The Dire GM's [SFS] #2-10: Corporate Interests (OutPost III 2020) (Inactive)

Game Master CanisDirus

SFS PbP - Corporate Interests (Tier 3-6)

GM Notes:
Perception
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Initiative
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Corporate Interests(SFS) Maps & Handouts


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Wayfinders

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Your shuttle pilot tells you to get some rest since you'll be flying for 1d6 ⇒ 6 days to your next destination. During the trip, your briefing plays:

02 - Intermission / Briefing Ambient - The Division Gamerip - Track 108

"I need you back on Absalom Station.

AbadarCorp has placed its faith in the Society to ensure that a potential ally safely reaches the Golden Vault. The target, Tharsa (image file attached), promotes weapons-trade philosophies that conflict directly with the interests of criminal weapons dealers. Tharsa is unquestionably a target of black-market merchants who may attempt to intercept her before she reaches AbadarCorp.

“In order to avoid unwanted attention, Tharsa is arriving on a commercial starliner. While this keeps his arrival time a mystery to others, it leaves her vulnerable from the moment she steps out the gate. You’ll retrieve Tharsa at her gate as she arrives at Absalom Station and escort her to the Golden Vault. Keep a low profile while doing so, and do not draw any attention to Tharsa’s arrival. Try to address threats before they become a problem. If you must protect Tharsa, avoid an extended engagement. Remember that the gate is a public space, and anyone present could be there to intercept Tharsa. AbadarCorp is relying on your foresight and discretion, Starfinders—do not fail them.”"

—Venture-Captain Naiaj

Wayfinders

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Soundtrack 03 - Gate 83 Looking Around - Die Hard 2 OST - Colonel Stuart

Absalom Station has a several bustling spaceport gates that constantly receive and launch starships. The ease of Drift travel to Absalom means that ports are always active, but the density at gates tends to be highest just prior to boarding. As Gate 83 is expecting the arrival of Tharsa’s liner, the area should be minimally populated aside from others also receiving arrivals at the gate. For a gate with no imminent departures, Gate 83 is bustling.

The constant hum of chatter surrounds Gate 83, which is located between two other gates at the end of a long terminal corridor. Passengers sprawl across seats near the gate, perusing nearby kiosks, or leaning idly against the decorative plants surrounding a holo-statue of a starliner. Passengers from other starliners pass back and forth along the walkways. Two gate attendants stand at the computers in front of the gate while employees dressed in dark-blue uniforms with insignia of Absalom Station walk purposefully throughout the port.

Because you just arrived yourselves, you have a limited amount of time to secure the area, assess possible threats, and interact with identified potential targets.

GM Instructions:
Each of you can investigate one area at a time, as we are now in a kind of "social rounds" as it were.

People are congregated in the following areas:

A - Seating Areas: The rows of seats are back to back, with half facing the gate. The seats are half filled with passengers and mostly in small clustered groups. A few people sit on their own, likely waiting for an arrival from the incoming starliner.

DC 15 Perception Check:
You note a human man wearing some peculiar headgear among the smattering of civilians. The man’s mask covers his eyes, but he appears to be dozing based on how his head droops and snaps up.

Follow-up check: DC 16 Engineering to open the spoiler below

Spoiler:
The mask is a low quality vision aid and a gas mask that provides sense through (vision [smoke only]). You think you or one of your teammates could try to disable the mask in a later round with a combination of Stealth and Engineering checks.

B - Information Kiosk:The kiosk contains travel advertisements and informational pamphlets about Absalom Station.

There are two humans, one female and one male, standing at the kiosk. One is looking at a guidebook for Bretheda and the other has a pamphlet for shopping locales on Absalom Station. They both speak to one another. If you investigate this area, you can try to listen in.

DC 23 Mysticism Check:
You identify the muttering as a religious blessing, and can ask the woman about it, if you'd like.

DC 20 Perception Check:
The man is muttering while reading, but is actually whispering into an earpiece. He keeps asking things like “What’s the plan?” or “Anyone there? Who am I meeting?” and he mutters that his communicator is not working when approached by others. You think you or one of your teammates could try and trick him in a later round into thinking his mission has been canceled with a Bluff check.

C - Holo-Statue: The pedestal is projecting a blue holographic image of the newest starship models. Decorative plants surround the holo-statue.

There are several passengers leaning against the planters around the holo-statue, and one human employee. The employee is tending to the plants around the holo-statue.

DC 18 Life Science Check:
The man is incorrectly trimming the plants and clearly has no idea what he's doing.

DC 18 Culture Check:
The man's uniform is makeshift and inauthentic.

If you succeeded at either/both of the above two checks:
You think that you or one of your teammates could try and confront him in a later round with an Intimidate check into scaring him away from the gate.

