiative, as well as popping the Tactical Preperations to give everyone +2 to initiative. Last but not least, while there is little chance of this working I feel like I'd be stupid if I didn't at least try...

For HMM's eyes only:
I have the Fast Talk feat which can possibly give the party a surprise round against 1 foe in a combat. If we are fighting a big baddie, I want to try to bluff him into starting a monologue for us to interrupt. In order to avoid messy waiting and/or retconning, if the opportunity presents itself, can you paste the following in on my behalf? Tag brackets omitted for copying. Will need to be re-added to paste.

Buff-Bot gives an unnervingly exaggerated wink to his compatriots before addressing their foe.

b] smaller]IS THIS THE PART WHERE YOU INFORM US THAT WE ARE 'BENEATH YOU' AND THAT 'YOU ARE A GOD' ET CETERA, ET CETERA? /B] /SMALLER]

dice=Bluff (Fast talk, 1 RP)]1d20+17[/dice

Scarab Sages

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A small courier droid swoops by and drops of a coupon which can be redeemed for a variety of useful things for the Starfinder on the go

Not transferable for credits, no money back, same day delivery

You've received an Aid token

Second Seekers (Jadnura)

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N Host Shirren Mystic (SF Data Jockey) 4/Soldier 1/Biohacker (Medic) 2 | DR 5/- | SP 22/50 HP 49/49 RP 4/7 | EAC 19; KAC 20 | Fort +7; Ref +7; Will +10 | Init: +6 | Perc: +15, SM: +13 | Speed 30' Fly 30' (Average, Jetpack) | Biohacks: 1/5 Spells: 1st 4/4, 2nd 0/3 | Active conditions: None.
Quote:
That was your attack of opportunity, wasn't it? That leaves me free to cast a spell!

I lol'ed at that one. Watch out guys this jinsul has the Special Ability

Order of the Stick (Su) The creature is aware that it exists inside an RPG.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

Well, I am getting punchy. It’s been a long special, and I need the humor.

For this next combat, I need to know about some of the boons you have slotted. Here’s what they are, and what they will do for you. This is also repeated under spoilers in the section at the top of the campaign, because that’s the kind of GM I am. I want you to use your boons! So tell me what you’ve got!

High Society Influence (Iteration-177) Ally boon:
Ailuros grants the PC some of their little remaining magical energy. Up to three times during the encounter, the PC can cast dimension door as a spell-like ability, using their character level as their caster level.

Iteration-177's Attention Ally boon:
The divine herald suffuses the PC's memory with divine power, manifesting as a magical effect for the duration of the encounter.

Choleric memories grant the benefit of resistant armor.

Melancholic memories grant all of the PC's weapons the benefits of the frost weapon fusion.

Phlegmatic memories grant the benefit of shield other, with Ailuros taking half the damage (up to 100 damage before they collapse).

For sanguine memories the PC can gain the benefits of greater remove condition at the start of their turn up to three times during the combat.

Surviving Companion boon:
The alien creature accompanying you decides to curiously inspect the devices. You can reroll one skill check to interface with the devices during the course of this encounter, as your alien companion inadvertently assists you with its meddling.

Dataphiles

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Male CN Ysoki Mechanic 8 | SP 56/56 HP 50/50 | RP 10/10 | EAC 26 KAC 27 | Fort +7; Ref +11; Will +2 | Init: +5 | Perc: +14, SM: +0 | Speed 30ft | Laser (14/20) (8/20) Pulse (17/20) Disintegrator (40/40) | Active conditions: Fire Resist (8), DR 5/-, +2 vs spells/spell-abilities

Raatchet has the following:

  • Iteration-177's Attention Ally boon - melancholic
  • Surviving Companion

  • Second Seekers (Luwazi Elsebo)

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    Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

    Of those boons here is what I have:
    Iteration-177’s Attention [Sanguine]
    Surviving Companion

    Second Seekers (Luwazi Elsebo)

    1 person marked this as a favorite.
    Male Vesk Icon Soldier 6/Vanguard 3 | SP 36/81 HP 69/69; DR 9/-, resist 5 fire, 5 cold, 10 electricity | RP 6/10; EP 1 | EAC 24*; KAC 26* (*-1 if no EP) | Fort +10, Ref +9, Will +8 (+2 Fear) | Init +2 | Perc/SM +0 | Speed 30 ft. | Charges pike 36/40,U2; caster 38/40,U2

    As a quick bit of help, here are the boons with links to the the spells and options in those boons:

    High Society Influence (Iteration-177) Ally boon:

    Ailuros grants the PC some of their little remaining magical energy. Up to three times during the encounter, the PC can cast dimension door as a spell-like ability, using their character level as their caster level.

    Iteration-177's Attention Ally boon:

    The divine herald suffuses the PC's memory with divine power, manifesting as a magical effect for the duration of the encounter.

    Choleric memories grant the benefit of resistant armor.

    Melancholic memories grant all of the PC's weapons the benefits of the frost weapon fusion.

    Phlegmatic memories grant the benefit of shield other, with Ailuros taking half the damage (up to 100 damage before they collapse).

    For sanguine memories the PC can gain the benefits of greater remove condition at the start of their turn up to three times during the combat.

    Surviving Companion boon:

    The alien creature accompanying you decides to curiously inspect the devices. You can reroll one skill check to interface with the devices during the course of this encounter, as your alien companion inadvertently assists you with its meddling.

    Dataphiles

    1 person marked this as a favorite.
    Android Envoy 8 HP 51/52 RES 9+1/10 STAM 48/48 Speed 30ft Init 7 KAC 23 EAC 22 Fort 3 Ref 9 Will 6 Resistances: E10, F5, C5

    I have the Surviving Companion Cpt. Baby Sharktopus boon.

    Also as noted earlier, I'll be using my Always Prepared (Ally) Boon for +4 to initiative thanks to a tip from Celita.


    1 person marked this as a favorite.
    "Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps
    Ivok Dracusk wrote:
    As a quick bit of help, here are the boons with links to the the spells and options in those boons:

    Thanks for this. I added them into the campaign information at the top of the page for ready reference!

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