[RD][SFS] 2-06/2-08: The Stumbling Society (Inactive)

Game Master Andrew Harasty

Stumbling Society Pt 1 Maps
Stumbling Society Pt 2 Maps


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Exo-Guardians

Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

Thomagar lets out a deep sigh of relief. He recognises that he was not of much help, and is glad that the rest of team possesses skills in areas out of his ken.

”D’zyliit, you have nothing to apologise for. I myself was hardly of any help. But we’ve function well as a team.” He nods to the rest in appreciation.

He waits for the angel’s response, welcoming his presence.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

You make your way to the commander's office. On the terminal this time is:

Environment chambers stabilized. Release emergency lockdown?
Select Yes/No.

Selecting yes, you hear sounds of various locks being released though out the station. Also the following message appears:

Message on Computer wrote:

ATTN: Cpt. Remahd

You didn’t want it, but I recommended you for promotion. You’ll make a fine starship captain. Your service following the disaster at Attriada showed what you’re made of. When we met there, you were just a recruit, but you already had what it takes.

The neutriad spheres we found at Attriada are much more than we hoped for. I know what you sacrificed there, and I will always be—

Going back to the two sealed storage rooms:

1. Lab storage:

Storage compartments line the west and north walls of this room. The heavy security door seems to have protected the room’s contents from whatever destroyed the adjacent laboratory.

The storage containers hold an advanced medkit, four mk 2 serums of healing, a minor apocalypse crystalAA2, a mk 1 adaptive defense moduleAA2, a cybernetic arm (single)

Life Sciense DC 22:

You also recognize one item as being a Moonflower Lightgraft

2. Armory

Three large workbenches line the walls of this storage room. Weapons in various states of disassembly and modification line the workbenches. Most, but not all of them, look inoperable.

Most of the weapons here are the results of failed modifications and are worthless, but a few functioning items remain:
* squad machine gun with
-- grenadier bracket mounted with a modified squad NIL grenade launcher
-- two frag grenades III and
-- two incendiary grenades III

* triple focus rifle.

Acquisitives

Female N sarcesian colonist soldier (sharpshooter) 5/operative (ghost) 1 | SP 53/53 HP 45/45 (force field 5/5; capacity 10) | RP 7/7 | EAC 21; KAC 22 | Fort +6; Ref +7; Will +8 | Init: +5 | low-light vision; Perc: +7, SM: +7 | Speed 30 ft., fly 60 ft. average (vacuum only) | No tracked abilities. | No spells. | Active conditions: none

Hermena's eyes light up when she sees the squad machine gun with the grenadier accessory, strapping her accelerator rifle to her back while hefting the weighty weapon to test its grip. "Wow, you've got some impressive stockpiles here, and this is an ancillary facility. Imagine what we might find in the Bulwark itself!"

With the spores evacuated, she turns to the rest of the group. "Do we think those spores were causing us to get jumpy, or is there still something lurking around in here now that we opened the environmental seals?"

Exo-Guardians

Male LN Shirren Biohacker 8| SP: 12/48| HP: 54/54 | RP: 10/10 | EAC:20 KAC:22 | Fort +6/Ref +7/Will +7 (+2 vs mind-affecting) | Init +5 | Perception +19

Life Science: 1d20 + 15 ⇒ (7) + 15 = 22

Unclear. D'zyliit morosely intones. But suspect spores were not the root cause. The same lockdown that sealed these doors sealed off the environmental controls. Bad as they were, spores were contained. Aura of... wrongness the shirren winces as all his training can't come up with a better word for it. preceded spore exposure

Useful graft amongst those serums he says as he points to the moonflower graft in the lab's storage units.

Exo-Guardians

Female LG Skittermander Themeless Soldier (Steward Stalwart) 8 Character Sheet | SP 57/64, HP 58/58, RP 9/9 | EAC 25 KAC 26 | Fort: +7, Ref: +7, Will: +7 (extra +2 mind-affecting (reaction) | Init: +5 | Perc: +4, SM: +7 | Speed 30ft | Tracked Resources: Fear Reroll 1/1, Shirt Reroll 0/1, Hyper 1/1, Condition Delay 1/1, Theme Skill Bonus 1/1, Light Machine Gun 28/60 | Active conditions: DR 5 (armor upgrade)

"Nufriends, I'll think we'll need to go through full decontamination protocols after we finish searching this place. We can't risk spreading whatever went on here!"

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Having secured the equipment you head towards the last security door and open it Room 3

Dead vidscreens and unblinking computer panels fill this room. Something squeals and scratches incessantly from beneath the computers on the north wall.