D - Gate Desk: Two port employees stand at the desk in front of a large holographic screen that displays the gate’s schedule.

A passenger is attempting to get assistance from the human male gate attendant. The other gate attendant is scribbling notes next to a dossier of flight information in a non-Common language.

DC 20 Culture Check:
The language is Akitonian, and that the notes are benign specs about shifts and crew on flights, along with her own snide commentary about the annoying parts of her job, which reveals that she is not a mercenary.

DC 18 Sense Motive:
The human woman standing in front of the desk claims she is just getting a better look at the gate schedule when the gate attendants ask if they can assist her. You can tell that this is a lie and that the woman’s true focus is on the nearby gate doors. At the back of her waist is an obvious small firearm. You think that you or one of your teammates could try to steal that firearm in a later round with a Sleight of Hand check.

Social Round 1: The whole party is up!
Map is updated!

Exo-Guardians

Female (sterile) NG formian tempered pilgrim solarian 5 | SP 40/40 HP 39/39 | RP 4/5 | EAC 20; KAC 22 | Resist 5:Sonic | Fort +4; Ref +3; Will +3 | Init: +2 | Perc: +5, SM: +0, Blindsense (scent) 30' | Speed 25ft (30' fly with jump jets) | limited telepathy | Active conditions: Stellar Mode: OOO. Shirt Reroll Not used

Kitkul wanders up to the holo-statue, looking over it, and the topiary around.

Culture + Sidereal culture: 1d20 + 10 + 1d6 ⇒ (20) + 10 + (6) = 36

Over comms,"One thinks the gardener's uniform is quite.....bad...probably somebody that oneself will consider a threat. O...I plan on making certain he isn't here to cause issues..."

Dataphiles

Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None

Do I need to do anything to resolve my Dexterity damage, or does that wear off on its own?

Flenn goes and sits down in the seating area, trying to look discrete as best he can. "Okay ... Well, this should be interesting."

Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Engineering: 1d20 + 12 ⇒ (19) + 12 = 31

Over comms, "We got a bloke in a gas mask over in the seating area. Don't know what's up with that, but one of us could probably disable it ... sneaky-like, if you're so inclined. But sneaky ain't really my game."

Wayfinders

Male LG ysoki priest soldier 5/envoy 1 | Speed 40ft 35ft. (armor) | Active conditions: None.

In an effort to uncover information, Lightfoot heads to the information kiosk. There he keeps his ears open.

Mysticism: 1d20 + 9 ⇒ (7) + 9 = 16
Perception: 1d20 + 5 ⇒ (10) + 5 = 15

"There does not appear to be anything out of the ordinary here." he reports over the comm unit.

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

Lynn sees that the others are checking the other locations out and decides to skip over to the Gate Desk and see if she can learn anything there.

Culture: 1d20 + 13 ⇒ (7) + 13 = 20
Sense Motive: 1d20 - 2 ⇒ (1) - 2 = -1

Everything there looks to be in order, so when she returns back to the group she comments "The gate attendants seem alright to me! One looks like she could use a vacation, while the other's too busy dealing with customers."

To Flenn, she quietly asks "Does that gas mask person look suspicious though? If so, maybe I can get over there while invisible and fiddle with the mask that way?"

Wayfinders

| ES (0/10) | SP 42/42 | HP 40/40 | RP 7/7 | EAC 23 KAC 24 | Fort +6 Ref +11 Will +5 | Init +6 Perception +12; Darkvision | Speed 30 | Energy shield (ES) inactive, memory module inactive, combat tracking active (red) | Female Human Ace Pilot Mechanic 6

Kaylee is too bright and flashy to do the stealth thing either so she'll join Lightfoot at the info kiosk.

Perception: 1d20 + 11 ⇒ (18) + 11 = 29

She takes a few steps away then radioes you all through her comms. "Got a guy over here talking into an earpiece asking "what's the plan" and "who am I meeting?" and complaining about buggy coms gear. Anybody good at spinning tales? Maybe you could bluff him into leaving while we escort our person out of here?"

Wayfinders

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Flenn wrote:
Do I need to do anything to resolve my Dexterity damage, or does that wear off on its own?

Ability damage goes away on its own at a rate of 1 per day of rest (faster with medical attention), so you're back to full!

---

Once HK does their investigation, you can all decide how you want to handle any threats you've identified so far (and yes, anything under spoilers that indicates actions can be taken are indeed threats that you do identify).

Feel free to begin Social Round 2 as soon as HK posts, either with followup investigations or "actions" to deal with potential threats (since I'm about to head to bed - this way the game keeps moving and I'll update once I'm awake again later)!

