Outpost III - SFS 2-14 Data Purge (9-12) (Inactive)

Game Master Saashaa

Maps


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Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

"There are two large rats over there," kAPP comms to the group, "I advise quick engagement as we should be able to fell them quickly before this magnet stirs things up before we can manage it properly."

kAPP draws two pistols and engages his mechanic shield. Murco hoots and readies himself to dive into combat upon command.

Dataphiles

Male Damaya Lashunta Scholar (Life Science – Xenobiology) Technomancer 9 |SP: 54/54, HP: 49/49, RP: 8/12|Spell Slots Remaining Lvl 3: 2/4, Lvl 2: 5/6, Lvl 1: 5/7|EAC: 25, KAC: 26|Fort: +6, Ref: +7, Will: +7|Init: +4|Perception: +14 (+18 to search)|Speed: 30ft Land, 30ft Fly (Average Maneuverability)| Senses: Darkvision 60ft, Low-Light Vision, Limited Telepathy 30ft|

"Guys, I'm going to try and turn that magnet off. Also, be very careful, I can feel the pull even from here, it's a very strong magnet!" Valgard telepaths, and with that he walks through the air, staying well away from the magnet.

I'm 5ft away under the ceiling, and using Force Soles to walk around the magnet with a double move. I've lined in Cyan where I'm going.

Exo-Guardians

Male Korasha Lashunta Soldier (Blitz, Guard) 12 | Perception +14, darkvision 60ft., blindsense (thought) 90ft. | Initiative +8 | EAC 31, KAC 33 | Fortitude +11 (+2/6 vs poison and disease, depending), Reflex +11, Will +9 | SP 90/120, HP 88/88, RP 11/12 | Conditions: -

Rakisan follows Valgard along, also ascending to the ceiling, and keeping well away from the magnet.

<<< glee >>> maybe you should try to use the magnet to scoop out the hiding creature >>> we're going to have to deal with them anyway <<<

Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

"Operating parameters set. Murco and I will will engage these creatures once they emerge. Valgard, please proceed disabling the magnet. Everyone else, prepare for combat."

kAPP will travel down the mound of garbage to the west, Murco to the south. Both taking care not to cross the railing for the magnet.

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Killik is in position, walking on the ceiling. Could you put a link to the maps and handouts in the campaign header as well please.

Exo-Guardians

SRO Gladiator Aesthetic Warrior (Guard/Gloom Gunner) level 11 | SP: 154/154 | HP: 79/79 | RP: 11/11 | EAC 31 KAC 35 | Fort +14, Ref +8, Will +8 | Init +9 | Perc +1

Eddie jets to the mound to the south, preparing to engage the enemy.


2-01 map | 5-25 map

The magnet moves along the track again and stops above the mound below chute II. Then there is an invisible pulse...

ED Athletics: 1d20 - 2 + 18 ⇒ (7) - 2 + 18 = 23
kAPP Athletics: 1d20 + 18 ⇒ (17) + 18 = 35
Murco Athletics: 1d20 - 2 - 2 ⇒ (1) - 2 - 2 = -3

ED and Murco fly through the air and all stick to the magnet, as do any weapons they had pulled out in preparation. As a standard action, a PC can attempt an Athletics check to wrest an item or themself away from the magnet, dropping to the floor below.

My apologies, there are 4, used to running the lower tier

Meanwhile...four rats emerge out of the trash. They look like they were expecting to surprise you, but they did not.

Initiative:

ED: 1d20 + 9 ⇒ (19) + 9 = 28
kAPP: 1d20 + 8 ⇒ (11) + 8 = 19
Killk: 1d20 + 9 ⇒ (19) + 9 = 28
Rakisan: 1d20 + 8 ⇒ (2) + 8 = 10
Valgard: 1d20 + 4 ⇒ (6) + 4 = 10
1d20 ⇒ 15

Initiative wrote:


ED, Killk, kAPP
x
Rakisan, Valgard
x

Bold are up

If you approach the computer terminal:
You believe that the terminal will take about 1 minute to fully boot up. However you think that a Computers check can force a quick boot. A quick boot wouldn’t allow you access to the complete system, but it might allow the operator minor control over the magnet. After the initial computers check succeeds you would need further Computers checks to disable the magnet’s power for 1 round or reverse the direction of the magnet.

Exo-Guardians

SRO Gladiator Aesthetic Warrior (Guard/Gloom Gunner) level 11 | SP: 154/154 | HP: 79/79 | RP: 11/11 | EAC 31 KAC 35 | Fort +14, Ref +8, Will +8 | Init +9 | Perc +1

(Its got that range? I'd moved to the southeast mound)

"Zorp doovweeb norm grerrreerreeeeee!!! comes the scrambled voice modulator of Eddie as the magnet messes with his power feeds. He tries to wrestle himself free of the magnet, which is something of a bootstrap situation since hes completely made of metal.

athletics: 1d20 + 18 ⇒ (13) + 18 = 31


2-01 map | 5-25 map

ED manages to get most of his body leveraged away from the magnet only for a piece of trash to give way causing him to clink back up against the magnet again.

Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

As a scowl can be seen crossing kAPP's eyes, his armor lining begins to swiftly flash with his Haste Circut being activated.

He then releases a full attack on the lead rat:
Tunder (TS Pistol} Ranged vs EAC: 1d20 + 15 - 3 ⇒ (8) + 15 - 3 = 20
Sonic Damage: 1d8 + 6 ⇒ (3) + 6 = 9

Lightning (Pilot Handcoil) Ranged vs EAC: 1d20 + 15 - 3 ⇒ (12) + 15 - 3 = 24
Electricity Damage: 2d8 + 6 ⇒ (3, 5) + 6 = 14

After the second shot flies, He then kicks on his Jump Jets to move 20ft back up the garbage pile (Or 15 ft high with the 5ft horizontal).

Murco tries to struggle with resolve against the magnet:
Athletics Check: 1d20 - 2 - 4 ⇒ (8) - 2 - 4 = 2

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Killik looks over at the magnet with a certain amount of alarm. Activating his jetpack Killik flies to the north before landing on the ceiling and sticking to it with his new sucker like feet.

