[SFS Gameday IX] 3-00 The Last Bite Tier 1-2 Sedoriku (Inactive)

Game Master Sedoriku

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Exo-Guardians

Male Human Icon Vanguard 3 | HP 25/25 | SP 33/33 | RP 4/4 | EAC 16 | KAC 18 | F +6 | R + 3 | W +1 | Entropic Pool: 0/3 | Active Conditions: None

This is turning into a Benny Hill sketch.

For once, Roddy is glad there are no cameras around to see this embarrassment as he tries to sock White on the jaw again.

Entropic Strike: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8
Nonlethal Dmg: 1d3 + 3 ⇒ (1) + 3 = 4

I give up.


The Golden Serpent Maps | Actions: ◆ | ◇ | ↺

The Glasz Cannon™ sadly misfires again, catching only air as he tries to reach out and Cannonblast® White with a touch. He seems to be getting closer though!

Sad thing is these guys have practically no EAC to speak of.

++++++++++++++++
Round 5
Active Conditions: None

Kaath
Joe Blinded 1/3
Ardoc - 10/18 SP
Bonrakoru Blinded 1/3
Apikinzas Blinded 1/3

Nero
Royo Downed
White - -14
Roddy

Bold are up!
++++++++++++++++
Current map (Slide 7)

Second Seekers (Luwazi Elsebo)

Male human priest Soldier 2 | Init +4 | Peception +0 | Sp 18/18, HP 18/18, RP 3/5 | EAC 14, KAC 16 | Fort +5, Ref +1, Will +3 | Reroll 1/1 | Darkvision 60 feet

Ardoc advances on Nero.

Attack, nonlethal: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Nonlethal piercing: 1d8 + 4 ⇒ (5) + 4 = 9

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Was it sound of dropped gun? Sounds as a mistake. Or was it surrender?
Says Joe. Hi's still uncomfortable after flash greande but feel power as vision almost returned. Nevetherless he will still swing his lach back and forth!

% need large numbers!: 1d100 ⇒ 68
Entropic attack, taclash, EAC: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8
Dmg, nonlethal: 1d3 + 3 ⇒ (2) + 3 = 5

2 % need large numbers!: 1d100 ⇒ 95
2 Entropic attack, taclash, EAC: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
2 Dmg, nonlethal: 1d3 + 3 ⇒ (3) + 3 = 6


The Golden Serpent Maps | Actions: ◆ | ◇ | ↺

Ardoc advances on Nero, who's so far completely expressionless face seems to break into a manic smile at the permission to use lethal force. The smile seems to put Ardoc off his normal poise and the pike sails well out of the way.

Joe seems dead set on showing up the Glasz Cannon™, and misses for once, before swinging back around and slamming his taclash across the chest of White. The guard stays up but just barely.

Only Apikinzas to go!

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

IS this thing pointing the right way?

miss 1-50: 1d100 ⇒ 9
pulsecaster: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d4 + 4d6 ⇒ (4) + (1, 4, 6, 6) = 21


The Golden Serpent Maps | Actions: ◆ | ◇ | ↺

Ouch that was a miss, but would have nearly taken out Nero if it'd hit!
After casting her spell, Apikinzas gets directions mixed up and fires directly into the wall. It leaves a massive and impressive scorch mark as electricity flies off the new mark.

GM Rolls:

Baton vs Ardoc KAC: 1d20 + 8 ⇒ (17) + 8 = 25
Non lethal, slashing: 1d4 + 5 ⇒ (3) + 5 = 8
Tac lash vs Joe KAC: 1d20 + 8 ⇒ (1) + 8 = 9

Nero, grinning like a mad man, drops his gun and pulls out his baton. He proves to be way more capable with this as he drops into a deadly posture, and lashes out at Ardoc, getting in under the man's pike and clubbing the soldier's armor hard, nearly knocking all he air out of Ardoc's lungs. He grins up at the man and then pulls back read to fend off his attacks.

White on the other hand realizes that both Joe and Roddy are at full fighting capacity and he's probably got a concussion if not something worse he pitifully tries to lash out with he taclash but it's nothing more than a wave up and down before he collapses to his knees bawling his eyes out. "Knock me out if you want just please, please don't kill me! I'm getting married in a month! I wanna have kids!" From the other hallway, Nero gives a scoff and softly says the first words he's uttered since the fight began, "Coward!"