PS feel free to open spoilers for things your teammates succeeded at so far:
- A (Perception/Engineering)
- B (Perception)
- C (Culture)
- D (Culture)

Dataphiles

Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None

Flenn shrugs. "Looks like he's takin' a bloody nap, to be honest, so not necessarily suspicious ... aside from wearin' a gas mask around. But hey, who am I to judge?"

Acquisitives

Android mechanic 6 EAC15 - KAC17 | SP36/36 HP38/38 RP7/7 | Init +8 | Perc +12 SM -2| F +5, R +13, W +3

sorry, I miss somehow to update this game :(

C - Holo-Statue:
DC 18 Life Science Check: 1d20 + 11 ⇒ (16) + 11 = 27
DC 18 Culture Check: 1d20 + 12 ⇒ (6) + 12 = 18

HK decides to investigate the area around the holo-statue with Kitkul.

KH confirms Kitkul's doubts about the gardener and how they could confront him.

Wayfinders

Male LG ysoki priest soldier 5/envoy 1 | Speed 40ft 35ft. (armor) | Active conditions: None.
Kaylee Kanta wrote:
"Anybody good at spinning tales? Maybe you could bluff him into leaving while we escort our person out of here?"

"My devotion is Sarenrae, whose light illuminates the darkness. I am a bearer of light, not deceit." Lightfoot replies into the comm, attempting to not sound too displeased by the suggestion. "Perhaps, if we shed light on his situation, let him know his attempt at misdeeds has been discovered and that he and any companions have no hope of success, then he may well repent and see, by such illumination, the error of his ways?"

Lightfoot is willing to try Diplomacy, even Intimidation if he must, but not Bluff.

"If, he is communication with others, they are most likely nearby." reflects Lightfoot, as he considers the man in the mask.

The ysoki attempts to approach the masked man quietly.
Stealth: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14

He then tries to disable the mask.
Engineering: 1d20 + 10 ⇒ (5) + 10 = 15

Exo-Guardians

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Female (sterile) NG formian tempered pilgrim solarian 5 | SP 40/40 HP 39/39 | RP 4/5 | EAC 20; KAC 22 | Resist 5:Sonic | Fort +4; Ref +3; Will +3 | Init: +2 | Perc: +5, SM: +0, Blindsense (scent) 30' | Speed 25ft (30' fly with jump jets) | limited telepathy | Active conditions: Stellar Mode: OOO. Shirt Reroll Not used

Kitkul leans in real close to the 'gardener' and telepathically says to the 'gardener'

"You know, I will do something like what you are doing to those poor defenseless shrubberies if you are here to attack our contact. You better run little person, or else I will snip off your head and use it as a soccer ball...."
Intimidate: 1d20 + 8 ⇒ (15) + 8 = 23

And with that, it will clack its mandibles once or twice kinda close to the persons ear.

Wayfinders

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Social Round 2: Flenn, HK, Kaylee, and Lynn can still take actions!

Wayfinders

1 person marked this as a favorite.
Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

Lynn heads to the information kiosk to see if she can find anything that Lightfoot missed.
Mysticism: 1d20 + 9 ⇒ (17) + 9 = 26

She approaches the woman and taps her on the shoulder. "Hi there! I thought I just heard a prayer to Triune, or was that Talavet? Are you maybe a mystic of some kind?" Though her questions are nosy, she relies on her irrepressibly sunny disposition to win the woman over.

Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24

Wayfinders

| ES (0/10) | SP 42/42 | HP 40/40 | RP 7/7 | EAC 23 KAC 24 | Fort +6 Ref +11 Will +5 | Init +6 Perception +12; Darkvision | Speed 30 | Energy shield (ES) inactive, memory module inactive, combat tracking active (red) | Female Human Ace Pilot Mechanic 6

Kaylee will join Lightfoot again in trying to work on the gas mask quietly...

stealth: 1d20 + 3 ⇒ (19) + 3 = 22
Engineering: 1d20 + 14 ⇒ (13) + 14 = 27

Dataphiles

Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None

Looks like we still need to make a Sense Motive roll at the Gate Desk. I'm not really equipped for that, but ...

Sense Motive: 1d20 + 0 ⇒ (17) + 0 = 17
Eh, was close ...

Acquisitives

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Android mechanic 6 EAC15 - KAC17 | SP36/36 HP38/38 RP7/7 | Init +8 | Perc +12 SM -2| F +5, R +13, W +3

HK approaches the man near the kiosk.

Conspiracy tone: Mission Cancelled, Repeat, Mission Concelled

Bluff: 1d20 - 1 ⇒ (11) - 1 = 10

Wayfinders

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Soundtrack 03 - Gate 83 Looking Around - Die Hard 2 OST - Colonel Stuart (Correct link this time)

Seating Area: Lightfoot and Kaylee cover for one another and quietly disconnect key wires in the merc's gas mask. You can both see that this man has weapons hidden under his long coat, as well (but cannot disarm him without waking him.