He then focuses his mind on the two rats on the trash pile below him. Whispering to them he inserts images of the Swarm into their primitive minds.

Move action to move north. Standard to cast confusion on the two rats. DC23 will save or confused

Confusion:

This spell causes confusion in all creatures in the area, making them unable to determine their actions. Any confused creature that is attacked automatically attacks or attempts to attack its attackers on its next turn, as long as it is still confused at the start of its next turn. Note that a confused creature will not make attacks of opportunity against any foe that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). For confused creatures that have not been attacked, roll on the following table at the start of each affected creature’s turn each round to see what it does in that round.

1–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 + Str modifier damage to self with item in hand.
76–100 Attack nearest creature.


2-01 map | 5-25 map

R will: 1d20 + 9 ⇒ (3) + 9 = 12
B will: 1d20 + 9 ⇒ (15) + 9 = 24

R: 1d100 ⇒ 44

One of the big rats (red) screeches while waving its head around. The other narrows it's eyes on the mental assaulter (despite kAPP's second attack giving it a little shock), retches and then spits a glob of sizzling spit at Killk.

Spit: 1d20 + 20 ⇒ (20) + 20 = 40
Acid, crit: 6d6 + 18 ⇒ (3, 3, 1, 4, 2, 3) + 18 = 34
Fort save for Killk

The other two rats retch and spit golbs at Rakisan.

Spit: 1d20 + 20 ⇒ (16) + 20 = 36
Acid: 3d6 + 9 ⇒ (5, 1, 1) + 9 = 16
Fort save for Rakisan
Spit: 1d20 + 20 ⇒ (14) + 20 = 34
Acid: 3d6 + 9 ⇒ (4, 2, 2) + 9 = 17
Fort save for Rakisan

Initiative wrote:

ED, Killk, kAPP

x
Rakisan, Valgard
x

Bold are up

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Ouch

Fortitude: 1d20 + 9 ⇒ (11) + 9 = 20
+2 vs. death effects, disease, mind-affecting effects, paralysis, poison, sleep effects, and stunning unless the effect specifies it functions against undead., +4 vs. contact and injury diseases and poisons. Not sure if any of these apply.

Exo-Guardians

Male Korasha Lashunta Soldier (Blitz, Guard) 12 | Perception +14, darkvision 60ft., blindsense (thought) 90ft. | Initiative +8 | EAC 31, KAC 33 | Fortitude +11 (+2/6 vs poison and disease, depending), Reflex +11, Will +9 | SP 90/120, HP 88/88, RP 11/12 | Conditions: -

Fortitude: 1d20 + 11 ⇒ (17) + 11 = 28 +2 if it's a poison or disease, or +6 if it's injury/contact poison or disease

Fortitude: 1d20 + 11 ⇒ (10) + 11 = 21 +2 if it's a poison or disease, or +6 if it's injury/contact poison or disease

Acid damage reduced by armor upgrade

Rakisan charges down at the purple rat. Blitz soldier 11 can attack twice at the end of a charge at -4/-4

Because of my Sonic Resonance gear boost, any creature I damage with a sonic weapon becomes flat-footed for 1 round.

attac: 1d20 + 15 ⇒ (13) + 15 = 28
sonic damage: 3d6 + 21 ⇒ (6, 6, 2) + 21 = 35

attac: 1d20 + 15 ⇒ (19) + 15 = 34
sonic damage: 3d6 + 21 ⇒ (6, 2, 5) + 21 = 34

After that Rakisan steps around to block purple's path towards Killik and the computer terminal.

Note that I have both Coordinated Shot and the Advanced Coordination gear boost. If I would give cover to a creature I threaten in melee, I don't. If I didn't give cover to begin with, allies get +1 on ranged attacks against that creature.

<<< irritation >>> what is this stuff they're spitting >>> valgard do you know >>> valgard I will try to block their access to the terminal >>> try to take control of the magnet <<<

Also note I have Step Up And Strike; if Purple tries to step away to spit again without provoking, I will follow and punish, while trying to stay away from Red.

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Killik is up on the ceiling, you dont need to get in front of me. Purple saved against one of my mind affecting spells so is at -1 to AC, attack rolls and skill checks. Its a tiny debuff but it might make a difference one day.

The red rat has succumbed to my will, try not to agitate it or to be the closest to it at any time!

Dataphiles

Male Damaya Lashunta Scholar (Life Science – Xenobiology) Technomancer 9 |SP: 54/54, HP: 49/49, RP: 8/12|Spell Slots Remaining Lvl 3: 2/4, Lvl 2: 5/6, Lvl 1: 5/7|EAC: 25, KAC: 26|Fort: +6, Ref: +7, Will: +7|Init: +4|Perception: +14 (+18 to search)|Speed: 30ft Land, 30ft Fly (Average Maneuverability)| Senses: Darkvision 60ft, Low-Light Vision, Limited Telepathy 30ft|

Valgard surveys the scene, and tries a Life Science check to remember what he can about these rats.

Life Science for the Rats: 1d20 + 19 ⇒ (6) + 19 = 25
Extra -5 DC if you class them as "Xenobiology" due to my Scholar Theme.

Valgard uses his Force Soles to walk down as a double move and end up standing next to the computer terminal to get a better look at it.


2-01 map | 5-25 map

Both Killk and Rakisan feel fine aside from sizzling acid.
It is mysicism to identify the rats.

The rat hisses as it is walloped twice by Rakisan and seems less aware of its surroundings.

The magnet moves along the track and collects some more trash at the next pile.

Initiative wrote:

ED, Killk, kAPP

x
Rakisan, Valgard
x

Bold are up

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Mysticism you say!

1d20 + 21 ⇒ (14) + 21 = 35

Just tell me interesting things if I pass.


2-01 map | 5-25 map

Poison Spit (Su) As a ranged attack, a ratspawn can emit a glob of acidic spittle that targets EAC against a target within 60 feet. As part of this action, it can spend 1 Resolve Point to mix a dose of its synthesized poison into its spittle, exposing the target to the poison on a successful attack. Synthesized poison used in this manner functions as a contact poison, regardless of its original type.

