SFS 2-10: Corporate Interests (Inactive)

Game Master AFlashInTime

Maps and Slides


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Fire Starters Loot

As the party splits up to go their separate ways, please only read/attempt checks associated with where your character is right now!

At the morgue (Rogers, Ozelle, Oddman):

Version-12 was found in an alley yesterday. Upon arriving at the morgue, you're admitted access to a spartan, chrome colored, frigid room where the body lies on a table covered with a cloth. Upon inspection, it's clear the body severe suffered energy damage of some kind.

Physical Science DC 16:

Some of the damage is electrical burns and the rest is acidic erosion.

Medicine DC 18:

You identify evidence of blunt-force trauma and constriction, as well as signs the body was dragged across a rough surface.

Mysticism DC 21:
You identify the energy damage is the result of magic, rather than technological weapons.

On the infosphere (Second-1):

In order to gain access to the boards, you'll need either to hack in (Computers DC 21) or convince somebody in the neighborhood to give you access. (Diplomacy DC 23, Bluff DC 21, Intimidate DC 19).

On the infosphere with access:

Once you gain access, you find a number of threads with users stating they saw a cloaked shape roughly the size of a human that floated instead of walked roughly around the time of the murders. One person claims to have seen the creature vanish into thin air.

With access: Mysticism DC 19:

Based on the description, this creature can fly, turn invisible through magical means, and is some form of outsider.

Asking the witness (Gulkyn and Chk'tarlsh):

You find the anacite Ex-Maintenance-22 at their usual corner maintaining a food stand. As you begin to ask questions about the murder, Ex-Maintenance-22 insists you try one of their newest creations first, as they spoon out bowls of a noodle dish with a murky broth that smells reminiscent of an electrical fire. After you try their food, they'll happily tell you all they know!

For those that try it:

Fortitude DC 14 or become sickened for the next hour.

If somebody tries it:

Ex-Maintenance-22 says they heard a sound like metal scraping on metal, then a dragging noise. They investigated and discovered Version-12’s body near a service maintenance tunnel. When they initially arrived on the scene, they also noticed the door to an out-of-service maintenance tunnel slam shut, though they didn’t see any other creatures in the area.

If everybody tries it:

Ex-Maintenance-22 adds that the tunnels aren’t used anymore because dangerous fumes and other runoff from Resurgent Technologies’ activities occasionally leak into the space.

If nobody tries it:

Ex-Maintenance-22 is upset and refuses to help. You can still poke around the area, however.

Nobody tries it + Survival DC 19:

Examining the area where the body was found, you notice a blood trail that leads to a maintenance tunnel door. The door seems locked.

Nobody tries it + Survival success + (Engineering DC 17 or Strength check DC 16):

The door opens. Beyond, the tunnel smells of stale air mixed with something acrid. The walls and low ceiling are shot through with rusted pipes littered with corrosive holes. Small patches of a plant with pale blue glowing fronds dot the way, growing straight from the
exposures in the metal.

Exo-Guardians

NG male nuar ace pilot soldier (blitz) 8 | SP 80/80, HP 62/62, RP 10/10 | EAC 25, KAC 27 | F+8 R+5 W+7 | Speed 50 | Init +7 | Perc +1 (darkvision), SM +1 | Piloting +17 (8 ranks) | Active Conditions:

Medicine: 1d20 + 5 ⇒ (11) + 5 = 16

"Something bad happened to this person, but I'll be damned if I know what."

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

Having experienced the dangers hidden in marketplaces on several occasions, Chk'tarlsh tags along with Gulkyn to keep a watchful eye out for trouble.

Little did he know that the biggest threat would come from the wares on offer by their witness!

In an effort to build trust, Chk'tarlsh accepts the offered noodle dish and, holding his breath, tucks in.

Fortitude: 1d20 + 5 ⇒ (10) + 5 = 15

The shirren manages to keep the concoction down, but wheezes as he offers his critique. "Not bad... Could... usse... ssome more... sspicesh."

He thanks the anacite for the information he provides.

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

At the morgue:

Mysticism: 1d20 + 9 ⇒ (12) + 9 = 21

Oddman activates his environmental protections before entering the morgue. "This was done with magic." he senses, when examining the corpse.