++++++++++++++++
Round 5/6
Active Conditions: None

Roddy
~~~~~~~~~~~
Kaath
Joe
Ardoc - 2/18 SP
Bonrakoru
Apikinzas

Nero
White - -21

Bold are up!
++++++++++++++++
Current map (Slide 7)

Exo-Guardians

Male Human Icon Vanguard 3 | HP 25/25 | SP 33/33 | RP 4/4 | EAC 16 | KAC 18 | F +6 | R + 3 | W +1 | Entropic Pool: 0/3 | Active Conditions: None

Roddy sighs. "Stop blubbering, man, it's unbecoming. We're not here to kill anybody." Especially not when you miss with every damn swing, he thinks irritably. "But we also can't have you in our way, soooo..." With that, he goes to conk the guy on the head.

Maybe a bonus since he's essentially prone? :D If he hits, Roddy will move left down the hall.

Entropic Strike vs White: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8
Nonlethal Dmg: 1d3 + 3 ⇒ (2) + 3 = 5

Why do I even play this game? >_<

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

As her eyes clear she sees her flash bang provider. She moves up and shoots saying Ah There you are this wont hurt

pulsecaster: 1d20 + 5 ⇒ (12) + 5 = 17
nonlethal: 1d4 ⇒ 2

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Wise choice, mr.White. But marriage could be your next mistake. Now better to lay down.
Joe finally see. He will try to drop White down with an effective maneuver.
Improved Trip: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

Without actual intentions to hurt, Joe just demonstrate suggestion to drop down.
If Joe is able to spend move action for take dropped earlier pistol - he will definitely do it.
Cmon Roddy, just move over him. I've got this. THanks for cover me!

Exo-Guardians

Skills:
Athletics+7/Intimidate+6/Perception+4
M Vesk SFS#186188-702 Solarian Icon /1
Stats:
SP 0/8 HP 5/13 | RP 2/3 | EAC 14 (15); KAC 15(16) | Fort +3; Ref +1; Will +2 (+2vs Fear) | Init: +1 | Perc: +4, SM: +0

"Haha! Even blind Bonra can take you out!" The vesk pumps his fist triumphantly as his vision clears and he sees the guards unconscious on the floor.

He moves up the hallway and behind the next guard, triumphantly pumping his fist into the back of their head.

Unarmed Strike: 1d20 + 5 ⇒ (14) + 5 = 191d3 + 4 ⇒ (3) + 4 = 7


The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Roddy Glasz wrote:

Maybe a bonus since he's essentially prone? :D If he hits, Roddy will move left down the hall.

Eh, he's not resisting and halfway to prone. I'll count it.

Roddy finally gets a hit in, taking Mr. White out the man's wails quieting some as he goes out cold.

Joe readies his lash to trip the man, but as the halforc's vision clears he finds White already out. You can change your actions if you want.

Apikinzas's vision clears, and she finds a bead on her target, firing, as she hits, Nero turns and scowls at her, a burning hatred in his eyes.

His vision gets blocked though as Bonra also steps up, eyes cleared again, and slams a fist into the guard's head, making Nero pale some in pain. But not before the guard can try and punish the vesk for moving behind him. Nero goes low and swipes down with his baton before giving a hhalf spin, bringing up the baton and slamming it down forcefully on Bonra's right forearm, stinging and raising a nasty looking welt. 7 Bludgeoning damage to Bonra

GM Diceroos:

Bratton vs Bonra KAC: 1d20 + 8 ⇒ (15) + 8 = 23
Bludgeoning damage: 1d4 + 5 ⇒ (2) + 5 = 7

++++++++++++++++
Round 5/6
Active Conditions: None

Roddy
~~~~~~~~~~~
Kaath
Joe Can retake his turn
Ardoc - 2/18 SP
Bonrakoru - 1/8
Apikinzas

Nero -9
White Unconscious but likely to see his wedding

Bold are up!
++++++++++++++++
Current map (Slide 7)

Second Seekers (Luwazi Elsebo)

Male human priest Soldier 2 | Init +4 | Peception +0 | Sp 18/18, HP 18/18, RP 3/5 | EAC 14, KAC 16 | Fort +5, Ref +1, Will +3 | Reroll 1/1 | Darkvision 60 feet

Ardoc frowns. "Most ungallant, young man."

Attack, nonlethal: 1d20 + 7 - 4 - 4 ⇒ (13) + 7 - 4 - 4 = 12
Attack, nonlethal: 1d20 + 7 - 4 - 4 ⇒ (16) + 7 - 4 - 4 = 15
nonlethal piercing: 1d8 + 4 ⇒ (2) + 4 = 6
nonlethal piercing: 1d8 + 4 ⇒ (8) + 4 = 12


The Golden Serpent Maps | Actions: ◆ | ◇ | ↺

Ardoc tries to pike the guard again, his first thrust is just barely paried away with the baton, but the second thrust lands home, and lands home hard, pinning a good portion of Nero's clothes in holes in the walls. He growls at the soldier and spits out, "Gallantry is dead, Old Geezer!"