Gnaw (Su) If a ratspawn begins its turn grappling a creature that is Large or smaller, it can attempt a grapple combat maneuver as a standard action. On a success, it gnaws into the target, dealing 2d10+15 piercing damage plus 1d2 Constitution damage. The ratspawn gains 1 Resolve Point if it succeeds at this attack, up to a maximum of 10 Resolve Points

Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

Seeing how his plan to draw the rats away from the console, kAPP hops down from the heap and continues his assault on Blue. Hearing the rats behind him, a spike swiftly emerges from his armor.

Tunder (TS Pistol} Ranged vs EAC: 1d20 + 15 - 3 ⇒ (6) + 15 - 3 = 18
Sonic Damage: 1d8 + 6 ⇒ (1) + 6 = 7

Lightning (Pilot Handcoil) Ranged vs EAC[/dice: 1d20 + 15 - 3 ⇒ (14) + 15 - 3 = 26
Electricity Damage[/dice: 2d8 + 6 ⇒ (7, 8) + 6 = 21

Murco continues to struggle with resolve against the magnet:
Athletics Check[/dice: 1d20 - 2 - 4 ⇒ (17) - 2 - 4 = 11

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Killik scurries around the ceiling and focuses his mind on Purple. Images of the swarm invade its tiny consciousness, seeking to overwhelm it with horror.

Casting Mind Thrust 3 at Purple. It deals 7d10 ⇒ (4, 10, 7, 8, 5, 2, 5) = 41 damage with a DC22 will save for half.

Exo-Guardians

SRO Gladiator Aesthetic Warrior (Guard/Gloom Gunner) level 11 | SP: 154/154 | HP: 79/79 | RP: 11/11 | EAC 31 KAC 35 | Fort +14, Ref +8, Will +8 | Init +9 | Perc +1

Eddie tries to push off the magnet again. athletics: 1d20 + 18 ⇒ (5) + 18 = 23


2-01 map | 5-25 map

Purple Will: 1d20 + 9 ⇒ (17) + 9 = 26
The rats squeals again and then burrows down into the garbage pile.
No AOO, it used withdraw
The other rat scurries up next to Rakisan and bites at him
Red Bite v Rakisan: 1d20 + 23 ⇒ (6) + 23 = 29
P: 2d10 + 15 ⇒ (4, 4) + 15 = 23

The other two rats across the room scurry over to kAPP and attempt to gnaw.
Green Bite v kAPP: 1d20 + 23 ⇒ (19) + 23 = 42
P: 2d10 + 15 ⇒ (5, 6) + 15 = 26
It bites into kAPP and latches on. You are grappled

Blue Bite v kAPP: 1d20 + 23 ⇒ (9) + 23 = 32
P: 2d10 + 15 ⇒ (1, 2) + 15 = 18

Initiative wrote:

ED, Killk, kAPP

x
Rakisan, Valgard
x

Bold is up

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Red is confused so its action should be random yes? No-one has attacked it.


2-01 map | 5-25 map

Yes. I forgot
1d100 ⇒ 22
It manages to do what it did

Dataphiles

Male Damaya Lashunta Scholar (Life Science – Xenobiology) Technomancer 9 |SP: 54/54, HP: 49/49, RP: 8/12|Spell Slots Remaining Lvl 3: 2/4, Lvl 2: 5/6, Lvl 1: 5/7|EAC: 25, KAC: 26|Fort: +6, Ref: +7, Will: +7|Init: +4|Perception: +14 (+18 to search)|Speed: 30ft Land, 30ft Fly (Average Maneuverability)| Senses: Darkvision 60ft, Low-Light Vision, Limited Telepathy 30ft|

Valgard sets to work quick booting the computer.

Computers check to quick boot: 1d20 + 23 ⇒ (14) + 23 = 37

Also going to try a Mysticism check to see what they are:
Mysticism vs Rats: 1d20 + 16 ⇒ (10) + 16 = 26

Any DR/Resistances please

Exo-Guardians

Male Korasha Lashunta Soldier (Blitz, Guard) 12 | Perception +14, darkvision 60ft., blindsense (thought) 90ft. | Initiative +8 | EAC 31, KAC 33 | Fortitude +11 (+2/6 vs poison and disease, depending), Reflex +11, Will +9 | SP 90/120, HP 88/88, RP 11/12 | Conditions: -

<<< resolution >>> have to fight this rat now >>> no other nearby rats for it to fight >>> provide distraction for valgard <<<

to hit: 1d20 + 15 ⇒ (17) + 15 = 32
sonic: 3d6 + 21 ⇒ (2, 2, 6) + 21 = 31 and makes the rat flat-footed for 1 round

to hit: 1d20 + 15 ⇒ (7) + 15 = 22
sonic: 3d6 + 21 ⇒ (6, 3, 5) + 21 = 35

<<< idea >>> ignore magnet >>> focus on enemies >>> just fly when magnet drops you <<<


2-01 map | 5-25 map

Valgard tries to quick-boot the terminal and seems to have it, only to be faced with an error screen. Meanwhile, the constructed team members try unsuccessfully to pry themselves from the magnet and it continues along the track.

Yet another invisible pulse emanates from the magnet trying to draw Rakisan.
Rakisan Athletics: 1d20 + 16 ⇒ (6) + 16 = 22

The rat squeals at Rakisan's attacks and, just after, Rakisan flies to the magnet to keep ED and Murco company.

Initiative wrote:

ED, Killk, kAPP

x
Rakisan, Valgard
x

Bold is up

Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

kAPP and Murco attempt to free themselves from their dispositions:

kAPP Athletics: 1d20 + 18 ⇒ (5) + 18 = 23

Murco Athletics: 1d20 - 2 - 4 ⇒ (3) - 2 - 4 = -3

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Killik scurries across the ceiling and then jets down a little way with his jet pack. Stopping in place, he focuses his mind on the rats, trying to slow their actions.

Move and then cast slow on the rats I can reach. Each has to be within 30' so it looks like i can definately get yellow and green. I am less sure about red and purple due to different elevations, they must be within 30' of eachh other and 50' of me. I will not include the confused one regardless. DC21 will save negates


2-01 map | 5-25 map

To my knowledge, kAPP is not stuck to the magnet.

