PbP Gameday IX: SFS 2-23: The Edge of Cadascon (Inactive)

Game Master Revvy Bitterleaf

Slides with maps and stuff


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Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Ashtif nods and fires up his comm unit. "Zafeldrin, we've found Cailis. Here are the coordinates, if you can get a med team out to her. Some sort of crystal seems to be ... bonding with her. We're going to try to rescue the others from some kind of ... crystal skeletons."

He glances toward Cailis, "Stay here. We'll be back."

He leads the way back to the combat site, and then tries to follow the tracks of the captive Starfinders.

Survival: 1d20 + 13 ⇒ (20) + 13 = 33

Acquisitives

M Android Soldier 6 | (SP 30/54, HP 46/46, RP 9/9; EAC 25, KAC 25; F +8, R +8, W +6; Init +6, LLV, DV60'; [dice=Adv semi-auto pistol (Double Tap, Deadly Aim)]1d20+12[/dice] [dice=Dmg (P)]2d6+11[/dice]
Ashtif Cloudskipper wrote:

Ashtif nods and fires up his comm unit. "Zafeldrin, we've found Cailis. Here are the coordinates, if you can get a med team out to her. Some sort of crystal seems to be ... bonding with her. We're going to try to rescue the others from some kind of ... crystal skeletons."

He glances toward Cailis, "Stay here. We'll be back."

He leads the way back to the combat site, and then tries to follow the tracks of the captive Starfinders.

[dice=Survival]1d20+13

Nice roll!

Scarab Sages

After you briefly manage to contact Zafeldrin and give him an update he responds:

The comm unit crackles as Zafeldrin’s voice flickers in and out.
“Taking this information into account,” he says, “I hereby halt any investigation. Your primary goal now is to retrieve those agents and return to the base camp as quickly as possible so we can regroup and decide how to proceed. I’ve received troubling reports from the other teams as well. We’ll have to—” The comm unit cuts out once more, leaving only static.

As Ashtif has no trouble picking up the trail, it's proving a bit harder to keep following it.

Obscured path: A flurry of snow and ash blows through the area.
Each PC can attempt either Perception check to keep track of the trail through the flurry, or a Acrobatics check to avoid getting the
mixture in their eyes or on their helmet visors

Thanks to some awesome survivaling each of you get's a +2 to this check as you arrive just a bit earlier and there's less snow falling/you have more time to look around/think

After that:
Navigate the city: The ruined city retains numerous signs of its former glory.
Each PC can attempt a Culture or Engineering check to intuit the city plan and navigate advantageously to gain on the undead creatures.
Still with a +2 to the check

After that:
Predict the Undead Creatures’ Intentions: Lastly, the trail seems to double back and move in strange ways. Either a sense Motive check to predict the undead’s intentions, or a Survival check to follow the tracks and find the correct direction.
Still with a +2 to the check

I'll just give you all checks at once as opposed to rp-ing them out one after another to save some time

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Obscured Path: Perception: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
Navigate the city: Culture: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Predict Undead: Survival: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31

Second Seekers (Jadnura)

Male Summerborn Ryphorian Sharpshoot Soldier 4: Spd:25, Init:3, SP:36/36, HP:32/32, RP:5/5, KAC:18, EAC:15, 5 Fire Resistance, Fort:8, Ref:4, Will:7, Per:7, Lowlight

perception: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Not trained in culture or engineering engineering: 1d20 + 2 ⇒ (12) + 2 = 14
survival: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21 not trained

Wayfinders

♀ Android Technomancer 5 | Init +4 | RP 5/7 | SP 12/30 | HP 29 | EAC 18 KAC 18 | F +2 R +5 W +5 | Perception +9 (Low Light, Darkvision 60') | Spells 1st 6 2nd 2/3

As no one seems able to decrypt the text, Iris casts another comprehend language.

---

Iris tries to find her way through the snow.

Perception: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15

Once in the city, Iris starts drawing a rough map on her datapad while trying to understand its structure.

Engineering: 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15

At the end, she has no clue as the creature’s intentions.