++++++++++++++++
Round 5/6
Active Conditions: None

Roddy
~~~~~~~~~~~
Kaath
Joe Can redo his actions
Ardoc - 2/18 SP
Bonrakoru - 1/8 SP
Apikinzas

Nero -21

Bold are up!
++++++++++++++++
Current map (Slide 7)

Second Seekers (Jadnura)

Male Kasatha Spacefarer Solarian 4 | Init +1 | Peception +6 | Sp 17/27, HP 25/25, RP 0/1 | EAC 15, KAC 16 | Fort +5, Ref +2, Will +5 | Reroll 1/1 |

Kaath will move to take out any remaining thugs.

This is all but over now!

solar,NL: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8

But the law of averages have nullified his latest swing with his solarian weapon of wiffs.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe will just take up dropped pistol and move to completely outnumber the last security guy.


The Golden Serpent Maps | Actions: ◆ | ◇ | ↺

Dang you guys are going to make me roll for the security guy one last time.

Nero seeing he is surrounded, starts to fight like a banshee. He lays into Ardoc and tosses technique out the window, attacking where he can as fast as he can.

GM Dice:

Baton vs Ardoc KAC: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19
Bludgeoning: 1d4 + 5 ⇒ (4) + 5 = 9
Baton vs Ardoc KAC: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19
Bludgeoning: 1d4 + 5 ⇒ (4) + 5 = 9
Well the dice did want to shine on the guards' last hurrah!

Nero gets right up in the long pike's range, frenzied smile on his face, as he slams his baton across the inside of Ardoc's right elbow causing the joint to crumple under the wild pressure. A small crack that could be a bone break also rings out from the joint. But Nero isn't done, he then goes into a quick spin and slams his baton across Ardoc's throat, vicious smile on his face seeming to say, 'I'll take you down with me!' He very nearly succeeds.

The dice were unkind for the every end there, two hits doing the max 9 damage each for 18 damage to Ardoc.

++++++++++++++++
Round 6/7
Active Conditions: None

Roddy
~~~~~~~~~~~
Kaath
Joe
Ardoc - 0/18 SP 2/18 HP
Bonrakoru - 1/8 SP
Apikinzas

Nero -21

Bold are up!
++++++++++++++++
Current map (Slide 7)

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Apikinzas shoots at the security officer

pulsecaster: 1d20 + 5 ⇒ (2) + 5 = 7
non lethal: 1d4 ⇒ 2

But appears distracted by the impressive close quarters fighting

ok with the diaspora next plan

Second Seekers (Luwazi Elsebo)

Male human priest Soldier 2 | Init +4 | Peception +0 | Sp 18/18, HP 18/18, RP 3/5 | EAC 14, KAC 16 | Fort +5, Ref +1, Will +3 | Reroll 1/1 | Darkvision 60 feet

Wincing in pain, Ardoc tries to put the tenacious security guard down.

nonlethal: 1d20 + 7 - 4 - 4 ⇒ (1) + 7 - 4 - 4 = 0
nonlethal: 1d20 + 7 - 4 - 4 ⇒ (6) + 7 - 4 - 4 = 5

Exo-Guardians

Skills:
Athletics+7/Intimidate+6/Perception+4
M Vesk SFS#186188-702 Solarian Icon /1
Stats:
SP 0/8 HP 5/13 | RP 2/3 | EAC 14 (15); KAC 15(16) | Fort +3; Ref +1; Will +2 (+2vs Fear) | Init: +1 | Perc: +4, SM: +0

Dice bot what is going on.

Bonra sees Ardoc very nearly taken out and thumps his tail on the ground angrily.

"Your fight is with me."

He balls up both fists and jabs at the final opponent hoping to put and end to the fight.

Unarmed Strike: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 201d3 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Unarmed Strike: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 191d3 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

No He's now fighting the floor lets get out of here before his big brother shows up

Exo-Guardians

Male Human Icon Vanguard 3 | HP 25/25 | SP 33/33 | RP 4/4 | EAC 16 | KAC 18 | F +6 | R + 3 | W +1 | Entropic Pool: 0/3 | Active Conditions: None

Will retcon if Nero is still up but it looks like Bonra KO'ed him.

Roddy nods at Apikinzas. "No kidding. C'mon." He hustles out of the area of the security guards and makes his way to the lobby, strolling casually out the door as if nothing whatsoever was the matter and his companions weren't beaten and bruised. Act like you belong, he repeats to himself, strolling out with a confident stride and not so much as glancing at the secretary's desk, though he does smile and nod to anyone whose eye he catches.

Second Seekers (Luwazi Elsebo)

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Male human priest Soldier 2 | Init +4 | Peception +0 | Sp 18/18, HP 18/18, RP 3/5 | EAC 14, KAC 16 | Fort +5, Ref +1, Will +3 | Reroll 1/1 | Darkvision 60 feet

"Ow." Ardoc downs a serum of healing before moving on.

Heals: 1d8 ⇒ 3


The Golden Serpent Maps | Actions: ◆ | ◇ | ↺

Bonra's first punch brings Nero down, the man laughing manically as he slides down to the ground, and goes unconcious.
End Combat!

