[PbP Gameday IX] SFS 3-00 The Last Bite (Tier 5-6) GM Xain (Inactive)

Game Master Xain

Combat MAPS. - I will try to keep the current map (if one) always on slide 1.

PREPARATION REWARDS:

Unless otherwise mentioned, using a reward gained from a preparatory task requires no action. If a reward gives a bonus to a check or otherwise affects a check, the PCs must declare the use of that reward before rolling. These rewards apply to the group, and the group must agree to use the bonus before a PC can gain the benefits.

BUFFET CRISIS

Easy Thankful for the help, the head caterer gifts the PCs with a vacuum-sealed, spoilage-resistant takeout container full of scrumptious food. Once during the adventure, a PC can consume this food to gain a +1 bonus to Skill checks and Saves for a number of Minutes equal to their Character Level.

Hard In addition to the reward above, the food also functions as a Mk 3 Serum of Healing that must be used during this adventure.

MEDIA BOOST

Easy The PCs launch a social media tag about the upcoming events that quickly gains momentum throughout the local infosphere.

Average Once during the adventure, each PC gains a +2 bonus to a Charisma-based skill check attempted when interacting with an individual who is not a Starfinder.

Hard When using the reward above, the PCs can roll their check twice and take the better result (in addition to gaining the +2 bonus).

MEDIA CONTROL

Easy The PCs end the peaceful, albeit misguided, protest. They learn from the demonstrators that despite the Society's efforts to counteract Datch's smear campaign, many individuals in the Pact Worlds still distrust their organization.

Average The PCs gain valuable insight into the crowd’s behavior. At any point during the adventure, a PC can attempt a Hard Bluff, Diplomacy, or Intimidate check to influence a crowd.

Hard Once during the adventure when the group encounters a team of two or more adversaries, the group can activate this reward to grant each PC a +4 bonus to their initiative checks for that encounter.

SOUND CHECK

Easy While helping Fitch and her brood, the prodigious young ysoki offer a few helpful tips about fixing equipment on the fly.Each time the PCs attempt a skill check to repair or reprogram a technological item during the adventure, one PC can gain a +1 bonus to the check.

Average As above, but instead the PCs gain a +3 bonus.

Hard Once during the adventure, each PC can roll twice (to repair or reprogram a technological item) and take the better result.

VALET PILEUP

Easy Solving the problem gives Tall Sam free reign of the Society's parking garage and starship hangars. With Zigvigix's permission, Tall Sam modifies several of the parked vehicles. Once during the adventure, the party can flip a boost switch to add a +4 to a single Piloting check during starship combat or a vehicle chase.

Average When using the reward above, the starship or vehicle can also move one additional hex or zone.

Hard In place of the reward above, the PCs can force the crew of an enemy ship or vehicle to take a –2 penalty to all Piloting checks made during the round. The use of this ability must be declared at the start of the starship combat or vehicle chase round.

VIP ROUNDUP

Easy After a hectic search of the grounds, the PCs locate each of the missing guests of honor. The three VIPs are grateful for the escort and give each PC a Mk 1 Serum of Healing that must be used during the course of this adventure.

Average The magnanimous Zo! thanks the PCs by gifting them a voucher for a one-time 10% discount on gear or equipment purchased on Absalom Station for the duration of the adventure. This discount does not stack with any other discount, and Table GMs should mark its use on the Chronicle sheet.

Hard The VIPs pool their resources together to offer the group some special swag. Each PC can select a serum or grenade from the Core Rulebook with an item level less than or equal to the group's APL to receive free of charge. This item must be used during the course of this adventure.

Agents' Respite: Once during the adventure, each PC can reroll a failed attack roll, save, or skill check.
Ki
K'saret


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Viper and Lynn both recall the symptoms of koruxian poisoning and they don't match those observed here.

The locals point Lynn to the location of Radi quarters. From outside the door you hear groaning coming from within. The door is unlocked and inside the suite contains two beds, a lavatory, and a rectangular glass terrarium and incubator. The overheard lights are dimmed to a point of near darkness, and a strong, reptilian odor fills the room. The thermostat is cranked down to a chilly temperature that's noticeably colder than elsewhere on the station.

DC 16 Perception or Survival:
A PC who succeeds at this check notices broken black eggshells and shed scales inside the enclosure.

Radi, a male dwarf, calls out from his sickbed to anyone who enters. He speaks between fits of racking coughs. He admits his poor decision to smuggle in a zuvak for a constant supply of fresh eggs. He tells you the location of a storage pantry where the creature has made it's nest...

ZUVAK: 1d20 + 2 ⇒ (3) + 2 = 5
Init Lynn: 1d20 + 7 ⇒ (6) + 7 = 13
Init Viper: 1d20 + 12 ⇒ (6) + 12 = 18
Init Daata: 1d20 + 4 ⇒ (10) + 4 = 14
Init Ki'ren'nura: 1d20 + 6 ⇒ (13) + 6 = 19
Init K'saret: 1d20 + 3 ⇒ (11) + 3 = 14
Init Azara : 1d20 + 2 ⇒ (17) + 2 = 19

Init - Bold may act
19 Ki'ren'nura
19 Azara
18 Viper
14 Daata
14 K'saret
13 Lynn

--------
5 ZUVAK

Our first combat!
MAP
We are on Slide 1. Plase your tokens in the starting box and go!