Green icon on the map

Information Kiosk: The woman turns to Lynn with a bright smile on her face. "Oh, you caught my little prayer to the Triune? I get nervous every time I'm about to take a starliner through the Drift, so I always mutter that one exactly nine times - three times three, while browsing for something to read during the trip!"

The suspicious man is muttering so much that he doesn't even seem to notice HK.

Red icon on the map

Holo-Statue: The (falsely) uniformed gardener gulps as little beads of sweat start to form on his brow due to some unseen malady that suddenly befell him. He stows his gardening tools in a cart and hurries away towards a maintenance door.

Yellow icon on the map

Gate Desk: Flenn notices nothing out of the ordinary.

-----

Just then, one of the gate attendants calls over the intercom. "Attention ladies and gentlemen, flight 762 from the Idari has completed its docking procedures, and first class passengers are now disembarking. We estimate boarding for return flight 763 to the Idari by way of Akiton to begin in approximately 45 minutes."

-----

One last social round, and place your mini where you are taking your actions! If taking no actions, place your minis where you want to be when the passengers begin to enter the terminal from Gate 83 (Area D)!

Social Round 3: The whole party is up!
Map is updated!

Wayfinders

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Male LG ysoki priest soldier 5/envoy 1 | Speed 40ft 35ft. (armor) | Active conditions: None.

Realizing that the kasatha he and his allies have been sent to escort will soon be arriving, Lightfoot heads to the gate.

Two port employees stand at the desk in front of a large holographic screen that displays the gate’s schedule.

A passenger is attempting to get assistance from the human male gate attendant. The other gate attendant is scribbling notes next to a dossier of flight information in a non-Common language.

Culture: 1d20 + 7 ⇒ (15) + 7 = 22

Having glanced at the notes scribbled by the gate attendant, he that the notes are benign specs about shifts and crew on flights, along with her own snide commentary about the annoying parts of her job, which reveals that she is not a mercenary.

Sense Motive w/expertise: 1d20 + 5 + 1d6 ⇒ (19) + 5 + (4) = 28

He is alarmed, however, when he spies he human woman, engaging in deception and concealing a firearm at the back of her waist. He moves to intercept her. As he does, he mentions into his comm unit, "The human woman, by the gate, is almost certainly one of the prospective assailants. She has a weapon at the ready near the back of her waist and should be disarmed if there is time. Regardless, I am moving to intercept her."

Wayfinders

1 person marked this as a favorite.
Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

Lynn claps happily and says "I can understand that! Triune brought such a miracle for us, making interstellar travel so convenient, but even I wish it was a little safer. Just last week I was relieved when my mission was cancelled so I wouldn't have to take a trip out into the Vast. I've heard the chances of something going wrong go up drastically if you have to travel out that far." Her emphasis on the words in the middle is accompanied by a surreptitious nod to the nearby suspicious man.

Bluff to convince Mr. Suspicious: 1d20 + 10 ⇒ (18) + 10 = 28

Wayfinders

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Lightfoot has enabled anyone who wants to, to attempt a Sleight of Hand check at the gate.

Pink/Purple icon

Lynn catches the man's attention in the Kiosk and he gives her a friendly wink and a nod before paying for an energy drink and also wandering out, in a direction away from the gate!

Map updated!

Exo-Guardians

Female (sterile) NG formian tempered pilgrim solarian 5 | SP 40/40 HP 39/39 | RP 4/5 | EAC 20; KAC 22 | Resist 5:Sonic | Fort +4; Ref +3; Will +3 | Init: +2 | Perc: +5, SM: +0, Blindsense (scent) 30' | Speed 25ft (30' fly with jump jets) | limited telepathy | Active conditions: Stellar Mode: OOO. Shirt Reroll Not used

Kitkul moves to stand near the Holo-Statue, ready to move wherever there is a hostile threat.
I would say I am readying an action...but that can't happen while not in combat....so instead

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Acquisitives

Android mechanic 6 EAC15 - KAC17 | SP36/36 HP38/38 RP7/7 | Init +8 | Perc +12 SM -2| F +5, R +13, W +3

Can we do the a Sleigh of Hand untrained?

Exo-Guardians

Female (sterile) NG formian tempered pilgrim solarian 5 | SP 40/40 HP 39/39 | RP 4/5 | EAC 20; KAC 22 | Resist 5:Sonic | Fort +4; Ref +3; Will +3 | Init: +2 | Perc: +5, SM: +0, Blindsense (scent) 30' | Speed 25ft (30' fly with jump jets) | limited telepathy | Active conditions: Stellar Mode: OOO. Shirt Reroll Not used

Trained only....hence why I am just preparing for the worst....Kitkul has no business trying to pick somebodies pocket :-)

Dataphiles

Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None

Flenn activates his environmental seals, against whatever threat the guy in the gas mask has planned, then heads over toward the gate area, since he seems to be the only person with experience picking pockets.