Bonra 1/8 SP
Ardoc 0/18 SP 2/18 HP

Don't forget to heal up!

With the guards down the group is able to get a move on and out the front doors. Roddy moves straight ahead, not giving any indication that he's where he shouldn't be. The receptionist that waved you through the first time gives a wave as the group leaves. "Oooooh, is there something happening at the Bluerise Tower? Good luck.... OI, Vesk-man You've lost your uniform! Uhhhh, you don't have time to get a replacement, I guess.... just wear your name,badge okay? I won't mention anything if HR asks!"

Out of the building with out anymore delays or problems, you find the secret entrance to Celita's gymnasium without worry either. You find the android taking a moment to relax in a electric simulation massage chair. She jumps up as soon as she sees you, "So what happened? Did you find anything?"

I'm going to move on, but feel free to respond to Celita as you see fit!


The Golden Serpent Maps | Actions: ◆ | ◇ | ↺

Whoops had a few classes come up before I could finish up this post sorry!

Celita looks through the data the party has I assume handed her and pauses as she looks at the logs about the internal messaging system. “This information about a shipment is interesting and will take some to examine, but this data about intentionally hiding an out break in the diaspora is… troublesome to say the least. Especially as Dr. Monsylkis has been talking about needing to send a team of starfinders to handle it. Seems her worries are very well founded, especially as it ties into Datch. We were going to send a basic medical team, but I think you should go instead as you’re part of our pest extermination. And this reeks of a certain pest.”

Dr. Monsylkis, prominent verthani scientist and ally of the Society is working in the main med-labs of the Lorespire image on slide 6, inspects a pocket-sized cylindrical device equipped with retractable microscopes, syringes, and probes. She doesn’t look up from her equipment as the party enters, only commenting, "Are you the group that Celitra said was getting sent my way? Perfect. Take a seat at that table over there.”

She gestures with a hand in a general position of a large table with a white cloth on it as she continues to peer into one of the microscopes as she speaks, her attention clearly divided. “Ever since we exposed AbadarCorp’s unethical price gouging of medicinal products, their pharmaceutical department went into overdrive. They began mass-producing affordable vaccines and serums, providing healthcare access to more Pact Worlds citizens. I consider that a victory.” Dr. Monsylkis straightens and smiles, snapping the lens cap back into place and walking over to the table with her device in hand.

“I found it strange that AbadarCorp hasn’t responded to a localized epidemic in the Diaspora. Several days ago, Laelund Station quarantined itself to prevent the spread of an unknown virus. Despite many requests for help, AbadarCorp hasn’t even issued a statement acknowledging the situation. I fear that Datch, or the upheaval she’s causing in the company, is to blame.”

The doctor begins methodically disassembling the device. “We can’t let anyone undermine the Pact Worlds’ public health. Take this instrument to Laelund Station, and gather as much data as you can about the virus. If possible, find out where it came from.” She finishes disassembling the instrument and methodically starts placing the parts out on a cloth in a precise manner. “My lab can hopefully manufacture a vaccine using the samples and data you obtain with this device. I’ll show you how to use it, now watch closely!”

Dr. Monsylkis then proceeds to demonstrate how to use the instrument in detail.

The Device:
She also explains how it is an upgraded version of the prototype she loaned to the Society for use on Zeyther-3 earlier this year. The device has multiple functions. First, it can collect and store living tissue samples for up to 4 weeks. Second, it contains probes that gather data on body temperature, heartbeat, and other vital signs, with programming for multiple species. Third, the device contains a database of all known bacterial and viral pathogens in the Pact Worlds.

Device in a special carrying case, she sends the party off with the coordinates for Laelund Station, a requisitions chip for the Sunrise Maiden, and a primer on the station. Laelund Station is an independent miners’ cooperative in the Diaspora that provides contract labor and raw materials to larger corporations. Workers live and process minerals inside the station, and specialized drilling ships transport teams to nearby asteroids and planetoids.

A brochure shows a beautiful rendition of an expansive station with multiple branches, but mention how the station is still under construction. The actual building you see from space shows many unfinished expansions that branch off the station’s tubular midsection, but all activity on them seems to have stopped. As the Maiden approaches, security hails the ship. “Laelund Station is currently closed due to quarantine proceeds following Pact World Bylaws 186-22-subsection 3. Please be advised all ships are currently being turned away and we cannot provide supplies, fuel or water at this time, unless there is a dire emergency. Any ships docking will not be allowed to leave. I repeat…”

The station security seems to not be letting people land. You could try convincing them with a Bluff or Diplomacy check.