Dataphiles

Male Izalguun Roboticist Mechanic 7.1 SP 12/42, HP 48/48, RP 9/9; EAC 21, KAC 23; F +5, R +7, W +5 (+1); Spd 15/35 ft.; Init +4; darkvision 60 ft., low-light vision, Perception +13 (+15 vision, +17 scanner); Posture: quadruped; Active conditions: — ; Used:

Assuming we have weapons drawn, since we were told of the threat: Following he comrades, Daata boomerangs his axe at the monster as his drone pops off two shots with its static arc pistol.

Move AI, standard attack; AI full attack.

Attack vs KAC: 1d20 + 7 ⇒ (15) + 7 = 22
Damage (S, magic): 1d6 + 9 ⇒ (1) + 9 = 10

Attack vs EAC (full): 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14
Damage (E, nonlethal): 1d6 + 3 ⇒ (4) + 3 = 7
Attack vs EAC (full): 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23
Damage (E, nonlethal): 1d6 + 3 ⇒ (2) + 3 = 5

Wayfinders

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

Daata, it didn't sink in until I saw your token that you're an izalguun. Cool!
BTW, Lynn's token is the blue haired one. It doesn't quite match her forum avatar, so I've added her also on slide two with her name underneath it so people can remember.

Lynn chirps in surprise at the monster in the closet, before singing out three vibrant tones. Glowing ripples form in the air around her in response. She points at the zuvak and the ripples zip through the air to pummel the creature.

Magic Missile; w/ harmful spells: 3d4 + 3 + 3 ⇒ (3, 4, 3) + 3 + 3 = 16


Daata takes a chunk out of the creature with his axe, Mikey's first shot goes wide but the second sends an electrical shock through the beast, and three bolts of magic slam into it from Lynn... it looks mad.

Init - Bold may act
19 Ki'ren'nura
19 Azara
18 Viper
14 Daata
14 K'saret
13 Lynn
--------
5 ZUVAK

MAP - Slide 1 Also pinned at the top of the page.
Plase your tokens in the starting box and go!

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

"Shadow needs light to exist"
"Vice is not versa"
"The sun shall burn you away."

Azara ignites himself with cosmic fire and hurls himself at the shadow creature.

Stellar Rush: 1d20 + 9 ⇒ (6) + 9 = 15

Fire Damage (DC17 Refl Half): 3d6 + 2 ⇒ (5, 1, 2) + 2 = 10

The attack is considered a bull rush. The Zuvak has to make the save and takes damage whether I hit or not. And I don't take the AC penalty for charging.
Photon Attuned: 1

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)

"Or you could have let it come out so we're not trying to brawl in a shoe-box"

Knife in one hand, pistol in the other, Viper positions up.

Viper snakes the creature...
Trick attack 1d20 + 19 ⇒ (14) + 19 = 33 vs 20+CR
Attack 1d20 + 11 ⇒ (10) + 11 = 21 vs FF KAC
Damage 2d6 + 3 + 3d8 ⇒ (2, 2) + 3 + (4, 8, 6) = 25


The creature dodges Azara's rush and catches only the edge of the flames but Viper lands a hit dead on.

Ref: 1d20 + 11 ⇒ (14) + 11 = 25

Init - Bold may act
Ki'ren'nura
Azara
Viper
Daata
K'saret
Lynn
--------
5 ZUVAK [Flat-Footed]

Second Seekers (Jadnura)

Non-Binary Skittermander Soldier (Sharpshooter) / 3 / Solarion /2 | SP 44/44 HP 48/48 | RP 9/9 | 26 EAC ; 27 KAC | 35 CMD (KAC+8) Fort +8; Ref +7 (+8); Will +8 | Init: +6 | Perc: +5, SM: +1 | Speed 30ft | Darkvision 60’ | DR: 6 | Resist: 5(10) Sonic OR Electric, 5 Cold, 5 Fire| Hyper 1/1 | Jump Jets 10/10 | Emblem 2/2 Active conditions:

As Viper and Asara rush in to start hacking at the creature Ki braces their large Plasma Cannon - having been taken out of the briefcase they had been lugging around up to now. Levelling the cannon they take aim and squueze the trigger, super-heated energy unleashed.

"Not helpful at all!"

Yellow Star vs EAC, full attack, deadly aim: 1d20 + 13 - 4 ⇒ (20) + 13 - 4 = 29
magic e&f Damage: 2d10 + 9 ⇒ (4, 10) + 9 = 23 + crit damage: 2d10 + 9 ⇒ (4, 2) + 9 = 15 plus burn: 2d4 ⇒ (4, 2) = 6

Yellow Star vs EAC, full attack, deadly aim: 1d20 + 13 - 4 ⇒ (9) + 13 - 4 = 18
magic e&f Damage: 2d10 + 9 ⇒ (2, 2) + 9 = 13

Second Seekers (Luwazi Elsebo)

Male NG shirren healer mystic 5 | SP 40/40 HP 31/36 | RP 7/7 | EAC 18; KAC 18 | Fort +3; Ref +4; Will +9 | Init: +3 | Perc: +13, SM: +13 | Speed 30ft | blindsense (vibration) 30ft | Spells: 1st 6/6; 2nd 2/3 | Active conditions: None.

K'saret moves up and casts Mind Thrust
DC 18 WILL for have damage: 4d10 ⇒ (8, 3, 6, 8) = 25

What skill for a knowledge check please?