Dataphiles

Male Damaya Lashunta Scholar (Life Science – Xenobiology) Technomancer 9 |SP: 54/54, HP: 49/49, RP: 8/12|Spell Slots Remaining Lvl 3: 2/4, Lvl 2: 5/6, Lvl 1: 5/7|EAC: 25, KAC: 26|Fort: +6, Ref: +7, Will: +7|Init: +4|Perception: +14 (+18 to search)|Speed: 30ft Land, 30ft Fly (Average Maneuverability)| Senses: Darkvision 60ft, Low-Light Vision, Limited Telepathy 30ft|

kAPP is grappled by Green Rat!


2-01 map | 5-25 map

Right! While my confusion was misplaced, it was not unfounded. In Starfinder, in order to escape from a grapple one can either do a grapple maneuver or Acrobatics check. In either case, with a roll of a 6, kAPP would have failed.

kAPP struggles against the vice-like grip of the oversized rat to no avail.

Purple is out of visible range inside of the trash mound. Red is out of 30ft courtesy of elevation.
will yellow: 1d20 + 9 ⇒ (6) + 9 = 15
will green: 1d20 + 9 ⇒ (2) + 9 = 11

Both rats' movements seem to slow down.

Exo-Guardians

SRO Gladiator Aesthetic Warrior (Guard/Gloom Gunner) level 11 | SP: 154/154 | HP: 79/79 | RP: 11/11 | EAC 31 KAC 35 | Fort +14, Ref +8, Will +8 | Init +9 | Perc +1

Eddie tries to break free of the magnet again, his fists eager for rat blood! athletics: 1d20 + 18 ⇒ (4) + 18 = 22


2-01 map | 5-25 map

Eddie struggles uselessly against the pull of the magnet.

The mound next to Valgard trembles while the rat on top moves after the now stuck Rakisan. On the way it hacks a rat loogi and spits it at Rakisan.
Loogi v EAC: 1d20 + 20 ⇒ (2) + 20 = 22
The loogi goes wide.

The rat holding kAPP attempts to bite down harder.
Noms: 1d20 + 23 ⇒ (20) + 23 = 43 luckily the action is a grapple combat maneuver, so no crit, unluckily it pins kAPP...and...
P damage: 2d10 + 15 ⇒ (2, 4) + 15 = 21
and Con damage: 1d2 ⇒ 2
then I need a Fort save

The other rat nips at, the now pinned, kAPP slowly.
Noms: 1d20 + 23 ⇒ (19) + 23 = 42 ...and I guess pins him as well?
P damage: 2d10 + 15 ⇒ (10, 10) + 15 = 35

Initiative wrote:

ED, Killk, kAPP

x
Rakisan, Valgard
x

Bold is up

Exo-Guardians

Male Korasha Lashunta Soldier (Blitz, Guard) 12 | Perception +14, darkvision 60ft., blindsense (thought) 90ft. | Initiative +8 | EAC 31, KAC 33 | Fortitude +11 (+2/6 vs poison and disease, depending), Reflex +11, Will +9 | SP 90/120, HP 88/88, RP 11/12 | Conditions: -

Knowing that he'll only have a short instance to find his footing, Rakisan readies to charge the green rat when the magnet releases.

I have Force Soles II so I'll be able to walk as soon as the magnet drops me. As a Blitz soldier I can charge as a standard action, and I have 65ft speed, so moving double that on a charge should get me there.

Because I'm coming from above, I should be able to get to the green rat without moving through the blue one's threatened area.

Dataphiles

Male Damaya Lashunta Scholar (Life Science – Xenobiology) Technomancer 9 |SP: 54/54, HP: 49/49, RP: 8/12|Spell Slots Remaining Lvl 3: 2/4, Lvl 2: 5/6, Lvl 1: 5/7|EAC: 25, KAC: 26|Fort: +6, Ref: +7, Will: +7|Init: +4|Perception: +14 (+18 to search)|Speed: 30ft Land, 30ft Fly (Average Maneuverability)| Senses: Darkvision 60ft, Low-Light Vision, Limited Telepathy 30ft|

"Alright computer, I see how it is." Valgard says, gritting his teeth.

Computers vs a Stubborn Computer: 1d20 + 23 ⇒ (10) + 23 = 33

Yep, this computer is way too difficult for little old me

Valgard then steps away using his Force Soles so he doesn't become attached to the magnet.


2-01 map | 5-25 map

The magnet move over a pit of plasma and releases its hold. All things stuck to fall into the plamsa. Rakisan charges.

Initiative wrote:

ED, Killk, kAPP

x
Rakisan, Valgard
x

Bold is up

Exo-Guardians

Male Korasha Lashunta Soldier (Blitz, Guard) 12 | Perception +14, darkvision 60ft., blindsense (thought) 90ft. | Initiative +8 | EAC 31, KAC 33 | Fortitude +11 (+2/6 vs poison and disease, depending), Reflex +11, Will +9 | SP 90/120, HP 88/88, RP 11/12 | Conditions: -

Rakisan charges down;

to hit vs EAC: 1d20 + 15 ⇒ (2) + 15 = 17
sonic damage: 3d6 + 21 ⇒ (3, 1, 4) + 21 = 29 sonic

to hit vs EAC: 1d20 + 15 ⇒ (20) + 15 = 35 CRIT: green must make a DC 21 Will save or be confused for 1 round.
sonic damage: 6d6 + 42 ⇒ (1, 6, 5, 5, 4, 1) + 42 = 64 sonic

Sonic Resonance will make Green flat-footed for 1 round.

Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

As the magnet releases its hold, Murco catches himself. With a hoot, he shoots up towards the ceiling and around the room, using a boost from his jets. In position, he takes a shot:

Ranged vs Green's EAC: 1d20 + 15 - 4 ⇒ (7) + 15 - 4 = 18

kAPP then struggles against the beast:

Acrobatics: 1d20 + 18 ⇒ (16) + 18 = 34

He then runs around towards the back of the room to get out of range of the rats.