Exo-Guardians

Skills:
Athletics+7/Intimidate+6/Perception+4
M Vesk SFS#186188-702 Solarian Icon /1
Stats:
SP 0/8 HP 5/13 | RP 2/3 | EAC 14 (15); KAC 15(16) | Fort +3; Ref +1; Will +2 (+2vs Fear) | Init: +1 | Perc: +4, SM: +0

Gonna spend an RP and recover my SP

Bonra has the decency to at least blush when the receptionist calls out about his tattered uniform. "Was hoping my solar armor would be bright enough to hide that."

Back on the station he lets the brains discuss the data that Api found, eyes mostly glazing over as Monkylkis explains the many ways her advice can be used. He perks up when he hears they've got a requisition for the Sunrise Maiden however.

"Now that's a ship! I bet the gunners seats are padded." He day dreams about it the rest of the briefing.

"Don't they recognize this ship?" He says incredulous that their status as Starfinders isn't abundantly clear. He controls his anger long enough to let one of the smoother conversationalists a shot at getting them boarded. "We've got people to save." He shouts over their shoulder, unable to contain himself.

Bluff/Diplomacy Aid: 1d20 + 2 ⇒ (15) + 2 = 17 Same bonus so I'll roll whatever to aid

Second Seekers (Jadnura)

Male Kasatha Spacefarer Solarian 4 | Init +1 | Peception +6 | Sp 17/27, HP 25/25, RP 0/1 | EAC 15, KAC 16 | Fort +5, Ref +2, Will +5 | Reroll 1/1 |

Kaath gathers himself after the guard encounter, and listens intently to the mission briefing regarding the outbreak and vaccines.

I hope no one has the gaul to steal medical supplies needed by the sick and poor. If this Datch is behind the issue, we will get to the bottom of it.

Kaath is very interested at the prospects of traveling on a ship as select as the Sunrise Maiden.

After that battle, we could use a turn of fate for the favor.


The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Bonrakoru wrote:

"Don't they recognize this ship?" He says incredulous that their status as Starfinders isn't abundantly clear. He controls his anger long enough to let one of the smoother conversationalists a shot at getting them boarded. "We've got people to save." He shouts over their shoulder, unable to contain himself.

[Dice=Bluff/Diplomacy Aid]

I'll take the roll as is, given it's high enough to let you guys in.

The security people pause for a moment. "Sir, we haven't been running scans of any of the ships approaching us. Give us a moment... Wait, that's the Sunrise Maiden! Starfinders? should we let them land? I know they're warmongers but Fred told me about the one time they helped a planet with a disease outbreak... If you say so!" The man pauses for a second and a small ping of approach vectors appears on your screen. "My supervisor has given you clearance to approach and dock as medical experts. I'm of course assuming that you are here to help, right?"

After docking a harried man in a mask, face shield, gloves, and a security uniform rushes you into a decontamination room. “Before we let you go any further, you’ll have to go through a briefing and agree to our quarantine procedures. First you’ll need to wear these masks gloves and self sealing gowns at all times. Second, never take off your mask…..” He goes through a detailed list of things you have to do, losing track a bit as he seems to get distracted by a thought or two. The man is clearly tired and overworked. As soon as he finishes, and gets digital signatures of everyone he pushes you through to Sector 9 where the worst of the pandemic has been and sick individuals have been sequestered. He then walks away in a hurry, his radio blasting something about a protest in Sector 5.

Map on Slide 9

A holographic terminal to the west displays an interactive map of the sector including a directory and the nearby cafeteria’s daily menu. Cheerful posters and potted plants decorate the space.

DC 15 Preception or Survival:
Along one of the walls of the hallway a series of jet balck spines are bored into the wall.
You can attempt (or point them out for others to attempt) a DC 18 Mysticism check to identify them.

Off to the right you hear the sounds of a few people speaking. There’s also many other places you could go and explore in the area as well.
Feel free to move around on the map, and indicate where you’d like to go.

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

perception: 1d20 + 9 ⇒ (3) + 9 = 12

Api is drawn to the pink lights on the display/holographic installation.

Second Seekers (Luwazi Elsebo)

Male human priest Soldier 2 | Init +4 | Peception +0 | Sp 18/18, HP 18/18, RP 3/5 | EAC 14, KAC 16 | Fort +5, Ref +1, Will +3 | Reroll 1/1 | Darkvision 60 feet

Spending an RP during our downtime. I'll also pay 150 credits for three more serums of healing.

Serum of healing: 1d8 ⇒ 3
Serum of healing: 1d8 ⇒ 6

That should put me at 15/18 hp.

Survival: 1d20 + 4 ⇒ (6) + 4 = 10

Exo-Guardians

Skills:
Athletics+7/Intimidate+6/Perception+4
M Vesk SFS#186188-702 Solarian Icon /1
Stats:
SP 0/8 HP 5/13 | RP 2/3 | EAC 14 (15); KAC 15(16) | Fort +3; Ref +1; Will +2 (+2vs Fear) | Init: +1 | Perc: +4, SM: +0

Bonra grumbles but puts on all the required equipment, but he understand their purpose and does as he's told.