Survival (untrained): 1d20 + 0 + 2 ⇒ (5) + 0 + 2 = 7

Acquisitives

M Android Soldier 6 | (SP 30/54, HP 46/46, RP 9/9; EAC 25, KAC 25; F +8, R +8, W +6; Init +6, LLV, DV60'; [dice=Adv semi-auto pistol (Double Tap, Deadly Aim)]1d20+12[/dice] [dice=Dmg (P)]2d6+11[/dice]

Obscured Path: Perception: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Navigate the city: Engineering: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Predict Undead: Survival: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25

Scarab Sages

Iris-1 wrote:

As no one seems able to decrypt the text, Iris casts another comprehend language.

[dice=Survival (untrained)]d20+0+2

Please see handout 1 for the text

Scarab Sages

Working as a team you have no problems to track the enemy. You are slightly less fast navigating the city put you are unparalleled in the other fields.

After a while you arrive at;

An abandoned depot surrounds the mouth of a cave. Pre-Gap mining equipment lays scattered about in disarray. Strange crystal deposits have formed around the mouth of the cave and crept out to cover the ground and abandoned equipment indiscriminately. The crystals shine from within with an eerie, pale blue light.

You can go deeper inside the mine, examine the crystals or do something else I haven't though of at this point.

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Ashtif surveys the area, trying to get a sense of any types of creatures other than the Starfinders and the skeletons they might expect, or how many skeletons there might be.

Survival: 1d20 + 13 ⇒ (8) + 13 = 21

"Well," he says when finished, "ready to head in?"

Wayfinders

♀ Android Technomancer 5 | Init +4 | RP 5/7 | SP 12/30 | HP 29 | EAC 18 KAC 18 | F +2 R +5 W +5 | Perception +9 (Low Light, Darkvision 60') | Spells 1st 6 2nd 2/3

Iris explains what she was able to understand.

To the halfling, she replies “Just give me a moment there.
At the entrance, she will try to communicate with the crystals. She will try to wave, speak to them, and eventually touch them trying to see if she can sense anything. If she perceives any attempt to communicate back, she will cast comprehend languages.

Acquisitives

M Android Soldier 6 | (SP 30/54, HP 46/46, RP 9/9; EAC 25, KAC 25; F +8, R +8, W +6; Init +6, LLV, DV60'; [dice=Adv semi-auto pistol (Double Tap, Deadly Aim)]1d20+12[/dice] [dice=Dmg (P)]2d6+11[/dice]

The Analog Affair checks the action on his squad machine gun and his two semi-auto pistols.

"Ready."

Scarab Sages

The crystals don't seem to be sentient in the way that Iris can relate to.

As she starts to touch them they start to try to borrow into her skin.
Reflex save please and just in case you'd end up failing the reflex save also include a fortitude save

Ashtif doesn't get any detailed information about the area. It seems pretty devoid of organic life and the crystals are everywhere.
The crystals have spread from the deepest parts of the mine and now cover much of the floor and walls.

You think that if you don't stay in one place long enough touching the crystals you don't have to fear them burrowing into your skin, but things like falling flat on the ground and staying there for a second or 6 to catch your breath might end badly for your health in general.

I've added a map of the area to the slides so you can have a better idea of where to go, please place yourselves on the map where you want to go

Wayfinders

♀ Android Technomancer 5 | Init +4 | RP 5/7 | SP 12/30 | HP 29 | EAC 18 KAC 18 | F +2 R +5 W +5 | Perception +9 (Low Light, Darkvision 60') | Spells 1st 6 2nd 2/3

Reflex: 1d20 + 4 ⇒ (15) + 4 = 19
Fortitude, hoping 19 is not a failure: 1d20 + 1 ⇒ (10) + 1 = 11

That does not seem safe. It could be a way to communicate, or just to get infected and get delirious.” She pauses, draws her weapon then indicates that “I’m ready too.

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Ashtif puts up his pistols and draws his sniper rifle, using the scanner to help survey the interior of the caves.

Perception: 1d20 + 12 + 4 ⇒ (6) + 12 + 4 = 22

Scarab Sages

Easily able to avoid the crystal from puncturing her skin Iris quickly withdraws her hand.

The party moves deeper into the cave system.

As Ashtif scans around he notices that a bit behind you (C1 on the map - in the other direction of where you are currently seem to be moving towards) there's the glint of metal.

Moving a bit closer to look at it you see that it's an portable equipment locker which sits inside the mine—a place where miners could replenish batteries or exchange damaged equipment without leaving the mine and taking time away from their work.