Wayfinders

Male LN Witchwyrd Ace Pilot Solarian 5 | SP 0/40 HP 22/39, Resistance: Elec 5 | RP 4/5 | EAC 17; KAC 17 | Fort +5; Ref +3; Will +4 | Init: +2 | Perc: +4, SM: +7, Darkvision 60' | Speed 30ft | Force Bolts 1. Unattuned. Active conditions: None

Gulkyn is a great fan of unique food, and eagerly samples the offered dish.
Fort: 1d20 + 3 ⇒ (11) + 3 = 14

"Interesting. Is this recipe based in part on traditional anacite flavors?"

After the finish speaking, he turns to Chk'tarlsh. "It sounds like we need to take a trip into the tunnels. Let's get the other and see what they've learned."

Second Seekers (Luwazi Elsebo)

Ozelle | Female LN morlamaw corporate agent envoy 2/soldier 1[/ooc] | SP 11/22 HP 23/23 RP 4/4 | EAC 16; KAC 19 | Fort +3; Ref +4; Will +4 | Init: +5 | Perc: +4, SM: +5; darkvision (60 ft) | Speed 20ft, swim 40ft | Active conditions: vesk brigantine III

Medicine: 1d20 + 5 ⇒ (19) + 5 = 24

"Hmmm. There's evidence of blunt-force trauma and constriction, as well as signs the body was dragged across a rough surface."

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

"Maybe she was telling the truth, then. There is a creature."

Looks like it's time to play some Doom: Aballon!

If these weren't short quests I'd be worried about those corpses coming back

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

Chk'tarlsh nods and fishes out his comm unit. Texting the rendezvous location to the rest of the crew, he replies audibly to Gulkyn, "I'll let them know to meet ush here. We can sscope out the maintenance tunnel door while we wait."

Having sent the message, he is struck by an idea and he scoops up his comm again to attach an addendum.

P.S. bring environmental protections.

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Infosphere surfing

Second-1 starts poking around various sites, looking for questionable security practices.

Computers(Hack): 1d20 + 11 ⇒ (17) + 11 = 28 and finds an open back door on a rather curious site about, of all things, door technology.

"Hmm...some kind of cloaked figure...floating..." the android thinks to himself Mysticism: 1d20 + 8 ⇒ (16) + 8 = 24

He immediately jumps on comms, having come to a conclusion, and informs the rest of the party of his findings "Alright, I think I got something. There are a few reports of some kind of floating, cloaked creature leaving the scene. Human shaped, one of the reports said it just...disappeared. Best guess, some kind of outsider. I'll need a closer look or better description to get us anything else though.

Heading to rendezvous coordinates now."


Fire Starters Loot

Gulkyn, Chk'tarlsh:

Ex-Maintenance-22 explains that they are trying to specialize in recreating dishes and flavors favored by Pact Worlds biologics. Being an anacite and having no ability to taste or eat had made cooking a challenge, but they are excited you enjoyed their dish!

After going over the evidence and gaining some insight into the creature, the party meets at the maintenance tunnel and enters, looking for the mysterious creature.

Into the tunnel!

The tunnel smells of stale air mixed with something acrid. The walls and low ceiling are shot through with rusted pipes littered with corrosive holes. Small patches of a plant with pale blue glowing fronds dot the way, growing straight from the exposures in the metal.

Life Science DC 15:
While retaining residual magical energy, the plants are harmless.

The layout of the tunnels is confusing to navigate as the party attempts to leave no stone unturned while looking for the creature.

The party collectively needs to succeed at three Survival checks. For ease of operation within the PbP format, make five checks and say whether each is a primary or aid attempt. I'll use the highest of each check (highest first, highest second, etc) before adding any assists. If we don't have three successes after five attempts, we'll revisit; if we do, we'll move onto the next part!

And, while navigating the tunnels:

Perception DC 24 and/or Physical Science DC 19:

You notice a subtle hissing sound that sounds like air beginning to seep through the area! Take a +2 bonus on the save under the next spoiler.

Suddenly!:

While exploring the tunnels, suddenly a rush of hot steam flies through the vents around everyone in the party!
Fire: 6d6 ⇒ (5, 4, 6, 5, 1, 5) = 26
Reflex DC 15 for half damage

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Survival: 1d20 + 10 ⇒ (11) + 10 = 21 Assist
Survival: 1d20 + 10 ⇒ (20) + 10 = 30 Primary
Survival: 1d20 + 10 ⇒ (8) + 10 = 18 Assist
Survival: 1d20 + 10 ⇒ (20) + 10 = 30 Primary
Survival: 1d20 + 10 ⇒ (13) + 10 = 23 Primary

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Reflex DC 15: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10

After the event takes place, Oddman casts Pyre Wreath, just in case something similar happens again.