Sorry I should have put in ID spoilers sooner. I usually GM VTT, getting used to PbP again.

DC 21 Mysticism to ID:
A Zuvak is an Extraplanar Magical Beast from the Shadow Plane. They carry a Disease known as Murkblight. Anyone hit by their attacks could become infected.

MURKBLIGHT
Type Disease (Contact); Save Fort DC 15
Track Physical; Frequency 1/Day
Cure 3 consecutive saves

DC 26 Mysticism to ID:
Immunities Cold & Poison; Resistances Acid 10, Fire 10

DC 31 Mysticism to ID:
Weaknesses Light Blindness
A Zuvak is Blinded for 1 Round when first exposed to bright light, such as sunlight, and it is Dazzled for as long as it remains in an area of bright light.
The room is currently dimly lit.

DC 36 Mysticism to ID:
In addition to a Bite attack they can project quills to a range of 30 ft. both bite and quills carry the disease and deal cold damage.

Will: 1d20 + 6 ⇒ (11) + 6 = 17

The skittermander lands a shot at a vital area but the beast still manages to shrug off some of the damage. It takes full damage from K'saret's magic though as blood starts to drip from its ears. The creature takes a swipe at Azara before retreating a guarded step back into a corner.

Bite vs EAC: 1d20 + 18 ⇒ (5) + 18 = 23
Cold: 2d6 + 12 ⇒ (5, 2) + 12 = 19 plus Disease Fort DC 15

Init - Top of Round 2 - Bold may act
--------
Ki'ren'nura
Azara
Viper
Daata
K'saret
Lynn

--------
5 ZUVAK [Flat-Footed until Viper's turn]

Wayfinders

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

Mysticism: 1d20 + 11 ⇒ (14) + 11 = 25

Lynn adjusts the lyrics of her song mid-way through, weaving "Careful you don't get bit, it'll make you si-" only to realize that Azara already got bit. She steps to Daata's side of the door to get a clearer look at the creature, then belts out a pair of force bolts that lance at the creature.

Magic Missile; w/ harmful spells: 2d4 + 2 + 3 ⇒ (1, 1) + 2 + 3 = 7

Second Seekers (Luwazi Elsebo)

Male NG shirren healer mystic 5 | SP 40/40 HP 31/36 | RP 7/7 | EAC 18; KAC 18 | Fort +3; Ref +4; Will +9 | Init: +3 | Perc: +13, SM: +13 | Speed 30ft | blindsense (vibration) 30ft | Spells: 1st 6/6; 2nd 2/3 | Active conditions: None.

Mysticism: 1d20 + 16 ⇒ (6) + 16 = 22

Another Mind Thrust
DC 18 WILL for half damage: 4d10 ⇒ (9, 5, 9, 10) = 33

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)

Viper shanks the creature with her survival knife.
Trick attack 1d20 + 19 ⇒ (18) + 19 = 37 vs 20+CR
Attack 1d20 + 10 ⇒ (14) + 10 = 24 vs FF KAC
Damage 1d4 + 5 + 3d8 ⇒ (2) + 5 + (3, 1, 4) = 15

Second Seekers (Jadnura)

Non-Binary Skittermander Soldier (Sharpshooter) / 3 / Solarion /2 | SP 44/44 HP 48/48 | RP 9/9 | 26 EAC ; 27 KAC | 35 CMD (KAC+8) Fort +8; Ref +7 (+8); Will +8 | Init: +6 | Perc: +5, SM: +1 | Speed 30ft | Darkvision 60’ | DR: 6 | Resist: 5(10) Sonic OR Electric, 5 Cold, 5 Fire| Hyper 1/1 | Jump Jets 10/10 | Emblem 2/2 Active conditions:

Dashing into the room, Ki levels their cannon again and unleashes super-heated Death upon their foe.

Yellow Star vs EAC, Deadly aim: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21
magic E&F Damage: 2d10 + 9 ⇒ (10, 4) + 9 = 23

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

Fort Save: 1d20 + 6 ⇒ (19) + 6 = 25

If only this were the first time Azara had been bitten by some strange beast...

He flinches a bit as Ki unleashes a blast right next to him but doesn't let it slow him down, not even waiting until the afterimage of the lance of fire leaves his vision before closing with the shadow beast again and slashing at it with his solar weapon, the mote hanging between his antennae having become a large ankh he holds by the loop.

Solar Weapon: 1d20 + 9 ⇒ (20) + 9 = 29

Slashing: 2d6 + 1d4 + 9 ⇒ (3, 6) + (3) + 9 = 21

Crit: 2d6 + 1d4 + 9 ⇒ (1, 5) + (1) + 9 = 16

And Wound: 1d20 ⇒ 6

Bleed: 1d6 ⇒ 2

Hope it's ok I rolled all the quite effects.

Dataphiles

Male Izalguun Roboticist Mechanic 7.1 SP 12/42, HP 48/48, RP 9/9; EAC 21, KAC 23; F +5, R +7, W +5 (+1); Spd 15/35 ft.; Init +4; darkvision 60 ft., low-light vision, Perception +13 (+15 vision, +17 scanner); Posture: quadruped; Active conditions: — ; Used:

Daata presses his attack as well.

Move AI, standard attack; AI full attack.