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Killick flies across the ceiling and takes a pot shot at Green.

Rifle: 1d20 + 15 ⇒ (15) + 15 = 30
Electricity and Fire Damage: 3d10 + 11 ⇒ (5, 6, 4) + 11 = 26

Exo-Guardians

SRO Gladiator Aesthetic Warrior (Guard/Gloom Gunner) level 11 | SP: 154/154 | HP: 79/79 | RP: 11/11 | EAC 31 KAC 35 | Fort +14, Ref +8, Will +8 | Init +9 | Perc +1

Eddie falls toward the ground, but he force jets at Red, his servos pressurizing the right fist and he approaches. A swirling of Nanites seems to collect on the front of the knuckles. attack against KAC: 1d20 + 18 ⇒ (13) + 18 = 31 damage: 2d6 + 29 ⇒ (1, 6) + 29 = 36


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kAPP is unable to escape the grip of the rats' jaws.

Red
The rat squeals with rage and bites at ED.
Bite: 1d20 + 23 - 4 ⇒ (1) + 23 - 4 = 20
P: 2d10 + 15 ⇒ (6, 2) + 15 = 23
Bite: 1d20 + 23 - 4 ⇒ (13) + 23 - 4 = 32
P: 2d10 + 15 ⇒ (2, 7) + 15 = 24

Purple
12d8 ⇒ (8, 6, 3, 2, 2, 5, 2, 7, 8, 3, 3, 4) = 53
The mound near Valgard shakes and rumbles as a Huge rat emerges where the previous one burrowed in. It quickly notices Valgard and nips at him.
Bite: 1d20 + 25 ⇒ (5) + 25 = 30 The rat grapples Valgard in its jaws.
P: 2d10 + 17 ⇒ (8, 9) + 17 = 34

Green
The rat releases kAPP with a screech and dives into the mound behind it. Withdraw

Blue
The rat holding kAPP attempts to bite down harder.
Noms: 1d20 + 23 ⇒ (7) + 23 = 30 unsuccessfully, which I beleive causes it to lose the grapple

Initiative wrote:

ED, Killk, kAPP

x
Rakisan, Valgard
x

Bold is up

Exo-Guardians

Male Korasha Lashunta Soldier (Blitz, Guard) 12 | Perception +14, darkvision 60ft., blindsense (thought) 90ft. | Initiative +8 | EAC 31, KAC 33 | Fortitude +11 (+2/6 vs poison and disease, depending), Reflex +11, Will +9 | SP 90/120, HP 88/88, RP 11/12 | Conditions: -

Rakisan lays into blue, performing Soldier's Onslaught.

to hit: 1d20 + 13 ⇒ (15) + 13 = 28 vs EAC
sonic: 3d6 + 21 ⇒ (2, 1, 1) + 21 = 25 sonic

to hit: 1d20 + 13 ⇒ (9) + 13 = 22 vs EAC and flat-footed
sonic: 3d6 + 21 ⇒ (4, 1, 6) + 21 = 32 sonic

to hit: 1d20 + 13 ⇒ (14) + 13 = 27 vs EAC and flat-footed
sonic: 3d6 + 21 ⇒ (4, 3, 5) + 21 = 33 sonic

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Green is slowed. I dont believe it can withdraw. Can you please put a note beside them of the status conditions affecting them so they dont get lost/forgotten. It is often the main thing I do in combat. I slowed one which I thought was marked yellow but now there doesnt seem to be a yellow.

Exo-Guardians

Male Korasha Lashunta Soldier (Blitz, Guard) 12 | Perception +14, darkvision 60ft., blindsense (thought) 90ft. | Initiative +8 | EAC 31, KAC 33 | Fortitude +11 (+2/6 vs poison and disease, depending), Reflex +11, Will +9 | SP 90/120, HP 88/88, RP 11/12 | Conditions: -

Also did green make a Will save against confusion from the crit I gave it? If green didn't withdraw, then I'd focus my attack on green, or at least an AoO.


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Right, my bad so firstly..

Will: 1d20 + 9 ⇒ (9) + 9 = 18

1d100 ⇒ 70

1d8 + 5 ⇒ (7) + 5 = 12 to itself

Thus it did not withdraw. I assume then that Rakisan focuses on green first. Green goes down after Rakisan's barrage of attacks.

Dataphiles

Male Damaya Lashunta Scholar (Life Science – Xenobiology) Technomancer 9 |SP: 54/54, HP: 49/49, RP: 8/12|Spell Slots Remaining Lvl 3: 2/4, Lvl 2: 5/6, Lvl 1: 5/7|EAC: 25, KAC: 26|Fort: +6, Ref: +7, Will: +7|Init: +4|Perception: +14 (+18 to search)|Speed: 30ft Land, 30ft Fly (Average Maneuverability)| Senses: Darkvision 60ft, Low-Light Vision, Limited Telepathy 30ft|

Well f&!# that's a big rat.

GUYS! Huge rat over here!

As a move action I spend a resolve point to Flash Teleport 30ft away as grapple doesn't prevent spells, which also doesn't provoke.
Flash Teleport

And then as a standard I cast Slow targeting the Huge Rat, the Red and the Blue rats. They are all just within range of the spell and each other.
DC20 Will Save for all 3 please.

Exo-Guardians

Male Korasha Lashunta Soldier (Blitz, Guard) 12 | Perception +14, darkvision 60ft., blindsense (thought) 90ft. | Initiative +8 | EAC 31, KAC 33 | Fortitude +11 (+2/6 vs poison and disease, depending), Reflex +11, Will +9 | SP 90/120, HP 88/88, RP 11/12 | Conditions: -

<<< irritation >>> yes I know >>> I'm not blind <<<


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Will P: 1d20 + 9 ⇒ (3) + 9 = 12
Will R: 1d20 + 9 ⇒ (15) + 9 = 24
Will B: 1d20 + 9 ⇒ (20) + 9 = 29

The magnet moves and pulls no one.

Initiative wrote:


ED, Killk, kAPP
x
Rakisan, Valgard
x

Bold is up

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Discussion


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If needed you can contact me on Discord at Roc#1401.