Sleight of Hand: 1d20 + 1 ⇒ (12) + 1 = 13

Perhaps there's remaining nerve damage from his cold-based injuries on the last mission, or maybe it's just hard to pick pockets while wearing heavy armor. Either way, he clearly doesn't have as much experience as he'd like to think.

Dataphiles

Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None

Doh! Just realized that I could have used Overload instead of a futile Sleight of Hand check. Just throwing that out, in case any other mechanics are looking for something to do this round. ;)

Dataphiles

Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None

Also, can I go ahead and designate this one with the weapon as my combat target before things hit the fan, or do I need to wait until we are in initiative?

Acquisitives

Android mechanic 6 EAC15 - KAC17 | SP36/36 HP38/38 RP7/7 | Init +8 | Perc +12 SM -2| F +5, R +13, W +3

Overlaod duration is only 1 round :(

Exo-Guardians

Female (sterile) NG formian tempered pilgrim solarian 5 | SP 40/40 HP 39/39 | RP 4/5 | EAC 20; KAC 22 | Resist 5:Sonic | Fort +4; Ref +3; Will +3 | Init: +2 | Perc: +5, SM: +0, Blindsense (scent) 30' | Speed 25ft (30' fly with jump jets) | limited telepathy | Active conditions: Stellar Mode: OOO. Shirt Reroll Not used

Since Kitkul was told that it sounds like a smoke grenade might be used, Kitkul will use its time moving into position to also activate its environmentals.

Dataphiles

Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None

Right, but given that I suspect she's about to notice I was trying to steal the gun, I'm expecting her to try to use it in the following round.

Wayfinders

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Flenn wrote:
Also, can I go ahead and designate this one with the weapon as my combat target before things hit the fan, or do I need to wait until we are in initiative?

Sure.

Quote:
Doh! Just realized that I could have used Overload instead of a futile Sleight of Hand check. Just throwing that out, in case any other mechanics are looking for something to do this round. ;)

Unless it's analog :P Either way, that's not really a pre-combat option per Naiaj's briefing.

Because I'm about to be offline for several hours but want to make sure we finish, I'm going to bot Kaylee and HK having them take up position and activate combat tracking on their closest foes, pending if either one beats my next post coming in a few minutes!

Wayfinders

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Just as Flenn reaches for the gun at the back of the merc's belt, his hand slips. As she turns to face him, a chime sounds over the gate as Tharsa, the kasatha you were sent to escort enters the terminal. Upon seeing her, all four of the mercs you ID'd (with varying reaction timems due to distracting actions you took) draw weapons, (either a sonic pistol and a smoke grenade, or a carbon steel curve blade) causing people to scream and go scurrying for cover!

Soundtrack 04 - Gate 83 Shoot Out - Die Hard 2 OST - Church Sentry Fight

Initiative:
Flenn: 1d20 + 3 ⇒ (14) + 3 = 17
HK: 1d20 + 7 ⇒ (18) + 7 = 25
Kaylee: 1d20 + 6 ⇒ (16) + 6 = 22
Kitkul: 1d20 + 2 ⇒ (1) + 2 = 3
Lynn: 1d20 + 7 ⇒ (11) + 7 = 18
Lightfoot: 1d20 + 6 ⇒ (1) + 6 = 7
Purple Merc: 1d20 + 5 ⇒ (8) + 5 = 13
Green Merc: 1d20 + 5 ⇒ (2) + 5 = 7 Visor disabled 4 rounds, Zzz = Last in order
Red Merc: 1d20 + 5 ⇒ (8) + 5 = 13 Staggered 1d4 ⇒ 2 rounds
Yellow Merc: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13 Sickened 1d4 ⇒ 4 rounds

Special Note: The whole terminal is now full of screaming and panicking civilians. You can take a voluntary -2 to ranged attacks to purposely avoid any risk of striking a bystander, but that choice is entirely up to you!

ROUND 1
HK (0 Damage) (Combat tracking Red)
Kaylee (0 Damage) (Energy Shield 9, Combat tracking Green)
Lynn (0 Damage)
Flenn (0 Damage) (Energy Shield 8, Combat tracking Purple)
Purple Merc (0 Damage)
Yellow Merc (0 Damage) (Sk4)
Red Merc (0 Damage) (St2)
Lightfoot (0 Damage)
Kitkul (0 Damage)
Green Merc (0 Damage) (Zzz + V4)
Tharsa (0 Damage)
ROUND 2

HK, Kaylee, Lynn, and Flenn are up!
Map is updated!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

(Kaylee's player asked me to bot her if we needed her to do anything before late-night tonight, so...)