Second Seekers (Luwazi Elsebo)

Ozelle | Female LN morlamaw corporate agent envoy 2/soldier 1[/ooc] | SP 11/22 HP 23/23 RP 4/4 | EAC 16; KAC 19 | Fort +3; Ref +4; Will +4 | Init: +5 | Perc: +4, SM: +5; darkvision (60 ft) | Speed 20ft, swim 40ft | Active conditions: vesk brigantine III

Ozelle tries her best to assist with navigating the tunnels. Only assisting, never the primary.

Survival: 1d20 - 1 ⇒ (10) - 1 = 9
Survival: 1d20 - 1 ⇒ (3) - 1 = 2
Survival: 1d20 - 1 ⇒ (2) - 1 = 1
Survival: 1d20 - 1 ⇒ (11) - 1 = 10
Survival: 1d20 - 1 ⇒ (1) - 1 = 0

However, her complete lack of knowledge of the surrounding only hinders the search.

Perception: 1d20 + 4 ⇒ (14) + 4 = 18

Reflex: 1d20 + 4 ⇒ (7) + 4 = 11

Ouch! Do we have time to rest after that?

Wayfinders

Male LN Witchwyrd Ace Pilot Solarian 5 | SP 0/40 HP 22/39, Resistance: Elec 5 | RP 4/5 | EAC 17; KAC 17 | Fort +5; Ref +3; Will +4 | Init: +2 | Perc: +4, SM: +7, Darkvision 60' | Speed 30ft | Force Bolts 1. Unattuned. Active conditions: None

All assist
Survival: 1d20 ⇒ 17
Survival: 1d20 ⇒ 12
Survival: 1d20 ⇒ 4
Survival: 1d20 ⇒ 3
Survival: 1d20 ⇒ 12

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Gulkyn does his best to help out, but he is better suited finding his way through a negotiation, not a sewer.

Reflex: 1d20 + 2 ⇒ (20) + 2 = 22

That doesn't keep him from having his wits about him.

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

"The witnessh mentioned the tunnelsh were no lonhker ussed due to dangeroush fumesh and runoff," Chk'tarlsh explains to the group once they have all assembled.

Activating the environmental protections of his armour, Chk'tarlsh enters the winding maintenance tunnels.

Aiding on Survival
Survival: 1d20 + 1 ⇒ (19) + 1 = 20
Survival: 1d20 + 1 ⇒ (12) + 1 = 13
Survival: 1d20 + 1 ⇒ (1) + 1 = 2
Survival: 1d20 + 1 ⇒ (3) + 1 = 4
Survival: 1d20 + 1 ⇒ (10) + 1 = 11

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

Reflex: 1d20 + 5 ⇒ (6) + 5 = 11

Disoriented and distracted, the shirren misses the warning signs and is unable to avoid the event.

Exo-Guardians

NG male nuar ace pilot soldier (blitz) 8 | SP 80/80, HP 62/62, RP 10/10 | EAC 25, KAC 27 | F+8 R+5 W+7 | Speed 50 | Init +7 | Perc +1 (darkvision), SM +1 | Piloting +17 (8 ranks) | Active Conditions:

Not sure why Oddman, our best survivalist, isn't rolling primary every round. As he's already designated some as assists, though, I'll roll primaries for those rounds and assist him for the rest.

Survival (Primary): 1d20 + 7 ⇒ (10) + 7 = 17
Survival (Assist): 1d20 + 7 ⇒ (4) + 7 = 11
Survival (Primary): 1d20 + 7 ⇒ (3) + 7 = 10
Survival (Assist): 1d20 + 7 ⇒ (12) + 7 = 19
Survival (Assist): 1d20 + 7 ⇒ (11) + 7 = 18

Perception: 1d20 + 0 ⇒ (1) + 0 = 1

Reflex: 1d20 + 2 ⇒ (3) + 2 = 5

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |
Rogers de Stieren wrote:
Not sure why Oddman, our best survivalist, isn't rolling primary every round. As he's already designated some as assists, though, I'll roll primaries for those rounds and assist him for the rest.

My three best results went to primary rolls, with two of them surely being successes and only one being a maybe - with the assists I believe it's now at a 29.

The other rolls were lower, and unless everyone else fumbles their assists to my primaries, why not try to help someone else to get a better result than mine instead? It's not like I'm checking other peoples survival bonuses before rolling...