Attack vs KAC: 1d20 + 7 ⇒ (7) + 7 = 14
Damage (S, magic): 1d6 + 9 ⇒ (3) + 9 = 12

Attack vs EAC (full): 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17
Damage (E, nonlethal): 1d6 + 3 ⇒ (1) + 3 = 4
Attack vs EAC (full): 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7
Damage (E, nonlethal): 1d6 + 3 ⇒ (2) + 3 = 5


Will: 1d20 + 6 ⇒ (19) + 6 = 25

The shadow creature goes down under a hail of magic, blade, and cannon fire. You're able to harvest a tissue sample from the zuvak and return the samples and data to Dr. Monsylkis on Absalom Station for analysis.

Success Covert Mission 3!


ACTION MISSION 3: ACTS OF COMPASSION

Dr. Monsylkis loads canisters and syringes into a rectangular package, stopping briefly to acknowledge her visitors. "Good news. My team was able to synthesize a treatment for the murkblight disease affecting the citizens of Laelund Station. These syringes contain an experimental vaccine, and the canisters are filled with specialized antiviral capsules." She holds up a metal canister to demonstrate how to activate it. "Both medicines are perishable. This portable refrigeration unit buys you some time, but if it fails, you'll have about an hour to use the drugs."

"First, travel to Laelund Station and administer the medicines before it's too late." Dr. Monsylkis grits her teeth as she finishes her briefing in a curt voice. "Then, release news of the cure to the media using AbadarCorp's name, crediting Iseki-Okaibo specifically. As as much as I hate the idea, that should make the board think twice about the vote of no-confidence and save us all from Datch's manipulations."

The situation on Laelund Station has deteriorated further since the your first visit. While approaching the station, the you notice signs of continued neglect. Chunks of material have broken off from abandoned construction sites, and unanchored mining equipment drifts among the debris. The hangar bay stands open, and no security personnel radio as you approach or meet you when you land. When you return to Sector 9, the floor is completely deserted and the rooms have been ransacked of supplies. The holographic directory displays the location of an elevator leading to the Commons.

THE COMMONS

This sector's lofty, domed ceilings and lush hydroponics gardens create a pleasant atmosphere, but stale odors diffuse the air. The gardens are unkempt, and refuse litters the walkways and benches. Four gardens grace the central portion of this sector, surrounded by a half-dozen squat buildings.

Creatures: Currently some residents appear to be fighting over a few barely edible looking plants in the gardens. They stop fighting each other as you approach and turn their attention towards you. You will need to diffuse the situation quickly to prevent them from attacking. Diplomacy plus Medicine, Life Science, or Physical Science to demonstrate your medical skills.

Second Seekers (Luwazi Elsebo)

Male NG shirren healer mystic 5 | SP 40/40 HP 31/36 | RP 7/7 | EAC 18; KAC 18 | Fort +3; Ref +4; Will +9 | Init: +3 | Perc: +13, SM: +13 | Speed 30ft | blindsense (vibration) 30ft | Spells: 1st 6/6; 2nd 2/3 | Active conditions: None.

"Greetings, we are here to help. This is not much but it will sustain you for the day."
K'saret will cast Megavitamin with all their 1st level slots and produces:
12d4 ⇒ (3, 4, 2, 4, 3, 1, 4, 3, 3, 4, 1, 2) = 34
Megavitamins which he will distribute as best he can.
"We are also here to administer a cure to the recent ailments, please allow us to administer it."

Diplomacy: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Medicine: 1d20 + 8 ⇒ (18) + 8 = 26

Dataphiles

Male Izalguun Roboticist Mechanic 7.1 SP 12/42, HP 48/48, RP 9/9; EAC 21, KAC 23; F +5, R +7, W +5 (+1); Spd 15/35 ft.; Init +4; darkvision 60 ft., low-light vision, Perception +13 (+15 vision, +17 scanner); Posture: quadruped; Active conditions: — ; Used:

Daata fills the doorway with his frame, making a show of pulling on a set of surgical gloves with one pair of hands and readying a vaccine with the other while examining the nearest victim.

Medicine: 1d20 + 15 ⇒ (6) + 15 = 21 Same modifier for both Sciences, if one of those is more obviously advantageous.


First Seeker Luwazi Elsebo continues to stay in contact as she gives updates on the situation. ”Our agents have brokered an alliance with an influential member of the AbadarCorp Board of Archdirectors. We believe this new contact will do everything within her power to positively influence her colleagues in their upcoming vote.”

Table GMs, covert mission one is now closed and action mission one is now available for selection.


A voice message comes onto your comm unit. ”A brave and compassionate team of Starfinders visited a space station in dire need of assistance. They gathered important scientific data and determined the source of the distress. Dr Monsylkis’s team is already developing a solution.”

Table GMs, covert mission three is now closed and action mission three is now available for selection.

Second Seekers (Jadnura)

Non-Binary Skittermander Soldier (Sharpshooter) / 3 / Solarion /2 | SP 44/44 HP 48/48 | RP 9/9 | 26 EAC ; 27 KAC | 35 CMD (KAC+8) Fort +8; Ref +7 (+8); Will +8 | Init: +6 | Perc: +5, SM: +1 | Speed 30ft | Darkvision 60’ | DR: 6 | Resist: 5(10) Sonic OR Electric, 5 Cold, 5 Fire| Hyper 1/1 | Jump Jets 10/10 | Emblem 2/2 Active conditions:

"Allsix!" Ki responds to the Doctor's briefing, again carrying their cannon in the Briefcase so as not to scare their nufriends at the station. Activating their Protections the Skittermander joins their allies as they disembark from their Starship. Looking around they frown at the poor state of the place in contrast to their last visit.