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Alright folks as you check in, please input this information.

Player Name:
Character Name:
Character Number:
Faction:
Day Job Roll:

Also, I'd like this information in your character's header. It doesn't have to be in this order, just make sure that all of the information is there. If you like to include more, go for it. This is the minimum.

race theme class (specialization and/or archetype) level | SP: X/X | HP: X/X | RP: X/X | EAC X KAC X | Fort +X, Ref +X, Will +X | Init +X | Perc +X | Spells 1st: X/X |

Also, if there is any unusual mechanics that you are using (i.e. you had to go over it with GMs in the past) then lets go through it now, before the game begins.

This scenario is a 9-12, this is not your first rodeo. Just as you expect me to know how my npcs work, so do I expect you to know how your characters work. If mistakes are made we will not retcon unless absolutely necessary. That said, if you need help understanding something feel free to ask. However, please do so with a timing that does not bog down play.

On weekdays I expect 1 post per 24hrs when necessary. I will bot you otherwise.

This is high level play. If an enemy would attempt to kill a downed player, and it makes sense tactically, they will. In case you are wondering, I have checked the SFS Guide and it does not forbid me to do this (unlike PF1).

I am happy to answer any other questions.

Exo-Guardians

Male Korasha Lashunta Soldier (Blitz, Guard) 12 | Perception +14, darkvision 60ft., blindsense (thought) 90ft. | Initiative +8 | EAC 31, KAC 33 | Fortitude +11 (+2/6 vs poison and disease, depending), Reflex +11, Will +9 | SP 90/120, HP 88/88, RP 11/12 | Conditions: -

Player Name: Lau
Character Name: Rakisan
Character Number: 798-701
Faction: Exo-Guardians
Day Job Roll: eh, pass

I have the usual amount of nonsense abilities that you accumulate as you level up, but there's one I need to check with you to know if it works;

Psychic Sense gives you blindsense(thought) with a range equal to your (limited) telepathy.

As a lashunta I have limited telepathy. Although there are several items available that give you limited telepathy specifically with technological creatures, as written, regular limited telepathy also seems to work on robots. Right?

Or does that not work because they're immune to mind-affecting effects? But then if I took a Sapphire Cone Aeon Stone, which specifically gives limited telepathy with technological creatures, it should work right?

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Player Name: AndrewW
Character Name: Killik
Character Number: 44523-7001
Faction: Wayfinders
Day Job Roll: None

I dont think he does anything weird or unusual. I can spend a resolve to cast Charm Monster as a spell-like ability at DC22. An enemy who saves against one of my mind affecting charm or compulsion spells takes -1 to AC, attack rolls and skill checks until the start of my next turn. I can connect the entire party into a telepathic bond which operates as long as we remain on the same plane of existence.

I can use a reaction to reroll a failed reflex save twice per day but am staggered for a round after doing so. I can listen in to telepathic communications within 30' of me with a DC25 Peception check which I only fail on a 1. I can communicate with animals and magical beasts with an Int of 1 or 2 and attempt diplomacy checks to influence them.

Dataphiles

Male Damaya Lashunta Scholar (Life Science – Xenobiology) Technomancer 9 |SP: 54/54, HP: 49/49, RP: 8/12|Spell Slots Remaining Lvl 3: 2/4, Lvl 2: 5/6, Lvl 1: 5/7|EAC: 25, KAC: 26|Fort: +6, Ref: +7, Will: +7|Init: +4|Perception: +14 (+18 to search)|Speed: 30ft Land, 30ft Fly (Average Maneuverability)| Senses: Darkvision 60ft, Low-Light Vision, Limited Telepathy 30ft|

Player Name: James (CptJames)
Character Name: Valgard Techhead
Character Number: 258778-701
Faction: Dataphiles <3
Day Job Roll: Vid Game Caster: 1d20 + 12 ⇒ (2) + 12 = 14

Yeah same as Lau said, I've accumulated some crazy stuff, but nothing out of the ordinary.

Main things are:
Personal Boon - Avian so I have wings
Force Soles Mark 2
Technomancer Hack - Flash Teleport

So basically I can just teleport (30ft at a time) around the battlefield and everything counts as the ground, and the wings are just a safety net.

Second Seekers (Jadnura)

Male Kasatha Healer Mystic Priest (Sarenrae) 12 | SP: 96/96 | HP: 76/76 | RP: 13/13 | EAC/KAC 29 | Fort +6, Ref +8, Will +15 | Init +4 | Perc +22 | Spells (DC 19+level) 1st: 8/8, 2nd: 7/7, 3rd: 6/6, 4th: 4/4 |

Player Name: Joel Fischoff
Character Name: Xraysk Rulp Trypaq Slish of Clan Pos'ehae, House Orabrave, descended of the line of Modi (commonly just called 'Xray')
Character Number: 194781-701
Faction: Second Seekers (Jadnura) this time
Day Job Roll: Profession (Herbalist): 1d20 + 17 ⇒ (2) + 17 = 19

Like Killik, Xraysk is fairly normal, though instead of an overmind, he is a primary healer. He reduces the DC to recall knowledge about religious traditions, symbols, and famous leaders by 5. He can also (and will) maintain a telepathic bond with all of the other members of the party -- this comes with constant access to the Status spell on each of them, so he will always be aware of whether they have several particular conditions and the state of their stamina and hit points.

Xraysk can channel to heal (10d8 hit points) anyone linked by his telepathic bond as if he's touching them so long as they are within 120 feet (and this also applies to full-action channels). If they are within 30 feet, he can heal 12hp from one of them first every round, transferring them to himself (lifelink). Lifelink does not take any part of an action, it simply occurs at the start of Xraysk's turn. In 'bad' situations, he most commonly will use lifelink, then channel. If Xraysk is even closer (melee attack range) and he can hit an opponent's EAC, he can steal 6d6 hit points from the opponent and redistribute that to either himself (albeit halved) or any ally within 30 feet.