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Life Sci: 1d20 + 10 ⇒ (4) + 10 = 14 Missed it

The technomancer, being more of a desk jockey than outdoorsman, does his best handing out advice and leading the party.
Survival: 1d20 + 1 ⇒ (9) + 1 = 10 Assist
Survival: 1d20 + 1 ⇒ (4) + 1 = 5 Assist
Survival: 1d20 + 1 ⇒ (10) + 1 = 11 Assist
Survival: 1d20 + 1 ⇒ (14) + 1 = 15 Primary
Survival: 1d20 + 1 ⇒ (15) + 1 = 16 Primary

Phys Sci: 1d20 + 11 ⇒ (1) + 11 = 12 Hey that hissing doesn't sound...Get down! too late to warn the others, Second-1 can only dive for cover.

Reflex: 1d20 + 4 ⇒ (16) + 4 = 20


Fire Starters Loot

Everybody has time to rest after the steam vent incident. Ouch!

After trekking through cramped tunnels for nearly an hour, the tunnels suddenly open into a what looks to have been a shuttle station at some point long ago before it was buried by newer construction. The remains of eviscerated rats and other pests lay scattered about the floor, staining it a dark and rusty crimson.

A raspy voice resonates from within your mind, saying, “Finally. It’s been too long since I’ve snuffed out the life of a living, breathing creature. These machines just aren’t the same.”

Despite not seeing any opponoents, you feel threatened! Entering initiative.

Initiative:

Rogers de Stieren 1d20 ⇒ 17
Chk'tarlsh 1d20 + 8 ⇒ (8) + 8 = 16
Oddman 1d20 + 1 ⇒ (12) + 1 = 13
Second-1 1d20 + 7 ⇒ (13) + 7 = 20
Gulkyn 1d20 + 1 ⇒ (9) + 1 = 10
Ozelle 1d20 + 5 ⇒ (7) + 5 = 12
ENEMY 1d20 + 3 ⇒ (5) + 3 = 8

Everyone in the party is up first

Second-1
Rogers
Chk'tarlsh
Oddman
Ozelle
Gulkyn

ENEMY
R2 start

Exo-Guardians

NG male nuar ace pilot soldier (blitz) 8 | SP 80/80, HP 62/62, RP 10/10 | EAC 25, KAC 27 | F+8 R+5 W+7 | Speed 50 | Init +7 | Perc +1 (darkvision), SM +1 | Piloting +17 (8 ranks) | Active Conditions:

"Come out and try it then!" Rogers snarls, stepping out in front of the party. With a snap of his fingers his axe appears in his hands, and he stands ready to attack should the unseen enemy approach.

Readied attack:

Greataxe (vs. KAC): 1d20 + 7 ⇒ (10) + 7 = 17
Slashing: 1d12 + 8 ⇒ (10) + 8 = 18
The axe has a fusion, so the attack counts as magical, in case that matters.

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

After a brief breather following the steam vent incident (1 RP spent), Chk'tarlsh was ready to continue traversing the maze-like tunnels.

Hot on the trail of a killer, he was ready for action at every step; his long sword in one hand, his pistol in the other. Relishing the deliberation, he had selected the best tools at his disposal for working up-close-and-personal, given the confines of the current environment.

Antennae twitching, the shirren came to a halt and looked around as the voice rasped inside his mind.

Who are you? he sent telepathically in reply. You may find we're not as easy a meal as those others.

Stepping forward to watch Rogers' back, Chk'tarlsh's multifaceted eyes scan the surrounding area for signs of their foe.

Readied action:

Chk'tarlsh will attack at range, unless within 5 ft of opponent.

Attack: 1d20 ⇒ 5 Ranged: +8, Melee: +6
If ranged, Piercing Damage: 1d6 + 2 ⇒ (3) + 2 = 5
If melee, Slashing Damage: 1d8 + 7 ⇒ (8) + 7 = 15

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman calls his trident as a swift action, moves closer to the edge of the area that seems to be lower than where they are (nice map!) and tries to Search for the invisible creature as his second move action.

Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Second Seekers (Luwazi Elsebo)

Ozelle | Female LN morlamaw corporate agent envoy 2/soldier 1[/ooc] | SP 11/22 HP 23/23 RP 4/4 | EAC 16; KAC 19 | Fort +3; Ref +4; Will +4 | Init: +5 | Perc: +4, SM: +5; darkvision (60 ft) | Speed 20ft, swim 40ft | Active conditions: vesk brigantine III

Ozelle moves out with her allies, drawing her pike.

15 feet of reach with the pike!

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

"Rogers, power up!" Second-1 steps in close to Rogers, touching a palm to the flat of his back.