"Nufriends shouldn't fight! we have brought Doctors and food and supplies, we Help!" they bounce forward, keeping their smile broad and waving furiously to the gathered citizens. "How Can me help?"

diplomacy: 1d20 + 16 ⇒ (1) + 16 = 17


First Seeker Luwazi sounds excited. ”Starfinders infiltrated the Golden Vault and retrieved data from Datch’s office, revealing a vehicle identification number that we believe is involved in smuggling weapons or other goods. Our techs are working to decrypt the files and harvest additional information.”

Table GMs, covert mission five is now closed and action mission five is now available for selection.

Wayfinders

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

Diplomacy: 1d20 + 12 ⇒ (20) + 12 = 32

With K'sarit providing the food these people desperately need, Lynn acts as a reassuring presence "Oh, its such a relief we found you! I was so worried for you guys when we were landing and everything looked wrecked." She flashes a sunny smile "Don't worry, everything will be alright. There's plenty of food and medicine and soon you'll be able to get things back to normal~"

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

"Man's attempt to fight chaos"
"Surely doomed to fail"
"But noble in the doing."

Azara looks at the space station, marveling at how quickly things fall apart.

He wishes he could say he's surprised to see that what is true for the physical structure of the station is true for the social structure of the station. But it seems that the center cannot hold in many regards.

He lets others do the talking when they run into the scavengers. Everyone seems to have things in hand.

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)

Diplo Assist 1d20 + 4 ⇒ (2) + 4 = 6
Medicine 1d20 + 13 ⇒ (17) + 13 = 30

Viper does what she can to add a voice to support Lynn.

She's better at medicine than people though.


K'saret's vitamins help Lynn calm the crowd and K'saret, Daata, and Viper quickly administer medicine to the residents in the plaza. "Please you must help the others in the surrounding buildings," one of them pleads. With that result you will also have vitamins left to share with the other residents. There are four areas around the Plaza where residents have taken shelter, an Arcade, a Diner, the Worker Suites, and the Supervisor Suite. You will need to get the residents in each area to come out and receive treatment.

Arcade

A wall of holoscreens bathes a deserted row of gaming consoles in a greenish glow. Several young residents have taken shelter in the adjacent buildings.
Bluff, Diplomacy, or Profession (Vidgamer) to coax them out.

Diner

This neglected restaurant contains a greasy stove and dusty tables, and broken dishes litter the floor. Citizens raided the diner over the past few weeks, but a walk-in freezer still contains a few packages of food.
Profession (Chef) or Survival to prepare some food the aroma of which will entice residents hiding near the diner to enter.

Worker Suites

The real estate in this sector is reserved for Laelund Station's senior laborers. These residents hide in their apartments until you can assure their safety.
You can speak to occupants through door cams or disable their locks by succeeding at a Diplomacy or Engineering check respectively.

Supervisor Suite

This extravagant suite features a private garden, lobby, and luxury apartment. A pipe has burst and flooded the garden and front rooms. To rescue anyone trapped inside you will need to swim through the flooded building Athletics, then succeed at an Engineering check to repair the broken pump system in the southeastern corner of the submerged garden.

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)

Arcade

Bluff 1d20 + 9 ⇒ (12) + 9 = 21
Viper stands outside, "Hey nice vidgame parlour - but I think the Strawberry Machine Cake 'B Team' are actually dropping in across the road, why don't you head over while it's safe!"

Diner

Survival 1d20 + 6 ⇒ (19) + 6 = 25

"I've had to have a few goes at microwave food on long haul starflights - if you add THIS package and THAT package together you get a pretty good meal like... SO"

Worker Suites

Engineering 1d20 + 13 ⇒ (19) + 13 = 32
"It was like that when I got here, honest. Don't ask me why you left it unlocked"

Supervisor Suite

Athletics 1d20 + 13 ⇒ (14) + 13 = 27
Engineering 1d20 + 13 ⇒ (19) + 13 = 32

"I think I found the problem, but was that I had to swim through?"

Second Seekers (Jadnura)

Non-Binary Skittermander Soldier (Sharpshooter) / 3 / Solarion /2 | SP 44/44 HP 48/48 | RP 9/9 | 26 EAC ; 27 KAC | 35 CMD (KAC+8) Fort +8; Ref +7 (+8); Will +8 | Init: +6 | Perc: +5, SM: +1 | Speed 30ft | Darkvision 60’ | DR: 6 | Resist: 5(10) Sonic OR Electric, 5 Cold, 5 Fire| Hyper 1/1 | Jump Jets 10/10 | Emblem 2/2 Active conditions:

Helping K'saret deliver their conjured vitamins to those in need as well as being a goafer for their nufriends as they treat the injured - fetching boiled water and strips of cloth as needed, even tearing into one of their beloved Skitter-outfits to help out. With that done they press further into the STation seeing if there is anymore to help.

Arcade

"Hihi! Don't be scared - me here to help! Nufriends have food and medicine, can make you better!" they call out, trying their best to placate the scared youths.