Xraysk does have the healer-only feat, Harm Undead (DC 23 for half damage). All of Xraysk's attacks are considered magical with regards to damage reduction and other situations, like attacking incorporeal creatures. If it's a single attack as part of a standard action, it is also good-aligned. All opponent's energy resistances and damage reduction are reduced by 5 against his spell damage.

Xraysk has DR 5/--, is unflankable, does not need food or water, and does not need to breathe (though, if he does, he can do so freely in air or water). Once a day, he can reroll a d20 and take the better if he wishes or force something attacking him to reroll and take the worse (which is the more likely to be used). He has darkvision, jump jets, and the ability to adjust his personal gravity pretty much at will (Falcon Boots). He can see invisible creatures within 120 feet of him for up to five minutes a day. He can talk to the animals, if he so wishes.

Unsurprisingly, Xraysk's best skill is Mysticism (+27), followed by Perception (above), and Culture (+18). He speaks, um, fifteen languages, which includes Ghibran and Jinsul. He also has a Master Hireling, who I apparently have not yet named, that usually takes his Bluff, Diplomacy, and Intimidate's (at +20). Lay followers of Sarenrae have a starting attitude of helpful towards Xraysk and will often provide simple assistance on request.

(Also, I'm not sure if the die roller in these posts is working correctly. As I was building this post, I previewed multiple times to make sure the post was coming out correctly as I adjusted the headers, and they all came out the same number (2), which is also the same number that James rolled for his Technomancer. That just seems awfully suspicious, not that a day job is a big deal at these levels. So I'll just leave the roll up there (+17) and we can get to it at some point later. Though, knowing my luck, it'll fix itself just in time for me to post this.)

Exo-Guardians

SRO Gladiator Aesthetic Warrior (Guard/Gloom Gunner) level 11 | SP: 154/154 | HP: 79/79 | RP: 11/11 | EAC 31 KAC 35 | Fort +14, Ref +8, Will +8 | Init +9 | Perc +1

Player Name:jon30041
Character Name:ED-210
Character Number:105669-703
Faction:Exoguardians
Day Job Roll:Profession accountant 1d20+21

Personal boon is SRO. Manifold host boon that gives an extra personal slot to put a (unlocked) possessed augmentation on for arm slot, and shadow corruption: nanites with the offensive nanites for +4 to damage. Wearing Celerity rigging powered armor, aesthetic warrior. Primary fighting style is guard, second is gloom Gunner. Base punch damage is 2d6+29, second punch is 2d6+33 with twinned threat. Full attacks are -2, -2 due to multi weapon fighting and the possessed arm.

I dont know how to set up a header, though.


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To set up the header:

1) Copy this text:
race theme class (specialization and/or archetype) level | SP: X/X | HP: X/X | RP: X/X | EAC X KAC X | Fort +X, Ref +X, Will +X | Init +X | Perc +X | Spells 1st: X/X |
2) Click on your name.
3) Click "Edit My Profile".
4) Delete any information in any boxes other than "About [Your Name]" .
5) Paste the copied text in the box labeled "Race".
6) Click the button "Save Changes".

I would also like the information about your character to be in your profile. Though I am not strict on the format, you may use this as an example.

Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

Player Name: Thalious
Discord: Thalious#9373
Character Name: kAPP
Character Number: 1348801-701
Faction: SSLE
Day Job Roll: Day Job: 1d20 + 25 ⇒ (20) + 25 = 45

I don't see myself not being able to post at lease once a day but kAPP is really easy to bot if needed. His profile page here on Paizo is recently updated with some macros.

kAPP has evolved from his days as a pirate ship mechanic. He is quite literally a walking tool box. You'll get more of a conversation out of Murco than kAPP but he is always happy to help if and when he can.


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Looks like we've got everyone. We will be playing in the 11-12 tier. Get your questions in now if you have them. I'll put up a post to get a pre-start on this scenario so that we can hit the ground running when it is supposed to start.

Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

Heya, are you putting together any type of battle maps that you'll need tokens for?


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Eventually

Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

Nevermind, I just realized that you technically have them.


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Nice intros so far! I'll try to up my game.

Also team, let's try and keep most ooc chat here.

As for tokens, I will be using your character avatars. It will help me keep track of who is who a lot easier.

Yes, you can have already cast life bubble.

Dataphiles

Male Damaya Lashunta Scholar (Life Science – Xenobiology) Technomancer 9 |SP: 54/54, HP: 49/49, RP: 8/12|Spell Slots Remaining Lvl 3: 2/4, Lvl 2: 5/6, Lvl 1: 5/7|EAC: 25, KAC: 26|Fort: +6, Ref: +7, Will: +7|Init: +4|Perception: +14 (+18 to search)|Speed: 30ft Land, 30ft Fly (Average Maneuverability)| Senses: Darkvision 60ft, Low-Light Vision, Limited Telepathy 30ft|

Ah thanks and yeah wasn't sure :) so I will keep OOC chat here no worries


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Is ED-210 joining us in the gameplay or....

If you need any pointers please ask. If you do not ask I will assume that you know what you are doing, and react as such.


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I will give jon30041 48 hours to join in the game before moving on without.


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So....to Absalom Station? Or Akiton?, Or...?

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

Just checking what we have:

Ed-210: Soldier 11
Valgard: Technomancer 9
kApp: Mechanic 12
Rakisan: Soldier 12
Killik: Mstic 11

I think we lost our 6th player, is it worth recruiting another? It also looks like Ed-210 lacks a profile, it would be helpful if we could see what you can do Jon.

Killik will also pick up a set of library chips.


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Whether you go straight to Absalom Station or elsewhere first is up to you all.

As for another player, I see no reason to add one more. We have a legal table.

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2
GM Sasha wrote:
As for another player, I see no reason to add one more. We have a legal table.

Becasue we are playing a high tier starfinder scenario and they end to be brutal.

:)


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If you all wish to try and find another player we can wait.

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2
GM Sasha wrote:
If you all wish to try and find another player we can wait.

I have no particular desire to slow things down a lot. I have posted in the PbP part of the OP discord to see if there is any interest. I am happy for us to continue. If it is going to attact anyone it will be quickly as the discord is pretty active.


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This is the point in which another player may join. The window will close very shortly. I will wait 24ish hours. Then we will proceed.