"Good to know some people still like us." He says when they're finally let into the station.

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

"Uh, anyone want to tell me what those black spikes in the wall are for?" He says, scratching his head.

Per the spoiler they can be identified with a DC 18 Mysticism Roll


The Golden Serpent Maps | Actions: ◆ | ◇ | ↺

Ardoc don't forget you've got two free serums from the scenario as well!

Api takes a moment to examine the place but gets distracted by the lovely pink theme that's been used to brighten the place up. But to be honest it is an amazing shade, bright and lively, but not to the point it'd be considered garish by most people.

Ardoc takes his time and heals up with serums and a break to breathe.

Bonra is able to look past the vesk-mesmerizing pink and finds a series of black spines jutting from the wall. He recognizes that these aren't likely here by design, there's little rhyme or reason to their placement and seems to be stuck into the wall, not built into it. Either they're a odd expression of modern art OR, more likely, someone or something shot them into it.

While people attempt that mysticism check for more details, where do you guys wanna go? I can choose for you, if you like. EDIT:I added numbers for ease of reference. I hope they look okay. This update was brought to you via phone.

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

I dunno looks kinda creepy though Sorry this technomancer is not into mystical mumbo jumbo

Exo-Guardians

Male Human Icon Vanguard 3 | HP 25/25 | SP 33/33 | RP 4/4 | EAC 16 | KAC 18 | F +6 | R + 3 | W +1 | Entropic Pool: 0/3 | Active Conditions: None

Roddy gives Celita as comprehensive a rundown of what occurred at the Golden Vault as he can, though he carefully avoids the part where he was an absolutely useless dope during the combat with the guards.

He watches the vid-screens as they approach in the Sunrise Maiden, but just as he opens his mouth to speak to the security officer on comms, Bonra gets them in and he snaps his mouth shut. Gonna be doubly useless on this leg of the mission, he thinks sourly. Muscles don't really do anything against viruses.

Are the self-sealing gowns ones that go over armor, or do we have to strip our armor to wear them?

Perception: 1d20 + 5 ⇒ (15) + 5 = 20

Roddy makes a face at the dark spikes in the wall. "If that's art, somebody's got weird-ass tastes. Looks spooky. Maybe we should start up that device the doc gave us, let it start its work." He heads deeper into the station, keeping an eye out for anything else weird or creepy.

Heading toward area 2.

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

As party continue to second mission and get aboard, Joe explains yeah, Sunrise Maiden, wonderful ship, a bit old, but stylish. I had to pull some stings with stewards and Society head to freight this for a several days. Enjoy!

It is really luck we still count as good guys. Joe find some local quick meal... But then dissapoins because of border to wear mask constantly. He looks very upset until team come deeper. Then Joe start to sniff air and look around...
Survival: 1d20 + 6 ⇒ (18) + 6 = 24

Mistycism : 1d20 + 4 ⇒ (7) + 4 = 11
The half orc shurely try to help Bonra with identification.


The Golden Serpent Maps | Actions: ◆ | ◇ | ↺
Ardoc Tessere wrote:
"Ow." Ardoc downs a serum of healing before moving on.

I completely missed this! Whoops

Roddy Glasz wrote:
Are the self-sealing gowns ones that go over armor, or do we have to strip our armor to wear them?

Extra flair that was not even in the document. So it can go over your armor. It only mentions the mask and gloves, and then promptly ignores them.

Area 2 revealed.

Moving to the door to the far right, the normally useful or inspirational displays have switched to a yellow-black caution sign warning all healthy people shod avoid this space unless they have proper protective gear. It then lists the procedures for dropping off patients. No one r force stops the party from going in. Despite the tasteful decorations and lovely colors, inside this oblong chamber contains a dismal tableau. 6 feverish patients recline in cots, barely conscious much less living, moaning some as they are tended to by a single medical bot. The bot administers a dose of something to a particularly agitated patient, before it notices you.
*BZZZT* "ATTENTION, ALL NON-PATIENT PERSONNEL ARE TO AVOID THIS AREA. IF YOU HAVE A DROP OFF I WILL BE THERE IN 20 MINS OR LESS." A patient gives a cry at the other end of the chamber and it turns and flies away, clearly too overworked to be able to even try evict the group.

DC 15 Medicine or Life Sciences:

You whip out, actually very carefully take out given the delicacy of it, Dr. Monsylkis's device and carefully collect samples, occasionally fending off the medbot. A quick analysis shows all six are infected with the same disease. Taking ten minutes or so, you run the isolated contagion against the database and it pops up with a positive match. This is Murkblight, a rare extraplanar disease.