Perception or Engineering DC 28:

You notice that the has been tampered with—someone manually hacked it, then reset it to its lockdown state.

Please place yourselves where you want to be while investigating this room

Exo-Guardians

Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

"That is a good point, Swizzers."

As he enters, Thomagar swiftly positions himself at the other entrance, guarding against potential interference while the rest of his team search the place. He does take a quick look around along the way.

perception: 1d20 + 8 ⇒ (20) + 8 = 28

"Huh, I'm not expert but someone seems to have tampered with the computers. Hacked it then reset it back to its lockdown state. Someone was here recently, it seems."

Exo-Guardians

Male LN Shirren Biohacker 8| SP: 12/48| HP: 54/54 | RP: 10/10 | EAC:20 KAC:22 | Fort +6/Ref +7/Will +7 (+2 vs mind-affecting) | Init +5 | Perception +19

This location was supposed to be lost. If even Guidance and Celitia only recently cracked the location, who could have located it first?

Increasingly nervous, D'zyliit also asks: [i]Also, I am not alone in hearing that, yes?/i]

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)

"Don't touch anything. If something has been tampered with there's no telling how things may now be wired, or whether they have left us a 'gift' or two - especially with that noise to draw us in to investigate"

"Remember that burnt-out room? That may have been trapped too - if this is the same it could be a big blast"

Viper moves everyone well away (out of the room) then takes time with her broad spectrum scanning kit to do a search for traps, triggers, or any other chicanery.

Perception 13+4, take 20 for a 37

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

With the scanner, Vipper-6 does verify that there is a foreign object be hind a panel on the northern console. Evidence that the panel has been removed and replaced is evident, but the panel itself is not trapped or rigged to any trigger.

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Rocket nervously scratches at his ear as he tries to look in every direction at once as he peeks into the room to see what Viper discovered.

"So...what's the plan..we tie a piece of string to the panel and stand outside with the door almost closed and pull the string and hope the door stops the blast wave?"

Rocket's left leg twitches as if it wants put as much distance between him and the room with or without the rest of Rockets body attached to it.

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)

"Doesn't appear to be wired - no obvious trap so nothing to disarm - could be a motion or RF sensor tucked away- or just some beastie hiding in the wall. I'm going to pop it and find out"

With everyone keeping a safe distance back outside the room, blade in hand, Viper pops the panel.

Acquisitives

Female N sarcesian colonist soldier (sharpshooter) 5/operative (ghost) 1 | SP 53/53 HP 45/45 (force field 5/5; capacity 10) | RP 7/7 | EAC 21; KAC 22 | Fort +6; Ref +7; Will +8 | Init: +5 | low-light vision; Perc: +7, SM: +7 | Speed 30 ft., fly 60 ft. average (vacuum only) | No tracked abilities. | No spells. | Active conditions: none

Hermena clicks her force field back on, readies her new machine gun/grenade launcher, and waits for Viper to pop open the panel.

Force field on for combat (if it starts), will turn off again if no enemy in sight. Does Hermena get cover from the object in the middle of room 3?

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Once the room is clear, Hermena covers Viper while she removes the panel and discovers a small stone idol in a nest of frayed wires and gnawed computer chips.

Mysticism or Culture DC 18:

The idol is shaped like a symbol of Lao Shu Po, goddess of assassins, rats, spies, and thieves.

As if falls out, a swarm of spectral rats spews from the screens to attack those in the room.

This is a hazard/trap. Not a monster swarm. The hazard can be disabled with Mysticism or Engineering, but you will need to be in the room to attempt. Or you could destroy the idol

Swarm damage: 3d6 ⇒ (6, 3, 3) = 12 E&P (no saves)

Status Card wrote:

Digital Swarm

Group conditions:
Round 1

D'yzliit - dmg
Hermena - 12 SP dmg
Rocket - dmg
Viper-6 - 12 SP dmg
Officer Swizzers - dmg
Thomagar

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 shakes off some of the rats and gets to work with her tools.

Engineering (Disarm) 1d20 + 15 + 4 ⇒ (17) + 15 + 4 = 36

Exo-Guardians

Female LG Skittermander Themeless Soldier (Steward Stalwart) 8 Character Sheet | SP 57/64, HP 58/58, RP 9/9 | EAC 25 KAC 26 | Fort: +7, Ref: +7, Will: +7 (extra +2 mind-affecting (reaction) | Init: +5 | Perc: +4, SM: +7 | Speed 30ft | Tracked Resources: Fear Reroll 1/1, Shirt Reroll 0/1, Hyper 1/1, Condition Delay 1/1, Theme Skill Bonus 1/1, Light Machine Gun 28/60 | Active conditions: DR 5 (armor upgrade)

Swizzers looks puzzled when she first sees the idol. "Huh, that's a religious icon--the goddess of spies and thieves! It could be valuable evidence indicating the culprits."