Feel free to ignore it, I just pointed it out in case someone missed it on the map

While moving a bit deeper into the large cave area you spot a bit of movement on the outside of your vision.
Half a dozen vermin burrow out of the ground disturbed by your passing and attack.

DC 13 life science to identify:
These are diathas - small vermin. They tend to explode when damaged enough (its energy-dense flesh becomes unstable. If, while in this state, the diatha takes acid, electricity, fire, piercing, slashing, or sonic damage, or uses its explosive charge ability, it dies, exploding in a 10-foot radius burst) = more information might be know depending on check result

Init Analog: 1d20 + 6 ⇒ (5) + 6 = 11
Init Ashtif: 1d20 + 4 ⇒ (2) + 4 = 6
Init Iris: 1d20 + 3 ⇒ (7) + 3 = 10
Init Frinke: 1d20 + 3 ⇒ (17) + 3 = 20
Init Creature: 1d20 + 2 ⇒ (18) + 2 = 20

the creatures use their turn to burrow up and move next to the party

init
You guys
Vermin

Acquisitives

M Android Soldier 6 | (SP 30/54, HP 46/46, RP 9/9; EAC 25, KAC 25; F +8, R +8, W +6; Init +6, LLV, DV60'; [dice=Adv semi-auto pistol (Double Tap, Deadly Aim)]1d20+12[/dice] [dice=Dmg (P)]2d6+11[/dice]

The Analog Affair activates his jetpack and flies upwards out of range of the vermin. He then begins firing at them! He targets the purple vermin, first.

Squad machine gun (burning): 1d20 + 12 ⇒ (1) + 12 = 13 Dmg (P): 1d10 + 8 ⇒ (3) + 8 = 11

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

No equipment/loot in the equipment locker?

Life Science: 1d20 + 7 ⇒ (7) + 7 = 14

Ashtif is about to try to use his survival skills to avoid combat with the vermin ... but that plan falls apart when Analog begins firing on them. "Be careful with these things ... they explode. If you have bludgeoning or cold damage, that will prevent the destabilized flesh from bursting."

Unfortunately, Ashtif has neither sort of weapon. He points is tactical semi-auto pistol at the purple-furred one (or the orange-furred one, if purple is killed by Analog's shots) and fires, hoping to disorient it.

Trick Attack(Survival): 1d20 + 13 + 4 ⇒ (6) + 13 + 4 = 23
Pistol attack vs KAC (flat-footed?): 1d20 + 7 ⇒ (16) + 7 = 23
Pistol attack damage: 1d6 + 2 ⇒ (4) + 2 = 6 piercing
Trick Attack damage: 1d8 ⇒ 5 piercing

Wayfinders

♀ Android Technomancer 5 | Init +4 | RP 5/7 | SP 12/30 | HP 29 | EAC 18 KAC 18 | F +2 R +5 W +5 | Perception +9 (Low Light, Darkvision 60') | Spells 1st 6 2nd 2/3

Iris moves back to get out of melee and tries to hit the closest creature with a cold energy ray.

Iris steps, then casts a spell, that provokes from yellow but maybe he does not have his reaction.
Cast energy ray, selecting cold.
EAC: 1d20 + 6 ⇒ (15) + 6 = 21
Cold damage: 1d3 ⇒ 1

Second Seekers (Jadnura)

Male Summerborn Ryphorian Sharpshoot Soldier 4: Spd:25, Init:3, SP:36/36, HP:32/32, RP:5/5, KAC:18, EAC:15, 5 Fire Resistance, Fort:8, Ref:4, Will:7, Per:7, Lowlight

Pull out survival knife and swing at Purple hit: 1d20 + 6 ⇒ (13) + 6 = 19
dmg: 1d4 + 1 ⇒ (1) + 1 = 2 slashing

Scarab Sages

Ashtif Cloudskipper wrote:

No equipment/loot in the equipment locker?

There might be, you never actually went near it, you just saw it in the distance

As the Analog flies up he provokes from the creatures surrounding him
AAO: 1d20 + 4 ⇒ (1) + 4 = 5
AAO: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
AAO: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
AAO: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
AAO: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10

but he manages to fly away just before the tiny maws close.
He then shoots down but his shot misses..maybe due to upward movement throwing of his aim?