Move: 15ft within range or Rogers
Standard: Supercharge Weapon If the weapon’s next attack hits (provided it is made before the end of the next round), the attack deals 4d6 additional damage if the weapon is a single target attack or 2d6 additional damage if the weapon attacks all creatures in an area. This bonus damage is of the same type as the weapon’s normal damage.

Wayfinders

Male LN Witchwyrd Ace Pilot Solarian 5 | SP 0/40 HP 22/39, Resistance: Elec 5 | RP 4/5 | EAC 17; KAC 17 | Fort +5; Ref +3; Will +4 | Init: +2 | Perc: +4, SM: +7, Darkvision 60' | Speed 30ft | Force Bolts 1. Unattuned. Active conditions: None

Gulkyn summons his mote to his hand, and stands ready.
Photon attuning


Fire Starters Loot

Rolls:

Stealth: 1d20 + 16 + 20 ⇒ (7) + 16 + 20 = 43
Perception: 1d20 + 5 ⇒ (6) + 5 = 11

You all hear the voice in your mind again. "Not as easy? Good... I like a challenge. And you'll see me soon enough..."

Nobody has perceived anything out of the ordinary yet. Entering round 2

Second-1
Rogers
Chk'tarlsh
Oddman
Ozelle
Gulkyn

ENEMY
R3 start

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Oddman walks further down the corridor.

Perception: 1d20 + 9 ⇒ (9) + 9 = 18

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

Chk'tarlsh also cautiously moves further out into the area, scanning for danger.

Perception: 1d20 + 5 ⇒ (15) + 5 = 20

Exo-Guardians

NG male nuar ace pilot soldier (blitz) 8 | SP 80/80, HP 62/62, RP 10/10 | EAC 25, KAC 27 | F+8 R+5 W+7 | Speed 50 | Init +7 | Perc +1 (darkvision), SM +1 | Piloting +17 (8 ranks) | Active Conditions:

Rogers moves cautiously out into the room, ready to attack an enemy that gets close.

Readied attack:

Greataxe (vs. KAC): 1d20 + 7 ⇒ (10) + 7 = 17
Slashing: 1d12 + 8 ⇒ (10) + 8 = 18


Fire Starters Loot

Invisible attack vs flat footed: 1d20 + 11 ⇒ (2) + 11 = 13
B damage: 1d6 + 7 + 4d6 ⇒ (6) + 7 + (3, 1, 5, 5) = 27

As Oddman walks forward, suddenly a previously invisible tentacle lashes out and hits the kasatha! Suddenly, standing next to Oddman is a terrible creature with tenticles for hands and a grim smile filled with sharp teeth.

Rogers, walking in the same area, swings his greataxe at the creature! The blow finds its mark, and the creature lets out a loud yell of pain!

Sorry to retcon a few things; Oddman walked past the invisible creature and provoked. If Chk'tarlsh and Oddman want to redo/re-finish their turns, you now know where the enemy is. Rogers "readied" attack would have hit, so I just had it go off right away.

Second-1
Chk'tarlsh
Oddman
Ozelle
Gulkyn

ENEMY
R3 start
Rogers

Wayfinders

Male LN Witchwyrd Ace Pilot Solarian 5 | SP 0/40 HP 22/39, Resistance: Elec 5 | RP 4/5 | EAC 17; KAC 17 | Fort +5; Ref +3; Will +4 | Init: +2 | Perc: +4, SM: +7, Darkvision 60' | Speed 30ft | Force Bolts 1. Unattuned. Active conditions: None

Photon attuned 2

Gulkyn will move around Ozelle to try and line up a shot while closing the distance.

Laser: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

Thanks GM Flash. I'll redo the turn.

Seeing the tentacled monstrosity appear seemingly out of nowhere to attack Oddman, Chk'tarlsh dashes over to help his companions. Skirting wide of the creature in effort to avoid the reach of its tentacles, the shirren tries to slip in behind and take advantage of the distraction of Rogers' attack as he launches a strike of his own. Path of passage indicated on slides on case of potential AoO.

Long sword: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 (incl. Flanking bonus)
Slashing Damage: 1d8 + 7 ⇒ (7) + 7 = 14

Second Seekers (Luwazi Elsebo)

Ozelle | Female LN morlamaw corporate agent envoy 2/soldier 1[/ooc] | SP 11/22 HP 23/23 RP 4/4 | EAC 16; KAC 19 | Fort +3; Ref +4; Will +4 | Init: +5 | Perc: +4, SM: +5; darkvision (60 ft) | Speed 20ft, swim 40ft | Active conditions: vesk brigantine III

Ozelle moves closer and yells "It's here! Get it!"