Diplomacy: 1d20 + 15 ⇒ (17) + 15 = 32

Worker Suites

The Skittermander starts going through the hab block, enthusiastically knocking at doors to get the attention of the residents sequestered inside. "Excuse me! We are here to help honest! Food, medicine - good poems! Please let us help you!"

Diplomacy: 1d20 + 15 ⇒ (4) + 15 = 19

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

"Hey there, youths. Let me 'rap' with you for a while," Azara calls out at the arcade, sitting with one leg up on a console and the other bracing on the floor.

"There are folks who say that these things rot your minds, make you fat and lazy, teach you to be antisocial and dangerous."

He pauses meaningfully. "Well, I'm here to tell you, those people are mad whack! Vidgames are dope! Who wants to try their leet haxxor skillaz against me in a game of 'Babies Ate My K'Saret?'"

Diplomacy: 1d20 + 15 ⇒ (8) + 15 = 23

He isn't much use in the diner but he heads to the Worker Suites.

"Hey guys. I know it's scary times. It looks like the apocalypse is coming but, it's not. That doesn't happen for another 15 years. You should come out here and enjoy the time you have left," Azara says to coax people out.

Diplomacy: 1d20 + 15 ⇒ (19) + 15 = 34

Second Seekers (Luwazi Elsebo)

Male NG shirren healer mystic 5 | SP 40/40 HP 31/36 | RP 7/7 | EAC 18; KAC 18 | Fort +3; Ref +4; Will +9 | Init: +3 | Perc: +13, SM: +13 | Speed 30ft | blindsense (vibration) 30ft | Spells: 1st 6/6; 2nd 2/3 | Active conditions: None.

Super busy at work so just going to assist others and do the rolls.

Arcade
Diplomacy (Aid): 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32

Diner
Survival (Aid): 1d20 + 9 ⇒ (7) + 9 = 16

Worker Suites
Diplomacy (Aid): 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19

Wayfinders

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

With the rest of the party doing an incredible job of enticing the residents out for food and treatment, Lynn stays with the crowd gathering outside. She presents a cheerful and reassuring demeanor, trying to defuse the survivor mindsets that have settled in for the residents. Once people are fed and medicated she asks how things got so bad so quickly, just to gather some information that might be useful in tracking down who else might need help.

Diplomacy: 1d20 + 12 ⇒ (1) + 12 = 13 (Just as well that you guys destroyed the checks!)


The party easily coaxes the youths from the arcade, their mothers probably wish it was that easy for them. Viper and K'saret cook an excellent Hearty Meal the scent of which brings nearby residents out of hiding. Viper takes a more... direct approach with the residents locked in their homes than Azara, Ki'ren'nura, and K'saret. Perhaps she was feeling a bit short because being the first to enter area she triggered a crude tripwire made of braided electrical cables. Reflex DC 16 or take Electricity: 6d6 ⇒ (5, 4, 4, 1, 1, 4) = 19 damage and fall prone. The workers are at first not sure what to make of the skittermander but with K'saret's help the four of them are able to convince all the workers to leave their homes and get treatment. The flooded suite was perhaps the most dangerous challenge but not for Viper who easily fixes the underwater pump. Once the water reaches a safe level veteran supervisor Urulla (LG female dwarf) emerges from behind an airtight door and promises to take charge of the situation once all the residents are treated.

Once the PCs have treated all the residents, all that remains is to share their success on the infosphere while giving credit to AbadarCorp and Iseki-Okaibo by succeeding at a Computers or Culture check. A trivial matter for this group so I will also post the intro for the next mission.


ACTION MISSION 1: DOWN TO THE WIRE

Venture-Captain Arvin's voice breaks through the static of signal requests. "Denanne Karrsi, AbadarCorp's archdirector of finance, just contacted the Lorespire Complex. She wants to hire a team of Starfinder bodyguards for her upcoming baksu tournament." Arvin chuckles and muses, "Perhaps Datch's claims about our militaristic nature aren't entirely bad for our image. Ms. Karrsi sounded worried, and I can't imagine what spooked her enough to hire additional muscle. Still, this is an excellent opportunity to cement our alliance with her."

You rendezvous with Denanne Karrsi inside her lavish state room back aboard the casino starliner Luxx. Denanne's attire has shifted drastically since your last meeting, and the elf wears a conservative navy business suit with her silver hair pulled into a severe bun. Denanne politely thanks you for accepting her request and shows you the source of her concerns: a jade-green calling card embossed with the image of an emaciated rat. A typed message on the back of the card urges her to reconsider her stance on company politics. Though she lacks proof, Denanne believes the card represents a threat against her life and that Datch is involved. She's scared but refuses to withdraw from the tournament. Knowing that the Starfinders also oppose Datch and realizing other organizations may not be trustworthy, she made a desperate call to the Lorespire Complex.

DC 16 Mysticism:
The image on the card is the unholy symbol of Lao Shu Po, a goddess known as Grandmother Rat whose worshippers include assassins, rats, spies, and thieves.

LUXX CASINO FLOOR

The grandiose chamber is well lit by crystal chandeliers hanging from its lofty, 75-foot-tall ceilings. Three sets of white marble stairs cascade down to a spacious marble floor. To the north, a bar lit by fuchsia and indigo neon serves drinks to glamorous clients. Besuited waiters dart through crowds of patrons milling about card tables, roulette wheels, and other game stations. Guests lounge beside a sparkling pool set ridiculously into the middle of the casino floor. At the center of the room, a host shirren seated at a grand piano plays a jazzy tune.