But when the spectral rats appear, she realises they're connected to the idol! She's torn between destroying evidence and saving her Nufriends!

Ready an action to smash the idol if Viper 6's (and anyone else's) attempt to disable the hazard don't work.

Culture: 1d20 + 5 ⇒ (15) + 5 = 20

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

With quick and extremely deft work, Viper-6 safely removes the idol from connecting cables. The terminal screens go blank and the digital rats blink out of existence. The idol loses its mystical power connection and slowly crumbles in to a pile of synthetic dust.

As it does so, the paranoia and agitation that most people have been feeling subsides and you are no longer distracted and agitated. No one is suffering any lingering effects.

What was going on:

CURSE OF THE SKITTISH
Type curse; Save Will DC 17 (DC 18 in Subtier 7–8)
Effect Each time the victim fails a saving throw against the curse, they progress one step on the skittish affliction track. Cure When the idol of scrabbling eyes is destroyed, each victim moves three steps back on the skittish affliction track. If they move to healthy, the curse is removed. Otherwise, they must use remove affliction.
SKITTISH AFFLICTION TRACK
Healthy—Distracted—Uneasy—Agitated—Distressed—Paranoid
Distracted
The victim takes a –2 penalty to trained skill checks.
Uneasy
The victim takes a –2 penalty to initiative and Perception checks.
Agitated
The victim takes an additional –2 penalty to the affected checks.
Distressed
The victim automatically rolls a 1 on initiative and Perception checks.
Paranoid
The victim counts as having no ranks in all of their skills

After dealing with the idol you find a recessed wall compartment labeled Emergencies Only. It contains a guarded salamander-class flamethrower and three mk 2 rings of resistance.

After recovering a bit you press on to the next rooms:

A. Decontamination Facility
Vents, pipes, and showerheads line the walls of this room. The Arsenal’s staff used the facilities in this room (which no longer function) to cleanse contaminants after visiting the lower levels.

B. Elevator
A massive, octagonal grav-elevator platform occupies the center of this large room. Four banks of computers are accessible from the platform. To the east, a twenty-foot-wide airlock door stands partially open. An empty vehicle hangar is visible on the other side.

This grav-elevator has no walls or doors and is embedded in the floor. The elevator uses a similar technology to grav-trains but requires no rails: it simply hovers up or down the shaft (past a series of automatic airlocks), similarly embedding itself in the floor of whichever level its passengers select, with the airlocks sealing the shaft above. The only way to go from this area is down.

The screens read:
SELECT DESTINATION.
L1—Main Level.
L2—Primary Containment. Notice:
L3—Depot on lockdown.

Exo-Guardians

Male LN Shirren Biohacker 8| SP: 12/48| HP: 54/54 | RP: 10/10 | EAC:20 KAC:22 | Fort +6/Ref +7/Will +7 (+2 vs mind-affecting) | Init +5 | Perception +19

Excellent work Viper-6Diz says as he pokes his head around the corner to see her swiftly disarming the idol's connection.

Culture: 1d20 + 13 ⇒ (7) + 13 = 20

Just before it dissolves, the shirren is able to get a glimpse of the object. Lao Shu Po. highly unlikely an arsenal for a military faction would focus worship on the God of thieves and spies. Have there not been reports of Laoite interference Starfinders have encountered in other missions?

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 dusts off the damage from the rats, and takes her time making good what repairs she can "I recently ran across a bunch of Lao Shu Po related objects, wasn't fun"

"Might take 10 minutes here to do a final equipment check before pressing on"

Will spend 1 RP to recover before pushing on - I like to keep SP/HP maxed as Viper has no sense of self-preservation during the action scenes

Exo-Guardians

Male LN Shirren Biohacker 8| SP: 12/48| HP: 54/54 | RP: 10/10 | EAC:20 KAC:22 | Fort +6/Ref +7/Will +7 (+2 vs mind-affecting) | Init +5 | Perception +19

Good time to look at what was found here too. D'zyliit agrees.

The shirren looks at the others. Would any of you care to use this flamethrower? Or care to slip on a ring?