DC 12 Computers:
It takes some work to catch it, but the actual hacking of the medbot is surprisingly easy. There's no passwords on the system access nor security measures. Probably a rush job. You gather these are the worst affected patients, and an overflow from the main hospitals. Also it's connected to the main documentation portals. Seems most confirmed cases of this are limited to Section 9, but there have been a few cases found outside the area.

Second Seekers (Luwazi Elsebo)

Male human priest Soldier 2 | Init +4 | Peception +0 | Sp 18/18, HP 18/18, RP 3/5 | EAC 14, KAC 16 | Fort +5, Ref +1, Will +3 | Reroll 1/1 | Darkvision 60 feet

Ardoc looks compasionately at the patients. Wish I could do something for them. I should be better at things that don't directly involve, you know. Violence.

Exo-Guardians

Male Human Icon Vanguard 3 | HP 25/25 | SP 33/33 | RP 4/4 | EAC 16 | KAC 18 | F +6 | R + 3 | W +1 | Entropic Pool: 0/3 | Active Conditions: None

Life Sciences: 1d20 + 5 ⇒ (20) + 5 = 25

Having a bit of experience with the medical sciences after a brief failed attempt to study as a medical examiner, Roddy remembers reading about a particularly unusual disease fitting this description. He re-reads the sample data twice, his face becoming more incredulous with each pass. "Frigging murkblight?" he grumbles under his breath while absently staving off the disgruntled robot for the seventh time. "Just... How??"

He returns to the others with the samples. "You're not gonna believe this. The disease they're infected with is from another plane of existence altogether."

Exo-Guardians

M Half-Orc | Vanguard 12 Law Officer| SP=168/168, HP=90/90| EAC=31, KAC=33| F=14, R=13, W=10 |Resistances: Fire, Cold and Acid =5, Electro=15 | Perception +21 (Darkvision 60) | Initiative=5

Joe first give some advices to Roddy. But soon realised that patients a bit confused about Hot Spacedog in his hand... And that Roddy is experienced enough.

So, the vanguard with barely one hand free and maybe tacklash using -catch the meddoc and suggest through his com-link
Api, I'd use your experience here ...
But as far as Roddy return with info about disease roots, he looks agitated. So, that is interesting and could be dangerous. Murk blight. Hm. How it can be treated?

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

computers: 1d20 + 8 ⇒ (7) + 8 = 15

Api hacks the bot so it doesn't try to attack the party Yeah we are authorized to be here

life science: 1d20 + 8 ⇒ (13) + 8 = 21

Shoot Well if we know what it is surely we can treat this murkblight?


The Golden Serpent Maps | Actions: ◆ | ◇ | ↺

Roddy and Joe both recognize the name Murkblight but it seems this is a new strain of the Murkblight family and thus anything you could try to synthesize here would likely not be effective.

Joe does the heavy lifting of getting information from the medbot by getting it to stand still for a moment. It starts to bleet something about not interfering with its work while Apikinzas logs into the data centers on it. After a moment of adding credentials for everyone to shut the bot up, she also has data on all of the cases. Seems the source of the infection is unclear as of yet.

Where to next? That's all you can do here for now.

Exo-Guardians

Skills:
Athletics+7/Intimidate+6/Perception+4
M Vesk SFS#186188-702 Solarian Icon /1
Stats:
SP 0/8 HP 5/13 | RP 2/3 | EAC 14 (15); KAC 15(16) | Fort +3; Ref +1; Will +2 (+2vs Fear) | Init: +1 | Perc: +4, SM: +0

Bonra Wanders: 1d3 ⇒ 1

As the others head back from the area ahead, Bonra decides to see what's farther down this hallway. The least he can do is scout while the rest handle the sciencey stuff.

Toward whatever is beyond area 1

Exo-Guardians

Male Human Icon Vanguard 3 | HP 25/25 | SP 33/33 | RP 4/4 | EAC 16 | KAC 18 | F +6 | R + 3 | W +1 | Entropic Pool: 0/3 | Active Conditions: None

With the samples in tow, Roddy decides to look around for more information. How the Hells did an extraplanar disease wind up on a random space station? Or... was it random? That thought chills him, and he walks a little faster. The sooner they solve this riddle, the sooner they can get off the spooky station before they all catch the disease.

Heading to area 4.

Second Seekers (Jadnura)

Male Kasatha Spacefarer Solarian 4 | Init +1 | Peception +6 | Sp 17/27, HP 25/25, RP 0/1 | EAC 15, KAC 16 | Fort +5, Ref +2, Will +5 | Reroll 1/1 |

Sounds good - Area 4

Not much help in the medical arena. But perhaps we can find something elsewhere which provides assistance to the cure?

Second Seekers (Luwazi Elsebo)

Male human priest Soldier 2 | Init +4 | Peception +0 | Sp 18/18, HP 18/18, RP 3/5 | EAC 14, KAC 16 | Fort +5, Ref +1, Will +3 | Reroll 1/1 | Darkvision 60 feet

Seeing the other two move north, Ardoc follows Bonra, not wanting him to be off on his own.