As hired bodyguards, the you accompany Denanne to her final event before departing Luxx: a televised baksu tournament.

Please choose where to position yourselves among the crowd (on slide 1); however, you must remain at least 10 feet away from Denanne to avoid interfering with the event.

Dataphiles

Male Izalguun Roboticist Mechanic 7.1 SP 12/42, HP 48/48, RP 9/9; EAC 21, KAC 23; F +5, R +7, W +5 (+1); Spd 15/35 ft.; Init +4; darkvision 60 ft., low-light vision, Perception +13 (+15 vision, +17 scanner); Posture: quadruped; Active conditions: — ; Used:

Daata assumes a bipedal position and stands as close to their ward as possible, while Mikey scours the surrounding station for evidence of assassins.

Wayfinders

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

At the end of the previous mission:
Lynn spreads the word on the infosphere, showing pics she's taken of the recovering residents eating delicious and nutritious megavitamins while getting treated. She signs off the posts Wow~ All thanks to AbadarCorp and Iseki-Okaibo, who woulda thunk it!?"

Computers: 1d20 + 17 ⇒ (16) + 17 = 33
--------

At the Luxx:
Mysticism: 1d20 + 11 ⇒ (3) + 11 = 14

Lynn gives Karrsi a thumbs up "No worries, we'll have you zetta covered!"

At the grand casino floor, Lynn speaks once more with the staff to offer them a chance for an appropriately classy impromptu performance. Once she has the stage again with the piano-playing shirren, she creates a standing illusion around herself (disguise self) to update her clothing to an exceedingly fluffy gown. She spends a few minutes conversing with the shirren to coordinate their music.

A few minutes prior to the start of the tournament, Lynn begins ♪♫ to perform ♪♫.

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)

Reflex 1d20 + 11 ⇒ (8) + 11 = 19 - Viper dodged the blow.

***

Viper scans the card and talks to her AI assistant.

Mysticism 1d20 + 12 ⇒ (7) + 12 = 19

"The image on the card is the unholy symbol of Lao Shu Po, a goddess known as Grandmother Rat whose worshippers include assassins, rats, spies, and thieves. Someone is making quite a point"

Viper sets up on the far side of the piano...

Second Seekers (Jadnura)

Non-Binary Skittermander Soldier (Sharpshooter) / 3 / Solarion /2 | SP 44/44 HP 48/48 | RP 9/9 | 26 EAC ; 27 KAC | 35 CMD (KAC+8) Fort +8; Ref +7 (+8); Will +8 | Init: +6 | Perc: +5, SM: +1 | Speed 30ft | Darkvision 60’ | DR: 6 | Resist: 5(10) Sonic OR Electric, 5 Cold, 5 Fire| Hyper 1/1 | Jump Jets 10/10 | Emblem 2/2 Active conditions:

Bidding goodbye to their nufriends at the Station, Ki happily follows into their next task, making their way to Arvin's office and sitting through the briefing. "Yes Boss! Me Help!".

Into the Casino

"Hmm, that sounds bad - but no worries we here!" Ki accepts the Director's worries, frowning slightly at Viper's confirmation that it is indeed the calling card of the Assassins. "Yep...definitely bad..."

In the Main Room, Ki moves to one of the large flower beds in the centre of the room and leans against it, their heavy Cannon hidden in the bed to avoid scaring people. "Ki in position!"


Like any good celebrity Lynn has a sizable fan base on social media and news of "Iseki-Okaibo's" philanthropy is soon trending.

Second Seekers (Luwazi Elsebo)

Male NG shirren healer mystic 5 | SP 40/40 HP 31/36 | RP 7/7 | EAC 18; KAC 18 | Fort +3; Ref +4; Will +9 | Init: +3 | Perc: +13, SM: +13 | Speed 30ft | blindsense (vibration) 30ft | Spells: 1st 6/6; 2nd 2/3 | Active conditions: None.

"Do not fret, will keep you safe"

K'saret will take up position at a central position while maintaining line of sight on Denanne.

Wayfinders

Korasha Lashunta Solarian 11th | INIT + 3, Senses Perception +13 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 110/110 [HP]82/82| Resolve: 9/9 |

Azara wants to keep close to their charge but wants to remain relatively inconspicuous. Well, as inconspicuous as someone whose been #8,897 on the Castrovellian Bestsellers list can be, anyway. Fame does have its price...

He takes a seat at one of the nearby slot machines and does a very poor job of pretending to play it while actually carefully watching the crowd for any sign of danger.

Wayfinders

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

From her spot atop the stage, Lynn keeps an eye out for danger while she sings. Unfortunately, she's not the most sharp-eyed of individuals...

Perception: 1d20 + 0 ⇒ (9) + 0 = 9


Just as the tournament begins, the lights go out, enveloping the casino in darkness. Bystanders scream and glasses shatter as panic ripples through the crowd. Under cover of darkness, a squad of Laoite assassin rappel down from the ceiling.

At the first sounds of combat, the crowd begins stampeding toward the elevator at the top of the eastern stairs. PCs must succeed at a DC 16 Acrobatics or Athletics check each round to move against the flow of the crowd.