Ashtif fires on the same target and manages to land a powerful hit. The vermin starts to pulse and vibrate.

Iris steps away as the creature next to her is distracted by the Analogs take off and shoots it with a tiny ray of cold.

Frinke slices at the badly injured and pulsating vermin and it explodes as the knife pierces it!
Fire damage Frinke, Iris: 1d6 ⇒ 1 Reflex save DC 9 for half

Unable to reach the Analog the creatures move towards Iris and Frinke and start to bite at them
To hit KAC Iris: 1d20 + 4 ⇒ (12) + 4 = 16
To hit KAC Iris: 1d20 + 4 ⇒ (4) + 4 = 8
To hit KAC Frinke: 1d20 + 4 ⇒ (13) + 4 = 17
To hit KAC Frinke: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
S damage: 1d4 + 1 ⇒ (3) + 1 = 4

init
Party
Creepy crawlees

Damage:
Yellow: 1

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

I would.have definitely investigated that before moving deeper in once we saw it ... but given we are engaged now, I am sure we will find the cache of bludgeoning/cold weapons after the battle. ;)

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Ashtif winces as the vermin explodes. "Yeah, that's what we're trying to avoid."

He fires at the orange-furred vermin, again trying to exploit some natural weakness that he can discern from his years of studying animals.

Trick Attack(Survival,+4 mod): 1d20 + 13 + 4 ⇒ (7) + 13 + 4 = 24
Assuming this is CR 4 or less, that's a success and it's flat-footed.
Pistol attack vs. flat-footed KAC: 1d20 + 7 ⇒ (12) + 7 = 19
Pistol damage: 1d6 + 2 ⇒ (4) + 2 = 6 piercing
Trick attack damage: 1d8 ⇒ 7 piercing

Acquisitives

M Android Soldier 6 | (SP 30/54, HP 46/46, RP 9/9; EAC 25, KAC 25; F +8, R +8, W +6; Init +6, LLV, DV60'; [dice=Adv semi-auto pistol (Double Tap, Deadly Aim)]1d20+12[/dice] [dice=Dmg (P)]2d6+11[/dice]

The Analog Affair remains where he is and targets the vermin.

@BLACK FULL Squad machine gun (burning, Focus Fire, Deadly Aim): 1d20 + 7 ⇒ (19) + 7 = 26 Dmg (P): 1d10 + 11 ⇒ (6) + 11 = 17
@BLACK FULL Squad machine gun (burning, Focus Fire, Deadly Aim): 1d20 + 7 ⇒ (16) + 7 = 23 Dmg (P): 1d10 + 11 ⇒ (7) + 11 = 18

Second Seekers (Jadnura)

Male Summerborn Ryphorian Sharpshoot Soldier 4: Spd:25, Init:3, SP:36/36, HP:32/32, RP:5/5, KAC:18, EAC:15, 5 Fire Resistance, Fort:8, Ref:4, Will:7, Per:7, Lowlight

Frinke has 5 resistance to fire, so he takes nothing there, except for the bite where he takes 4. He will swing twice at orange, or red if orange dies hit: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12 hit: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
dmg: 1d4 + 1 ⇒ (3) + 1 = 4

Wayfinders

♀ Android Technomancer 5 | Init +4 | RP 5/7 | SP 12/30 | HP 29 | EAC 18 KAC 18 | F +2 R +5 W +5 | Perception +9 (Low Light, Darkvision 60') | Spells 1st 6 2nd 2/3

Reflex save DC 9: 1d20 + 4 ⇒ (9) + 4 = 13

Iris draws her survival knife and tries to cut one of the creature to avoid being surrounded.

Attack green KAC: 1d20 + 6 ⇒ (14) + 6 = 20
Slashing: 1d4 + 2 ⇒ (2) + 2 = 4

Scarab Sages

As Ashtif and the Analog tear through 3 of the vermin they explode in turn causing a chain of explosions

Fire damage Frinke+Iris: 1d6 ⇒ 4 Reflex save DC 9 for half
Fire damage Frinke+Iris: 1d6 ⇒ 3 Reflex save DC 9 for half
Fire damage Frinke+Iris: 1d6 ⇒ 1 Reflex save DC 9 for half

It seems the ground is becoming a bit unstable due to all these explosions!