Get 'em on the creature!

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Instead of the Perception check, Oddman takes a guarded step to the right, away from the monstrosity!

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Mysticism to ID: 1d20 + 8 ⇒ (4) + 8 = 12 This must be the creature Second-1 thinks before Second-1 moving up and firing a shot from his handcannon.

Handcannon v KAC: 1d20 + 6 ⇒ (16) + 6 = 22
Dmg(p): 1d8 + 1 ⇒ (5) + 1 = 6

Rogers should also get +4d6 dmg on that attack since it was made prior to the end of the next (this) round.


Fire Starters Loot

Rogers extra 4d6: 4d6 ⇒ (5, 4, 1, 5) = 15

Though Second-1 doesn't have any idea what this creature is, it sure seems affected by swords, axes, and bullets! Gulkyn's laser didn't seem to do much, though.

Howling in pain and anger, the creature turns and reaches out with a magically electrified tentacle!

Jolting surge: 1d20 + 11 ⇒ (5) + 11 = 16
Electricity: 4d6 ⇒ (4, 3, 4, 6) = 17

After the attack, the creature takes a guarded step out of the flank.

Party is up!

Rogers
Second-1
Chk'tarlsh
Oddman
Ozelle
Gulkyn

ENEMY
R4 start

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Mysticism to Identify: 1d20 + 9 ⇒ (19) + 9 = 28 Resistances, DR, weaknesses, special abilities

As a move action Oddman activates one of his photoenergetic nodes, discharging it into his trident. Then he throws the weapon at the monster.
Cold Iron Trident vs. KAC: 1d20 + 7 ⇒ (19) + 7 = 26
Piercing damage: 1d8 + 8 ⇒ (1) + 8 = 9
Fire damage: 1d6 ⇒ 3

After it lands, as a swift action, he calls it back to his hand.

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

Second-1 ejects a cartridge, slams another in, and fires once more.

Handcannon v KAC: 1d20 + 6 ⇒ (14) + 6 = 20
Dmg(p): 1d8 + 1 ⇒ (2) + 1 = 3


Fire Starters Loot

Oddman looks at the creature, and realizes this is a feral venedaemon, an evil daemon extraplanar outsider! He knows it has cold, fire, and electricity resistance (5) and no damage reduction to physical forms of attack.

This last piece of information is particularly evident as his trident and Second-1's bullet kill the creature. It lets out a last cry of hatred before falling to the ground.

Back at Resurgent Technologies, Eshazi is grateful you successfully dealt with the creature before anybody else lost their lives. After remarking the clean up operation went very smoothly given the circumstances, she authorizes payment to the Society.

Mission complete!


Fire Starters Loot

After checking back in with Venture-Captain Naiaj (who commends you from defeating such a dangerous foe, despite Resurgent Technologies' refusal to inform you what you were up against), the party heads back to Absalom Station to receive their next assignment.

The next day, you all receive another message from Venture-Captain Naiaj.

“Starfinder Agents,

"For your next assignment, you'll be traveling to the Lucent Shipyards in the Burning Archipelago to meet with Sanjaval Spaceflight Systems, one of our oldest and most important corporate associates. They provide us with a number of services ranging from starship construction to analysis of the combat data The financial arrangements we have with them are considerable. Part of our deal with Sanjaval is providing personnel to test experimental equipment. They have designed a new starship model, and I would like for you to put it through its paces. I’d like to hear your thoughts on its performance before we decide whether to put in an order.

“Again, this is one of our more important business partners. We want them to continue to work with us. Make a good impression.”

—Venture-Captain Naiaj

The approach to the Burning Archipelago is one to remember. As your shuttle approaches the sun and is cleared by security at Sunrise Station, it flies toward a dark metalic ring. Suddenly, a shimmering vortex appears in the ring of dark metal. It stretches down like a funnel into the stellar atmosphere. At the other end, a ring of dark metal similar to the entrance opens on a view of the Burning Archipelago. The shuttle procedes to Dawnshore, which houses the main spaceport in the Burning Archipelago and the Lucent Shipyards, and lands.

As you exit the shuttle and enter the spaceport, a vibrantly colored dragonkin dressed in a smart, business casual suit greets you.

“Hello, Starfinders! Welcome to the Burning Archipelago! My name is Akrodo. I manage your organization’s account here at Sanjaval. We’re all very excited about the ship you’ll be flying today! Our analysis of the combat data the Society sent us has been interesting, and we think you will be quite pleased with what we have designed. Now, if you’ll follow me, please.”