Kaylee opens up on the dozing (Green) merc with her nonlethal rifle!

Pulsecaster Rifle: 1d20 + 7 + 1 - 4 ⇒ (2) + 7 + 1 - 4 = 6 vs. EAC
Nonlethal Electricity Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Pulsecaster Rifle: 1d20 + 7 + 1 - 4 ⇒ (11) + 7 + 1 - 4 = 15 vs. EAC
Nonlethal Electricity Damage: 1d6 + 5 ⇒ (3) + 5 = 8

...striking him once because she caught him flat-footed!

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

Weird, I expected our actions would result in the mercs being out of the picture entirely, but instead it looks like we achieved nothing? Even the ones that left are back. :( Kinda wish I just had Lynn stay next to the terminal entrance.

Lynn rushes out of the room and towards Tharsa. (Double move)

Over comms to the rest of the team, she whispers "Ooh, this is bad! Someone help get Tharsa closer to me. I'll make her invisible to help get her out of here!"

Dataphiles

Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None

I activated my environmental seals, not my energy shield. If given the option to activate my energy shield in time, like with my combat tracking, I would have before going into the first round, but I didn't actually think to specify that.

Flenn makes a Guarded Step, pulling a chair over and sitting it next to a console at the Gate, creating a barricade that provides some cover for Tharsa. "Tharsa, get behind this!" he barks to her.

Temporary cover indicated by brown square on the map.

As he completes this action, he turns his attention from Tharsa, trusting Lightfoot to focus on her. His called pulsecaster rifle appears in his hands. "Stand down, or this is going to go bad for you ..." The pulsecaster rifle has his bayonet bracket - along with his tactical spear - mounted on it, pointed in the purple merc's face.

Move: Guarded Step. Standard: Barricade Move action to create cover. Swift: summon called weapon. Reaction: threatening purple w/ AoO

If AoO reaction is triggered:
tactical spear attack: 1d20 + 3 ⇒ (8) + 3 = 11
tactical spear damage: 1d6 + 3 ⇒ (6) + 3 = 9 P

Acquisitives

Android mechanic 6 EAC15 - KAC17 | SP36/36 HP38/38 RP7/7 | Init +8 | Perc +12 SM -2| F +5, R +13, W +3

HK had no relevant skills for the last part, sorry

HK shoots at the merc it's tracking.

Protocols activated. Termination in order.

Staccato Rifle vs EAC (Deadly Aim): 1d20 + 11 - 2 - 4 ⇒ (17) + 11 - 2 - 4 = 22
Damages, So: 1d10 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Staccato Rifle vs EAC (Deadly Aim): 1d20 + 11 - 2 - 4 ⇒ (16) + 11 - 2 - 4 = 21
Damages, So: 1d10 + 6 + 2 ⇒ (3) + 6 + 2 = 11

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout
LINE-04 "Lynn" wrote:
Weird, I expected our actions would result in the mercs being out of the picture entirely, but instead it looks like we achieved nothing? Even the ones that left are back. :( Kinda wish I just had Lynn stay next to the terminal entrance.

I agree with you, and that is something that GMs sadly can't alter from the scenario other than starting position and listed conditions - although it does give you all a big advantage.

Flenn wrote:
I activated my environmental seals, not my energy shield. If given the option to activate my energy shield in time, like with my combat tracking, I would have before going into the first round, but I didn't actually think to specify that.

Mis-read on my part, sorry about that!

I also forgot something when botting Kaylee but won't penalize her for my mistake. Next GM post coming shortly!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Kaylee hits the flat-footed Green merc while HK blasts the Red one. Lynn runs closer to the fray and Flenn provides cover (literally) for Tharsa!

The Purple merc, seeing that she's cut off from her target, draws her curve blade and attacks Flenn!

Carbon steel curve blade: 1d20 + 9 ⇒ (17) + 9 = 26 vs. KAC
Slashing Damage: 1d10 + 7 ⇒ (2) + 7 = 9

The Yellow merc, while still shaken from Kitkul's threat, draws his pistol and grenade while approaching, then throws a smoke grenade nearer to the Green merc - the one theoretically able to ignore it!

Smoke grenade: 1d20 + 10 - 2 - 2 ⇒ (14) + 10 - 2 - 2 = 20
Note: 20 foot radius of Smoke from indicated marker!

The Red merc, staggered with confusion, is only able to draw his weapons (pistol and grenade) and nothing else this round.