Reflex save DC 13 for Iris or be prone..since it effects the vermins to hits I'll roll for those now: 1d20 + 4 ⇒ (2) + 4 = 6
Reflex save DC 13 for Frinke or be prone..since it effects the vermins to hits I'll roll for those now: 1d20 + 4 ⇒ (6) + 4 = 10

Frinke resist the fire and swings with his knife, hitting once.

Iris follows suit and swings and slashes with similar results

Shifting some targets around to make sure it all still works

The remaining 2 focus on the prone Frinke
To hit KAC Frinke: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26 vs prone
To hit KAC Frinke: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11 vs prone
S damage: 1d4 + 1 ⇒ (2) + 1 = 3

init
Party
Maybe the vermin get another turn?

Damage red:4
Yellow: 5

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Ashtif fires his pistol again, aiming at the red-furred vermin.

Trick Attack (Survival, +4): 1d20 + 13 + 4 ⇒ (5) + 13 + 4 = 22
Pistol attack v. KAC: 1d20 + 7 ⇒ (19) + 7 = 26
Pistol damage: 1d6 + 2 ⇒ (3) + 2 = 5 piercing

Acquisitives

M Android Soldier 6 | (SP 30/54, HP 46/46, RP 9/9; EAC 25, KAC 25; F +8, R +8, W +6; Init +6, LLV, DV60'; [dice=Adv semi-auto pistol (Double Tap, Deadly Aim)]1d20+12[/dice] [dice=Dmg (P)]2d6+11[/dice]

The Analog Affair remains where he is and targets the yellow vermin.

@YELLOW FULL Squad machine gun (burning, Focus Fire, Deadly Aim): 1d20 + 7 ⇒ (4) + 7 = 11 Dmg (P): 1d10 + 11 ⇒ (6) + 11 = 17

@YELLOW FULL Squad machine gun (burning, Focus Fire, Deadly Aim): 1d20 + 7 ⇒ (20) + 7 = 27 Dmg (P): 1d10 + 11 ⇒ (10) + 11 = 21 Crit dmg: 1d10 + 11 ⇒ (2) + 11 = 13 Burn dmg: 1d6 ⇒ 3

Second Seekers (Jadnura)

Male Summerborn Ryphorian Sharpshoot Soldier 4: Spd:25, Init:3, SP:36/36, HP:32/32, RP:5/5, KAC:18, EAC:15, 5 Fire Resistance, Fort:8, Ref:4, Will:7, Per:7, Lowlight

Stand up and swing at red with knife hit: 1d20 + 6 ⇒ (11) + 6 = 17
dmg: 1d4 + 1 ⇒ (4) + 1 = 5

Scarab Sages

As the party obliterates the few remaining vermin they explode all over the cavern rocking the ground and causing a few bits of ceiling to rain down

Fire damage Iris and Frinke: 1d6 ⇒ 3 reflex save DC 9 for half
Fire damage Iris and Frinke: 1d6 ⇒ 3 reflex save DC 9 for half

Iris get's up from the floor and carefully brushes away a few crystal particles

What do you want to do now?

Second Seekers (Jadnura)

Male Summerborn Ryphorian Sharpshoot Soldier 4: Spd:25, Init:3, SP:36/36, HP:32/32, RP:5/5, KAC:18, EAC:15, 5 Fire Resistance, Fort:8, Ref:4, Will:7, Per:7, Lowlight

Oh, good, damage resistance of 5 to fire means I take 0 as they are two separate sources. Pretty much the only way that thing can damage me is it rolls a 6 and I fail the reflex save

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Ashton goes over to investigate the equipment locker, checking for traps first.