The Golden Serpent Maps | Actions: ◆ | ◇ | ↺

Area 1 with Bonra and Ardoc

The acrid odor of recently used industrial cleaner/disinfectant permeates this small, tidy cafeteria. The floors and surfaces were recently scrubbed with and alcohol from the smell of it, and the only food items in the area are steel soup canisters and packets of vacuum-sealed jerky. A dozen workers dressed in drab coveralls sit dejectedly around the tables.

DC 12 Medicine or life sciences:
With Monsylkis’s device you collect vital signs and confirm that the workers are all healthy. For now at least.

Quite a few of the workers are chatting about the station and things happening. You could probably insert yourselves into a conversation.

DC 12 Diplomacy:
After shooting the breeze for a few minutes, you decide to switch to the topic on everyone's minds, the disease. They're unwilling to talk at first but you soon learn more about the epidemic. The virus causes fever and lethargy that can result in a coma or death; its most distinctive characteristics are clouded eyes and darkened blood. Laelund Station’s overworked medical professionals believe the contagion is a new virus, but they lack the facilities and equipment to synthesize a cure. So far, all confirmed cases are said to be confined to Sector 9, and residents are encouraged to self-isolate and wear protective gear. Several dormitories and recreation areas have been converted into overflow clinics for sick residents. These clinics are tended primarily by medical robots.

A few talkative residents, without masks, believe that the unnamed contagion is a biological weapon created by a rival corporation to disrupt Laelund Station’s operations. They argue passionately and loudly with anyone willing to listen.
You can silence these loud voices by succeeding at a DC 12 Culture check to present a counterargument.

Finally, in the corner a host shirren shares their concerns about a rare type of ore being refined on the station. Koruxian ore is toxic, and the shirren seems worried that it could be causing everyone’s symptoms.

DC 15 Physical SCIENCE:
You recall that koruxian ore is toxic but it doesn't cause murk light or even match the reported symptoms. Explaining the signs of koruxian poisoning, and how different they are from the murkblight running rampent, seems to calm the shirren some, though they do get a bit agitated as the actual disease is probably harder to treat.

Several of the residents seem to be chatting about cooking with limited supplies and what they'd love to make if they could. You could try seeing if there's anything of note here by working your way into he conversation.

DC 15 Diplomacy or Profession (chef):
With some charm or display of knowledge, you join their table and listen to that they have to say. A human worker complains about the “weird eggs” that a miner named Radi recently started selling. She wrinkles her nose in disgust as her companions recall hearing about the eggs a few weeks ago, which were apparently tasty despite their off-putting appearance and odor.


The Golden Serpent Maps | Actions: ◆ | ◇ | ↺

Area 4
The suite here 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 12 Perception:

There's broken black eggshells and shed scales inside the enclosure, but oddly no sign of any animals that could be responsible for them.

As Roddy and Kaath enter the room, they hear groaning from the southeastern alcove. A male dwarf lying in his sick bed seems to notice your presence and begs, between fits of racking coughs, for some water. His name tag on his uniform says Radi. "So, *Hack, cough* what's happening out, *cough spit* there?"

Exo-Guardians

L1 spells cast 2/3 Defense SP 7/10 HP 16 RP 4 EAC 16; KAC 17 Fort +0; Ref +4; Will +4 (+5 morale vs. fear) 1 Flash grenade 1 Mk1 serum of healing options taken

Joining the group in area 4 APi is keen to show off her science skills

life science: 1d20 + 8 ⇒ (19) + 8 = 27
physical science: 1d20 + 8 ⇒ (18) + 8 = 26

Having identified the various things Api is Happy to talk if one of her colleagues can lead the way

diplomacy aid: 1d20 ⇒ 12

Second Seekers (Jadnura)

Male Kasatha Spacefarer Solarian 4 | Init +1 | Peception +6 | Sp 17/27, HP 25/25, RP 0/1 | EAC 15, KAC 16 | Fort +5, Ref +2, Will +5 | Reroll 1/1 |

Kaath tries to spot anything of interest...but doesn’t

Perception : 1d20 + 6 ⇒ (3) + 6 = 9

Second Seekers (Luwazi Elsebo)

Male human priest Soldier 2 | Init +4 | Peception +0 | Sp 18/18, HP 18/18, RP 3/5 | EAC 14, KAC 16 | Fort +5, Ref +1, Will +3 | Reroll 1/1 | Darkvision 60 feet

Diplomacy 1: 1d20 + 0 ⇒ (8) + 0 = 8
Diplomacy 1: 1d20 + 0 ⇒ (12) + 0 = 12

Not trained in Medicine, Life Sciences, or Physical sciences so I'm guessing I can't roll those.

Ardoc types a quick summary of what is happening here and sends it to the rest of the team.

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