ROUND 1
Lightfoot (0 Damage)
Kitkul (0 Damage)
Green Merc (8 Damage) (V4)
Tharsa (0 Damage)
ROUND 2
HK (0 Damage) (Combat tracking Red)
Kaylee (0 Damage) (Energy Shield 9, Combat tracking Green)
Lynn (0 Damage)
Flenn (-9 SP) (Combat tracking Purple)
Purple Merc (0 Damage)
Yellow Merc (0 Damage) (Sk3)
Red Merc (29 Damage) (St1)

Special Note: The whole terminal is now full of screaming and panicking civilians. You can take a voluntary -2 to ranged attacks to purposely avoid any risk of striking a bystander, but that choice is entirely up to you!

Soundtrack 04 - Gate 83 Shoot Out - Die Hard 2 OST - Church Sentry Fight
Lightfoot and Kitkul are up!
Map is updated!

Wayfinders

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| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Prerolling something: 1d20 ⇒ 1

Well! In that case, let's speed this along!

Lightfoot and Kitkul would be up, but then here's what happens next!

The Green merc laughs and moves into the smoke grenade cloud while drawing his weapons, confident in his visor...fails his fortitude save since he didn't realize his visor was sabotaged, and stands there coughing, losing the rest of his turn!

Tharsa nods to Flenn and gets behind his barricade, in Total Defense!

To speed things up I'm going to tweak the initiatives a bit.

ROUND 1
Lightfoot (0 Damage)
Kitkul (0 Damage)
Tharsa (0 Damage)
ROUND 2
HK (0 Damage) (Combat tracking Red)
Kaylee (0 Damage) (Energy Shield 9, Combat tracking Green)
Lynn (0 Damage)
Flenn (-9 SP) (Combat tracking Purple)
Purple Merc (0 Damage)
Yellow Merc (0 Damage) (Sk3)
Red Merc (29 Damage) (St1)
Green Merc (8 Damage) (V3, Coughing)

Special Note: The whole terminal is now full of screaming and panicking civilians. You can take a voluntary -2 to ranged attacks to purposely avoid any risk of striking a bystander, but that choice is entirely up to you!

Soundtrack 04 - Gate 83 Shoot Out - Die Hard 2 OST - Church Sentry Fight
The whole party is up!
Map is updated!

Wayfinders

Male LG ysoki priest soldier 5/envoy 1 | Speed 40ft 35ft. (armor) | Active conditions: None.

"Let us dispatch these persons of poor judgment with hast." Lightfoot declares as he draws his blade and corners the sole enemy combatant he can see.

Melee (dueling sword, tactical), w/flank v purple: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Damage (dueling sword, tactical with merciful fusion seal (S/NL): 1d6 + 3 + 5 ⇒ (6) + 3 + 5 = 14

Exo-Guardians

Female (sterile) NG formian tempered pilgrim solarian 5 | SP 40/40 HP 39/39 | RP 4/5 | EAC 20; KAC 22 | Resist 5:Sonic | Fort +4; Ref +3; Will +3 | Init: +2 | Perc: +5, SM: +0, Blindsense (scent) 30' | Speed 25ft (30' fly with jump jets) | limited telepathy | Active conditions: Stellar Mode: OOO. Shirt Reroll Not used

Kitkul moves forward, and then edging around the smoke as it can, it does a stellar rush at the gardener that decided to pull a weapon...

Telepathically to the gardener..."One Warned you....."

Action economy
Free: Photon attunement 1
Standard: Steller rush (only needed 15' of it)

I didn't say I had it set to stun, so taking a -4 to hit.

Solar mace (KAC): 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27 to hit.
Damage (Mostly B, a little E): 1d6 + 14 + 1 + 1d2 ⇒ (4) + 14 + 1 + (1) = 20 19 B, 1 E
Critical damage (Mostly B, a little E): 1d6 + 14 + 1 + 1d2 ⇒ (5) + 14 + 1 + (1) = 21 20 B, 1 E

Acrobatics if needed: 1d20 + 5 ⇒ (16) + 5 = 21
I might be considered going through one 5' piece of the smoke....I don't think so (I would be stating closer to the kiosks). but your call...the acrobatics should get me through

Dataphiles

Male NG half-orc cyberborn mechanic 6 | SP 37/42 HP 42/42 | RP 7/8 | EAC 22; KAC 24 | Fort +6; Ref +12; Will +3 | Init: +7 | Perc: +8, darkvision 60 ft., SM: +1 | Speed 25ft | Expendables: Thunderstrike Rifle: 40/40, Pulsecaster Rifle: 20/20, T-shirt Re-roll: 1 | Active conditions: None

Flynn shakes his head. "They never listen ..." He shrugs. "Sure they got video cameras 'round here ... so evidence that this is self-defense." He stabs at the purple merc with the spear on the bayonet of his rifle.