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The map is in a link in my header.

Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

Okay, I'm sorry. The confusion is contagious.

So, we are in chute 2 looking down into the area, fine.
At this point, all we have to do is get down into the compactor area?
Where are we going from there?


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Quote:
“The tunnels beneath the complex are ancient and mazelike, but we have acquired some physical blueprints thanks to Forum member Royo’s meticulous research; he has quite the knack for finding physical schematics. According to these blueprints, Waste Chute II, a unused pneumatic tube for waste disposal, can transport you into the waste storage and recycling rooms. From there, you need to access Waste Chute IV, which passes the Perplexity training grounds and leads up into the cells of the Adamantine Prison—a holding site in the Lorespire Complex. Once there, you’ll need to find your way into the maintenance tunnels beneath the cells and access a maintenance-drone station. The tunnels connecting the maintenance stations should come out close to a secondary server linked directly to Guidance. Find Guidance’s hologram terminal on the server, and attach the datapad into it.”

One of the benefits of play-by-post is that you can look back over the scenario to remind yourself of things you may have forgotten. The tidbits of information. The mission.


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For clarity the last post was not intended as snide. I realize that there are folks present who are not familiar with PbP style.

Also, I may have not done as good of a job describing the setting. Please feel free to ask more questions.

Also you can reach me on Discord via Roc#1401

Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

Added Murco, my drone, to the map.


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Please make sure that you icon is where you have said that it is.

Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

Good to go.


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Sorry all, I'll update tomorrow. I enjoyed a very relaxing weekend. I appreciate your patience.

Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

I always imagined a drone's weapons were integrated into their figure. i.e. Murco spits fire when he opens his mouth.

Is this to say that Murco would not be able to fire while attached to the magnet?

Regardless, would Murco take the penalty to do the check to free without kAPP's control?


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While I can appreciate the flavor, mechanically they are not integrated. Yes Murco would.

Yes ED it does have that range. I had to do the Pythagorean theorem.


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I was going to update, but I realized that I did not really know where everyone is at. Can I get an inventory of people's elevations?

Second Seekers (Luwazi Elsebo)

Host Shirren Mystic (Overmind) 11 Init +9 | SP 99|99, HP 72|72, RP 11|12 | EAC 30, KAC 30 | Fort +9, Reflex +11, Will +15, various bonuses | Perception +23 (+27 to search); Sense Motive +23, See Invis
Resources:
Spell slots: 7|5|4|2

I am where I am but standing on the ceiling.

Dataphiles

Male Damaya Lashunta Scholar (Life Science – Xenobiology) Technomancer 9 |SP: 54/54, HP: 49/49, RP: 8/12|Spell Slots Remaining Lvl 3: 2/4, Lvl 2: 5/6, Lvl 1: 5/7|EAC: 25, KAC: 26|Fort: +6, Ref: +7, Will: +7|Init: +4|Perception: +14 (+18 to search)|Speed: 30ft Land, 30ft Fly (Average Maneuverability)| Senses: Darkvision 60ft, Low-Light Vision, Limited Telepathy 30ft|

I'm on the floor next to the computer terminal

Exo-Guardians

Male Korasha Lashunta Soldier (Blitz, Guard) 12 | Perception +14, darkvision 60ft., blindsense (thought) 90ft. | Initiative +8 | EAC 31, KAC 33 | Fortitude +11 (+2/6 vs poison and disease, depending), Reflex +11, Will +9 | SP 90/120, HP 88/88, RP 11/12 | Conditions: -

I'm 5ft above the heap, diagonally above-left of purple.

Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

On the ground, whatever elevation that would be at that spot.

Exo-Guardians

SRO Gladiator Aesthetic Warrior (Guard/Gloom Gunner) level 11 | SP: 154/154 | HP: 79/79 | RP: 11/11 | EAC 31 KAC 35 | Fort +14, Ref +8, Will +8 | Init +9 | Perc +1

I'm stuck to a dang magnet :(


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Apologies yet again all, I will be updating shortly.


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I spilled drink on my keyboard yesterday. I will be updating today.


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I have heard concerns expressed about the timing of this scenario ending in time for PaizoCon. I will endeavor to speed this up, but it will also require some extra from you all as well.

P.S. You could have posted here or messaged me about this instead of going elsewhere. No offense taken, but c'mon..


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124

Second Seekers (Luwazi Elsebo)

Android Male CN Outlaw Drone Mechanic 12 | SP 96/96 HP 76/76 | RP 10/11 | E/K AC 31 | Fort +10; Ref +14; Will +5 | Init: +8 | Perc: +16, SM: -1 | Exp. Vision, Ralveen's Visor | Speed 60ft/30ft JumpJets/30ft fly (Merged) | Active conditions: None.

Pretty annoyed that people are complaining about time but then turn around and not take their turns.

Since we haven't heard from Ed in couple of days, I vote they get botted.

Also, my question was before was who had the datapad that we need to jack into the terminal. I'm going to take my turn as, reading back, it was Valgard that received the pad(though kAPP stepped up first).

Pushing on.


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I'll be posting a wrap up post today or tomorrow but here are the chronicles.

https://drive.google.com/open?id=10gWOAQIbyIJG9XAI7ypL949u34OgTiQg

Dataphiles

Male Damaya Lashunta Scholar (Life Science – Xenobiology) Technomancer 9 |SP: 54/54, HP: 49/49, RP: 8/12|Spell Slots Remaining Lvl 3: 2/4, Lvl 2: 5/6, Lvl 1: 5/7|EAC: 25, KAC: 26|Fort: +6, Ref: +7, Will: +7|Init: +4|Perception: +14 (+18 to search)|Speed: 30ft Land, 30ft Fly (Average Maneuverability)| Senses: Darkvision 60ft, Low-Light Vision, Limited Telepathy 30ft|

Do we need to do a roll for a boon as well?


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ED: 1d20 ⇒ 19
kAPP: 1d20 ⇒ 12
Killk: 1d20 ⇒ 16
Rakisan: 1d20 ⇒ 9
Valgard: 1d20 ⇒ 17

No 1's or 20's

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