If no one else wants one, Diz will take and use one of the ring of resistances. though he'll be glad to instead first offer to those who are more 'heavy hitters'; if they go down, the doctor's in more trouble than if he just slips unconscious for a bit.

Exo-Guardians

Female LG Skittermander Themeless Soldier (Steward Stalwart) 8 Character Sheet | SP 57/64, HP 58/58, RP 9/9 | EAC 25 KAC 26 | Fort: +7, Ref: +7, Will: +7 (extra +2 mind-affecting (reaction) | Init: +5 | Perc: +4, SM: +7 | Speed 30ft | Tracked Resources: Fear Reroll 1/1, Shirt Reroll 0/1, Hyper 1/1, Condition Delay 1/1, Theme Skill Bonus 1/1, Light Machine Gun 28/60 | Active conditions: DR 5 (armor upgrade)

"So this looks like deliberate sabotage--someone smuggled this idol in to cause the base's staff to turn on each other!"

Exo-Guardians

Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

Thomagar would like a ring of resistance as well if there's a spare

"Good going, guys. I think we can take a moment to recover. I don't hear anything as yet."

Presume we'll be heading to the next floor down.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Place yourselves as you see fit on the central lift area

Primary Containment

As the grav-elevator descends, airlocks whoosh open to allow it to pass, then shut behind it. After a few minutes, one of the dormant screens flickers to life, showing a grainy image of a stark-white ysoki in a well-cut gray business suit. She waves and says, “Hey, Starfinders! I assume you’re Starfinders. Who else would make it this far? I’m Datch. Maybe we’ve met? Ha! This is pre-recorded, so I have no idea. Anyway, not sure I can put this nicely. My team beat you to it. Don’t worry, we left a bite for you. There are some excellent specimens down there!” The ysoki munches on an apple, making a scene of enjoying her snack. A warning light near the screen begins flashing, and an electronic voice says, “Warning: Xenobiological threats detected. Containment breach. Warning…

The ysoki gulps down her apple and says, “I hope you enjoy this research opportunity. Be seeing you!” The ysoki walks off camera, then back on a few seconds later. “If you survive, that is. On the off-chance things get out of hand, we’ve rigged the containment protocols to help, and activated the base’s selfdestruct sequence.” She glances briefly off camera, “Hey, did we remember to activate the self-destruct sequence?” She shrugs and winks, “I’ll get back to you.

The screen shuts off, and an airlock above slams shut. The grav-elevator descends to the center of a vast chamber with four large containment cells, all of them open. Bulging vines twist along the walls and floor, connecting large, pulsating masses of misshapen bones, sinew, rot, and tumors. Three-footdiameter spheres stand on raised platforms, one at each corner of the elevator. They begin to glow.

…Warning. Emergency lift shutoff. Initiating threat neutralization protocol.

Much of the room is covered in prexian tumors, as shown on the map as over grown green areas

Also four neutriad spheres grey orbs in the corners—relics that the Exo-Guardians recovered from a dying planet—threaten everything in the area.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The Huge plant lurches swings its tentacles.

Initiative:

Init, D'yzliit: 1d20 + 4 ⇒ (17) + 4 = 21
Init, Hermena : 1d20 + 5 ⇒ (9) + 5 = 14
Init, Rocket: 1d20 + 9 ⇒ (8) + 9 = 17
Init, Viper-6: 1d20 + 13 ⇒ (14) + 13 = 27
Init, Swizzers: 1d20 + 5 ⇒ (11) + 5 = 16
Init, Thomagar: 1d20 + 2 ⇒ (7) + 2 = 9

Init, Moonflower: 1d20 + 0 ⇒ (10) + 0 = 10

The terminals on the elevator platform looks like they can be used to disable or control the spheres. Mysticism or Engineering with a Standard action to attempt. Each attempt works on one sphere

As the elevator locks in to place and the plant begins to undulate towards you everyone can act except Thomagar.

Status Card wrote:

Primary Containment

Group conditions:
Round 1

D'yzliit - dmg
Hermena - dmg
Rocket - dmg
Viper-6 - dmg
Officer Swizzers - dmg

Moonflower

Thomagar

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 tries getting some intel.
Life Science 1d20 + 13 ⇒ (19) + 13 = 32
Order - Resistances, vulnerabilities, special defences, special attacks

Acquisitives

Female N sarcesian colonist soldier (sharpshooter) 5/operative (ghost) 1 | SP 53/53 HP 45/45 (force field 5/5; capacity 10) | RP 7/7 | EAC 21; KAC 22 | Fort +6; Ref +7; Will +8 | Init: +5 | low-light vision; Perc: +7, SM: +7 | Speed 30 ft., fly 60 ft. average (vacuum only) | No tracked abilities. | No spells. | Active conditions: none

Sorry for the delay, had a lot of distractions this weekend. I’ll post tomorrow, I promise.