Tactical spear attack w/ flanking on purple: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Tactical spear damage: 1d6 + 3 ⇒ (1) + 3 = 4 P

He kicks a nearby piece of luggage over, wedging it into the turnstile near the gate entrance, providing additional cover for the assassin's target

Standard: Attack. Move: Barricade.

Wayfinders

| ES (0/10) | SP 42/42 | HP 40/40 | RP 7/7 | EAC 23 KAC 24 | Fort +6 Ref +11 Will +5 | Init +6 Perception +12; Darkvision | Speed 30 | Energy shield (ES) inactive, memory module inactive, combat tracking active (red) | Female Human Ace Pilot Mechanic 6

Kaylee keeps shooting at Green!

Pulsecaster: 1d20 + 7 + 1 - 4 ⇒ (17) + 7 + 1 - 4 = 21
NL Electric: 1d8 + 5 ⇒ (7) + 5 = 12
Pulsecaster: 1d20 + 7 + 1 - 4 ⇒ (12) + 7 + 1 - 4 = 16
NL Electric: 1d8 + 5 ⇒ (8) + 5 = 13

Wayfinders

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You're fine, Kitkul!

Smoke Miss Chance 1 for Kaylee: 1d100 ⇒ 81
Smoke Miss Chance 2 for Kaylee: 1d100 ⇒ 62

Lightfoot misses by a bit; but Kitkul, Flenn, and Kaylee land their attacks on-target!

HK and Lynn are still up!

Wayfinders

Null Android Technomancer 6 | EAC 21 KAC 22 | HP 34/34 SP 35/35 RP 9/9 | F +2 R +4 W +4 (+2 vs. disease, poison, mind-aff., sleep, blind, dazz., rad.) | Resist Fire, Cold 5 | Init +7 | Perc +0 | Spells Avail:: L1(6/6);L2(6/6) | Status: --

Lynn rushes from the holo-statue all the way over to where Tharsa is hiding, spinning and ducking around bystanders as she goes. (double move) As she moves, she takes out a small datapad and starts manipulating it without even looking down. Backing music begins to billow from her headset at a low volume.

Acquisitives

Android mechanic 6 EAC15 - KAC17 | SP36/36 HP38/38 RP7/7 | Init +8 | Perc +12 SM -2| F +5, R +13, W +3

Staccato Rifle vs EAC (Deadly Aim): 1d20 + 11 - 2 - 4 ⇒ (19) + 11 - 2 - 4 = 24
Damages, So: 1d10 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Staccato Rifle vs EAC (Deadly Aim): 1d20 + 11 - 2 - 4 ⇒ (7) + 11 - 2 - 4 = 12
Damages, So: 1d10 + 5 + 2 ⇒ (10) + 5 + 2 = 17

HK continues to shoot at its initial target.

Wayfinders

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Special % chance for HunterKiller 42-5...: 1d100 ⇒ 85

Lynn rushes up, and HK fires - the first shot hitting and the second one barely missing a mother and her child rushing to get away from the fray!

HK:
If you miss a ranged attack without taking the voluntary -2 to avoid hitting bystanders, there's a 50% chance you hit a civilian, and gain infamy. Lucky you! :P

The Yellow and Red mercs flee under the onslaught...
(41 and 37 damage, respectively)

1d20 + 6 ⇒ (19) + 6 = 25

As does the Green one, barely able to due to his coughing! (33 damage and in a bad situation)

The Purple merc, abandoned by her team, is forced to do a fighting retreat, but unless you pursue her over protecting and exfiltrating with your charge, you are now out of combat!

The work you did pre-combat did make a big difference!

After escorting Tharsa to her destniation with no other incidents, AbadarCorp is confident that the scuffle shouldn’t bring unwanted attention to Tharsa’s arrival at the Golden Vault and sends a personalized congratulatory note to each of you for your individual efforts.

You have now completed this quest! Stay tuned for the conclusion!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Soundtrack13 - Conclusion / Post-Game - The Division Survival OST - Vandra

Upon your return to the Lorespire Complex, Venture-Captain Naiaj greets each of you with a handshake for a job well done.

"I know this wasn't the mot glamorous of assignments, team, but with large as a reach as the Starfinder Society has, we need to be able to pay the bills, and sometimes that means somebody needs to fulfill...our Corporate Interests."

Thank you all for playing! In spite of how long a couple of those quests took, I hope everybody had a good time! You were a lot of fun to GM for, and had some neat and unique solutions to some of the challenges presented!

Chronicle Sheets are posted here!

Again, thank you, and please let me know if I missed anything on your (dated for the reporting date of the scenario) chronicles! :)

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