Akrodo takes you to the Sanjaval portion of the Lucent Shipyards. On the way, he transmits a copy of ship statistics for the Remorhaz. See slides He then takes you into a large hanger bay where you see the ship in-person!

"“Our analysis of many of the Starfinder Society’s armed conflicts suggested a very clear pattern: most starships try to get behind the enemy as most are more lightly armed in the aft. We have designed the Remorhaz to appear to share armament design and layout with most other vessels, but most of the forward facing equipment are dummies. Not all mind you, there are some live weapons fore. However, the ship’s heaviest armament is in the rear. So you WANT the enemy to try to get behind you!

"Now, if you'll follow me inside, we can take a closer look at the ship you'll be testing out today!"

Akrodo leads the group into the ship's engineering spaces.

"This is main engineering. Access to the engines and the power core is here. From these consoles you will be able to divert power between systems and affect any necessary repairs. This specification manual covers all of the power needs and regulations. I understand that Society engineers have a propensity for overclocking power to various systems. Please keep in mind that doing so voids the warranty.”

He then leads the group onto the bridge, walking to each console and discussing it in turn.

“This is the science station. From this computer bank your science officer has full access to the ship’s computer and sensor suite. Running scans; detecting, studying, and navigating hazards; and analyzing other ships and creatures can all be done from here. Shield adjustments are also done here.

“This is the gunnery station. This console controls all of the ship’s weaponry. All weapons can be controlled from this single console, or dispersed out among any combination of these consoles. So one person can control them if necessary, but there remains easy access for multiple gunners.

“Here is the ship’s helm. The ship’s computer system can aid in several tasks when needed, and as such we have designed the helm to allow for some computer assistance but also to allow a pilot to spread their wings, as it were. Your combat data suggests that Society pilots enjoy a more… aggressive piloting stance.

“And this is the big chair! It’s positioned centrally so the captain has quick and unimpeded line of sight and access to all the other stations. Intercom, tactical readouts, everything a captain needs to make the split second decisions they’ll be making is all right here in the arm rests.

"Now, do you have any questions before we begin the test flight?"

Akrodo pauses to answer any questions about the ship.

Please ask Akrodo any questions about the ship that you want, familiarize yourselves with the Remorhaz ship statistics, and select a role for starship combat!

Wayfinders

Male LN Witchwyrd Ace Pilot Solarian 5 | SP 0/40 HP 22/39, Resistance: Elec 5 | RP 4/5 | EAC 17; KAC 17 | Fort +5; Ref +3; Will +4 | Init: +2 | Perc: +4, SM: +7, Darkvision 60' | Speed 30ft | Force Bolts 1. Unattuned. Active conditions: None

"I assume to really test this, we'll be doing more than a simple out and back. So what challenges do you have in store for us on this test flight?"


Fire Starters Loot

Akrodo clears his throat before replying.

"Correct! We're going to put the ship through its paces in a mock combat against a drone. You'll take the ship out, engage the drone, and see what you like about it! Remember, the concept for this ship is to pretend to run and then catch the enemy off-guard with the aft weaponry when they try to pursue! But, of course, you'll have the freedom to test out the ship any way that feels right to you. After we get enough information and you've gotten a good feel for the ship, we'll wrap things up!"

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

"So you mentioned overclocking...I don't suppose a few tweaks for maximum efficiency would be an issue, would it? It is a somewhat standard practice in the Pact Worlds, after all..."

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

"All is as it will ever be. But run your tests, we are here to assist."

Once inside the ship, Oddman takes a corner of the bridge, turns off or covers up all lights nearby and places some dark stones in a circle around him, as he sits down. A screen close by displays images of the outside of the ship. "All shall be revealed. I am ready."

Short range sensors, huh. At least we have a mk 1 tetranode computer

Second Seekers (Luwazi Elsebo)

Ozelle | Female LN morlamaw corporate agent envoy 2/soldier 1[/ooc] | SP 11/22 HP 23/23 RP 4/4 | EAC 16; KAC 19 | Fort +3; Ref +4; Will +4 | Init: +5 | Perc: +4, SM: +5; darkvision (60 ft) | Speed 20ft, swim 40ft | Active conditions: vesk brigantine III

"Oh, what a lovely ship! We are so honored to be part of the product testing cycle."


Fire Starters Loot

Akrodo gives Second-1 an exaspirated look. "For the purposes of this test, try to keep everything within industry performance standards. It's a drone firing fake rounds, so there won't be any actual danger for you to need those sort of 'tweaks' to avoid."