Perception: 1d20 + 12 ⇒ (10) + 12 = 22

Acquisitives

M Android Soldier 6 | (SP 30/54, HP 46/46, RP 9/9; EAC 25, KAC 25; F +8, R +8, W +6; Init +6, LLV, DV60'; [dice=Adv semi-auto pistol (Double Tap, Deadly Aim)]1d20+12[/dice] [dice=Dmg (P)]2d6+11[/dice]

The Analog Affair comes back to ground and joins Ashtif at the equipment locker.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

Wayfinders

♀ Android Technomancer 5 | Init +4 | RP 5/7 | SP 12/30 | HP 29 | EAC 18 KAC 18 | F +2 R +5 W +5 | Perception +9 (Low Light, Darkvision 60') | Spells 1st 6 2nd 2/3

Reflex save DC 9: 1d20 + 4 ⇒ (12) + 4 = 16
Reflex save DC 9: 1d20 + 4 ⇒ (10) + 4 = 14
Reflex save DC 9: 1d20 + 4 ⇒ (2) + 4 = 6
Reflex save DC 9: 1d20 + 4 ⇒ (16) + 4 = 20
Reflex save DC 9: 1d20 + 4 ⇒ (5) + 4 = 9

Damage: 2 + 1 + 1 + 1 + 1 = 6 [ooc]SP down from 20 to 14[/dice]

I guess we do not have time to rest, this is dangerous to have around” says Iris while pointing the crystals.

Scarab Sages

Looking at the equipment locker Ashtif takes the sensible approach to look for traps but doesn't notice anything that looks dangerous so he closer joined by the Analog (who likewise doesn't notice anything that could be a trap) until......

As you open the door on the locker you see that there's a nozzle of some sort on the other side of it which sputters and wheezes a bit as it starts to unleash a stream of acid

Acid damage Ashtif+the Analog: 4d6 ⇒ (3, 3, 6, 1) = 13 Reflex save DC 14 for half

After (attempting to) dodging out of the way you take a more careful look inside the locker and are able to retrieve the equipment from the locker. Inside is a mining jack I, a heavy seismic pick, three mk 2 frag grenades, and a scoring dross gun.
You also discover that there are several precious gemstones hidden in the lining of the suit of armor (the mining jack). These gems are worth 1,380 credits.

You can hear some gurgling from within the nozzle and you assume it's refilling it's acid so this might not be the safest place to stay.

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Reflex save: 1d20 + 8 ⇒ (14) + 8 = 22

Ashtif grabs the gear and hustles away from the nozzle. He takes one of the mark 2 frag grenades and says, "I can't use any of the rest of this, but I think that you, Frinke or Analog, might be able to do something with it."

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Ashtif looks over Iris-1, "Stay toward the rear, if you can, since we don't have time to rest. How about we explore this passage over here?"

Am I correct in thinking there are two passages to the right? I'd be pointing toward the lower one.

After people have swapped out equipment (I'll carry any other unclaimed grenades, if no one else thinks they'll use them), Ashtif pulls his sniper rifle and begins advancing down the tunnel carefully and silently.

Perception, broad-spectrum scanner: 1d20 + 12 + 4 ⇒ (15) + 12 + 4 = 31
Stealth: 1d20 + 14 ⇒ (10) + 14 = 24

Acquisitives

M Android Soldier 6 | (SP 30/54, HP 46/46, RP 9/9; EAC 25, KAC 25; F +8, R +8, W +6; Init +6, LLV, DV60'; [dice=Adv semi-auto pistol (Double Tap, Deadly Aim)]1d20+12[/dice] [dice=Dmg (P)]2d6+11[/dice]
Revvy Bitterleaf wrote:


Acid damage Ashtif+the Analog: 4d6 ⇒ (3, 3, 6, 1) = 13 Reflex save DC 14 for half

Reflex DC14: 1d20 + 8 ⇒ (7) + 8 = 15

Acquisitives

M Android Soldier 6 | (SP 30/54, HP 46/46, RP 9/9; EAC 25, KAC 25; F +8, R +8, W +6; Init +6, LLV, DV60'; [dice=Adv semi-auto pistol (Double Tap, Deadly Aim)]1d20+12[/dice] [dice=Dmg (P)]2d6+11[/dice]

"I will take a grenade, as well as the dross gun," says The Analog Affair, before following Ashtif.

Second Seekers (Jadnura)

Male Summerborn Ryphorian Sharpshoot Soldier 4: Spd:25, Init:3, SP:36/36, HP:32/32, RP:5/5, KAC:18, EAC:15, 5 Fire Resistance, Fort:8, Ref:4, Will:7, Per:7, Lowlight

Guys, I think now would be a good time for a 10 minute rest We all need to regain SP.

Scarab Sages

As Ashthif explores the passage he finds it leads to a smaller and smaller tunnel and eventually ends in a dead end.