Init Ki: 1d20 + 6 ⇒ (20) + 6 = 26
Init Lynn: 1d20 + 7 ⇒ (17) + 7 = 24
Init Azara: 1d20 + 2 ⇒ (15) + 2 = 17
Init Daata: 1d20 + 4 ⇒ (6) + 4 = 10
Init Viper: 1d20 + 12 ⇒ (15) + 12 = 27
Init K'saret: 1d20 + 3 ⇒ (3) + 3 = 6
Init ASSASSINS: 1d20 + 11 ⇒ (10) + 11 = 21

Init
----------
27 Viper
26 Ki
24 Lynn

----------
21 ASSASSINS
----------
17 Azara
10 Daata
6 K'saret

Identifying Information

No check required to know they are ysoki with typical ysoki traits. Any other abilities come from class abilities and equipment so Life Science isn't as useful. Each has a sword and pistol on their belts and a rifle over their shoulders, but nothing drawn yet as they just finished using both hands to rappel down from the ceiling. Hopefully by this tier everyone has some way to compensate for natural darkness.

Exo-Guardians

Android Operative 8 (Ghost/Ace Pilot) sp 56 | hp 52 | rp 10 | EAC 23 KAC 24| fort +6 ref +12, will +6 | init +13 | Perc 14 (LL& Dark)

+18 Acro - can't fail

Viper repositions by ducking through the crowd and up onto a table to get maximum visibility, then takes aim at one of the assassins.

vs Green
Stealth 1d20 + 19 - 20 ⇒ (7) + 19 - 20 = 6 = CR or under tricked.
Attack 1d20 + 11 ⇒ (7) + 11 = 18 vs FF KAC
Damage 2d6 + 3 + 3d8 ⇒ (2, 1) + 3 + (5, 2, 5) = 18 Kinetic

Wayfinders

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

Not missing a beat, Lynn turns her song from entertainment to threat management. Ripples of force form in the air around her, swirling about until they've taken the shape of crescent moons. She sends them spiraling over the heads of the crowd to impact the nearest assassin.

Magic Missile vs. green; w/ harmful spells: 3d4 + 6 ⇒ (1, 2, 4) + 6 = 13

Second Seekers (Jadnura)

Non-Binary Skittermander Soldier (Sharpshooter) / 3 / Solarion /2 | SP 44/44 HP 48/48 | RP 9/9 | 26 EAC ; 27 KAC | 35 CMD (KAC+8) Fort +8; Ref +7 (+8); Will +8 | Init: +6 | Perc: +5, SM: +1 | Speed 30ft | Darkvision 60’ | DR: 6 | Resist: 5(10) Sonic OR Electric, 5 Cold, 5 Fire| Hyper 1/1 | Jump Jets 10/10 | Emblem 2/2 Active conditions:

acro: 1d20 + 13 ⇒ (9) + 13 = 22

As the Assassins smash through the ceiling glass and begin to rappel down, Ki reaches behind them and brings their Plasma Cannon from the flowerbed behind them, showering the ground with dirt as they ready the weapon against the Ysoki Assassin in deep Green. Trying to ignore the jostling of the crowd they Squeeze the Trigger with a near blinding flash of Superheated Plasma.

"Bad Rats! No Biscuits!"

Yellow Star vs EAC, Deadly aim: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31
magic E&F Damage: 4d10 + 18 ⇒ (9, 3, 6, 6) + 18 = 42
Burn: 2d4 ⇒ (1, 3) = 4


Green goes down in a hail of fire... and also while on fire. The remaining two assassins unshoulder their rifles and fire poison darts at the Starfinders.

Wasp Wraith-Sting Rifle vs Ki's KAC: 1d20 + 10 ⇒ (6) + 10 = 16
Wasp Wraith-Sting Rifle vs Viper's KAC: 1d20 + 10 ⇒ (18) + 10 = 28

Looks like I need a Fort save from Viper. She also takes 4 damage directly to HP.

BLUE WHINNIS
Type Poison (Injury); Save Fort DC 14
Track Constitution (Special); Frequency 1/Round for 2 Rounds
Effect Progression Track is Healthy—Weakened—Unconscious; No End State.
Cure 1 Save

Init Everyone is up!
----------
Viper -4 HP
Ki
Lynn
----------
ASSASSINS
----------
Azara
Daata
K'saret

Wayfinders

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

Lynn twirls in place, generating another trio of shimmering moons in the wake of her outstretched hand. She snaps her fingers to punctuate her song and the trio of missiles streak toward the red assassin.

Magic Missiles; w/ harmful spells: 3d4 + 6 ⇒ (2, 1, 2) + 6 = 11

Second Seekers (Luwazi Elsebo)

Male NG shirren healer mystic 5 | SP 40/40 HP 31/36 | RP 7/7 | EAC 18; KAC 18 | Fort +3; Ref +4; Will +9 | Init: +3 | Perc: +13, SM: +13 | Speed 30ft | blindsense (vibration) 30ft | Spells: 1st 6/6; 2nd 2/3 | Active conditions: None.

As the shot hits Viper (for RP, mechanically it's at the start of my turn), K'saret channels the energies of his Healer connection and uses Lifelink. Wispy ethereal energy washes from Viper to K'saret who absorbs all 4 HP damage into themselves, as Viper's wounds manifest on K'saret's body.

K'saret then advances on blue and raises his hands towards them, grasping at the air as if restraining them as he casts Hold Person, DC18 Will save vs 5 round paralyzed.

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