Turning to Ozelle, he smiles. "Ah, yes, and thank you for participating! The Starfinders are one of our most important clients, and we aim to please!"

After Akrodo departs the ship and everyone gets to their positions (see the Discussion), the Remorhaz humms to life and flies to a pre-arranged set of coordinates outside of the Burning Archipelago.

Akrodo's voice sounds over the ship's speakers. "Here's the part of the range we've closed off for the test today. We're dispatching the drone now. Please, as you go through the test, give all the feedback you can about how the ship feels, what you like, what you dislike. Everything is being recorded, and the more information we get from you the more we can make the Remorhaz even better!"

A drone ship appears at the edge of the edge of the designated area of space, flying at the Remorhaz.

Round 1 of Starship combat begins!

Second Seekers (Luwazi Elsebo)

Male CG Kasatha colonist mystic 7 | SP 37/49 HP 46/46 | RP 7/7 | EAC 18; KAC 20 | Fort +3; Ref +4; Will +9 | Init: +2 | Perc: +14, SM: +14 | Speed 30 ft.; climb 30 ft. | Desert Stride, Darkvision 60 ft., Healing touch 35 hp/day, Mindlink 1/day | Spell slots 5/5 first level 3/4 second level 3/3 third level |

Engineering phase
Scrying: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
DC = 5 + 1,5 x enemy's ship tier + their defensive countermeasures

Second Seekers (Luwazi Elsebo)

Ozelle | Female LN morlamaw corporate agent envoy 2/soldier 1[/ooc] | SP 11/22 HP 23/23 RP 4/4 | EAC 16; KAC 19 | Fort +3; Ref +4; Will +4 | Init: +5 | Perc: +4, SM: +5; darkvision (60 ft) | Speed 20ft, swim 40ft | Active conditions: vesk brigantine III

"Let's target the power core!"

Computers: 1d20 + 4 ⇒ (5) + 4 = 9

"Um...maybe it doesn't have one? I'm still getting the hang of these controls."

Exo-Guardians

Male CG shirren mercenary soldier 7 | SP: 63/63 HP: 19/55 RP: 5/8 | EAC:25 KAC:27 [ Resist: 7 (Slashing), 5 (cold, fire)] | F:7 R:7 W:7 | Init: +9 | Speed: 40 ft | Perc:+9, SM: +2, Blindsense 30 ft, Darkvision 60ft | Active Conditions: -
Abilities/Consumables:
Laser rifle 39/40 | Arc caster 20/20 | Pistol 9/9 | Shuriken 10/10 | Frag grenade I 1/1 | Serum healing mk I (2) | Communalism 1/1

Chk'tarlsh pauses and gives a low whistle, antennae twitching, as the group is led onto the bridge. Making his way over to the gunnery station, he runs a hand over the console, inspecting the controls and displays. His head bobbing in approval, he turns to hear the final instructions from their host.

Targeting the distant drone, Chk'tarlsh awaits the order to fire and launches a torpedo from the ship's turret.

Light plasma torpedo launcher: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 3d8 ⇒ (3, 2, 2) = 7

Wayfinders

M Android Technomancer/5 | HP 29/ 29 RES 6 / 6 STAM 30/ 30| KAC 18EAC 18| Fort 2 Ref 5 Will 6 | Perc +6 | Init +8

"Well, might as well get ourselves into position. Sending auxiliary power to engines. I could send more...but we'll do this one by the book, I suppose." There is an audible sigh followed by the engines spoiling up.

Engineering(Divert to Engines): 1d20 + 10 ⇒ (18) + 10 = 28 DC = 10 + 1-1/2 times your starship’s tier (DC 16). Speed increased by 2 if successful.

Exo-Guardians

NG male nuar ace pilot soldier (blitz) 8 | SP 80/80, HP 62/62, RP 10/10 | EAC 25, KAC 27 | F+8 R+5 W+7 | Speed 50 | Init +7 | Perc +1 (darkvision), SM +1 | Piloting +17 (8 ranks) | Active Conditions:

"Let's see how this thing handles! I'll try to get us into torpedo range, then swing around. Should have those heavy weapons in the back lined up in just a sec!" Don't think I can get the heavy torpedo launcher in the aft lined up w/i 12 hexes (its speed) this round, but should be able to next round if the drone cooperates. I can (and did) move us into one speed increment for the light torpedo in the turret this round, though, depending on what the drone does.

Piloting (Evasion, DC 16), ship bonus: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16

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