It looks like a nice defensible point if you want to take a 10 minute break while trying to catch up to 2 fellow Starfinders who have been taken by crystalline skeletons and could possible be getting tortured at this very moment

Up to you if you want to take a 10 minute break, just let me know if you decide to take one

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Ashtif nods as he looks around, making sure there are no acid nozzles hidden nearby. "Let's take a breather here for a second."

Spending 1 RP to heal SP up to full.

Second Seekers (Jadnura)

Male Summerborn Ryphorian Sharpshoot Soldier 4: Spd:25, Init:3, SP:36/36, HP:32/32, RP:5/5, KAC:18, EAC:15, 5 Fire Resistance, Fort:8, Ref:4, Will:7, Per:7, Lowlight

Frinke will spend 1 RP to regain SP.

Acquisitives

M Android Soldier 6 | (SP 30/54, HP 46/46, RP 9/9; EAC 25, KAC 25; F +8, R +8, W +6; Init +6, LLV, DV60'; [dice=Adv semi-auto pistol (Double Tap, Deadly Aim)]1d20+12[/dice] [dice=Dmg (P)]2d6+11[/dice]

Spending 1 RP to regain SP.

Wayfinders

♀ Android Technomancer 5 | Init +4 | RP 5/7 | SP 12/30 | HP 29 | EAC 18 KAC 18 | F +2 R +5 W +5 | Perception +9 (Low Light, Darkvision 60') | Spells 1st 6 2nd 2/3

Unless staying put for 10 minutes is dangerous, as everyone is taking a break, Iris looks over her burns and applies something from her medkit on them.

Also spending 1 resolve point to regain stamina.

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Ashton leads the exploration along the next tunnel to the right

Scarab Sages

Taking precious time that could be spend catching up to your fellow missing Starfinders you catch your second wind after making sure you find a spot where the strange crystals won't burrow into your skin while you sit still for too long you head out again.

In the other direction you find tracks that show someone clearly was dragged there as well as some tracks that seems to be made by a small 4 legged mammal of some sorts which seemed to have been tracking the dragged creature(s).

There are more tunnels but due to the tracks you can easily sort out the one you need to follow until you reach;

The tunnel curves and opens up into a high-ceilinged, circular cavern. The floor of the cave spirals steadily downward, and at the lowest point sits a large crystal mound shaped, from some directions, like an enraged dragon clawing itself out of the earth.
Placed atop the mound are Iko and Naveret, both unconscious, their bodies beginning to be enveloped by the mound.

As you enter the cavern a large skeleton which looks like in life it used to be a dragon kin but is now almost not recognizable due to the crystals growing all over and through it's bones moves to intercept you. It does look like it took a bit of damage from fighting before 4-player adjustment

Init Analog: 1d20 + 6 ⇒ (16) + 6 = 22
Init Ashtif: 1d20 + 4 ⇒ (17) + 4 = 21
Init Iris: 1d20 + 3 ⇒ (6) + 3 = 9
Init Frinke: 1d20 + 3 ⇒ (8) + 3 = 11
Init Skeleton: 1d20 + 3 ⇒ (9) + 3 = 12

init: round 1
Analog + Ashtif
Skeleton
Iris+Frink
End of round stuff

The green and orange bubbles are Iko and Naveret

Acquisitives

M Android Soldier 6 | (SP 30/54, HP 46/46, RP 9/9; EAC 25, KAC 25; F +8, R +8, W +6; Init +6, LLV, DV60'; [dice=Adv semi-auto pistol (Double Tap, Deadly Aim)]1d20+12[/dice] [dice=Dmg (P)]2d6+11[/dice]

The Analog Affair launches into the air and flies down to Iko and Naveret.

"Greetings, Pathfinders. Are you OK?" he asks when he arrives.

Double move

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

I have the Ambuscade feat which grants +1 attack and damage if this counts as a surprise round.

I will try to identify any weaknesses or resistances

Mysticism: 1d20 + 6 ⇒ (5) + 6 = 11

Ashtif hustles into the room, dropping his rifle and drawing his static arc pistol as he takes up a position to fire at the dragonkin skeleton.

Arc pistol attack: 1d20 + 7 ⇒ (10) + 7 = 17
Arc pistol damage: 1d6 + 2 ⇒ (4) + 2 = 6 nonlethal electricity

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