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

As his jetpack engines roar to life Rocket flies over the desk in front of him to land on top of the grey orb before spitting out his tool kit from his cheek pouch as he tries to figure out how to best to use this sphere.

Engineering on sphere D: 1d20 + 12 ⇒ (7) + 12 = 19 (possible +4 is this counts as a trap for purpose of trapsmith tools)

I'll assume we want to control them? But I'll go with party majority on if we want to disable or control them

Exo-Guardians

Female LG Skittermander Themeless Soldier (Steward Stalwart) 8 Character Sheet | SP 57/64, HP 58/58, RP 9/9 | EAC 25 KAC 26 | Fort: +7, Ref: +7, Will: +7 (extra +2 mind-affecting (reaction) | Init: +5 | Perc: +4, SM: +7 | Speed 30ft | Tracked Resources: Fear Reroll 1/1, Shirt Reroll 0/1, Hyper 1/1, Condition Delay 1/1, Theme Skill Bonus 1/1, Light Machine Gun 28/60 | Active conditions: DR 5 (armor upgrade)

Officer Swizzers dashes between Hermena's legs to get a clear shot at the giant plant monster!

Attack w/ Azimuth Artillery Laser vs EAC: 1d20 + 10 ⇒ (11) + 10 = 21
damage (fire, penetrating): 1d10 + 5 ⇒ (8) + 5 = 13

Exo-Guardians

Male LN Shirren Biohacker 8| SP: 12/48| HP: 54/54 | RP: 10/10 | EAC:20 KAC:22 | Fort +6/Ref +7/Will +7 (+2 vs mind-affecting) | Init +5 | Perception +19

'Datch'. That woman who keeps appearing in the Society alerts. Diz thinks as he brings his weapon to bear on the massive flora and loads in a slowing compound. If here already, her informational resources must be disturbingly extraordinary...

Move, then firing a Basic biohack at the plant. If it hits, they get -2 to AC for 8 rounds

Attack v EAC: 1d20 + 9 ⇒ (14) + 9 = 23 for Acid: 1d6 + 2 ⇒ (2) + 2 = 4

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Viper-6 spends a moment assessing the plant. It is a plant and as such has typical plant immunities. This one also has DR except against slashing or good damage, as well as some cold resistance. However it is weak to fire based attacks.

Rocket moves up to a terminal on the elevator platform and takes control of one of the spheres, however it seems like you will only have it for one round. What you do realize is that left uncontrolled, each sphere will just create an atomizing blast in the 10 feet around it. When you are in control you can choose to focus that energy into a focused beam of untyped damage. However it looks like some residual energy keeps being stored and the each sphere will overload after some time and explode if not disabled or destroyed.

+15 ranged vs. EAC (1d12+1); one target within 30 ft. of sphere

Rocket can make an attack, but no enemy is with in range this round

Swizzer's blast hits and burns the plant creature, followed up by Dr. D'yzliit's acid bolt that burns away some of it fibrous shell.

The uncontrolled spheres burst (only Viper-6 and Thomagar are in range of any of them[/ooc]
Sphere Blast A: 1d12 + 1 ⇒ (8) + 1 = 9 Fort DC 15 for half -- Viper-6
Sphere Blast C: 1d12 + 1 ⇒ (4) + 1 = 5 Fort DC 15 for half -- Thomagar

The Luminescent plant glows birghtly then emits a burst of light blinding everyone in the room.

Fort Save DC 16 or be blinded for rounds

It then slouches forward towards the party.

Status Card wrote:

Primary Containment

Group conditions:
Round 1

D'yzliit - dmg
Hermena - dmg
Rocket - dmg
Viper-6 - 9/4 SP dmg
Officer Swizzers - dmg
Thomagar - 5/2 SP dmg

Moonflower -- 23 dmg, -2 AC
Spheres

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)

Fort 1d20 + 5 ⇒ (10) + 5 = 15 half damage.
Fort 1d20 + 5 ⇒ (19) + 5 = 24 not blind.

Trick 1d20 + 20 - 20 ⇒ (10) + 20 - 20 = 10 = CR or lower tricked.
Attack 1d20 + 11 ⇒ (1) + 11 = 12 vs FF KAC

Viper moves in, blade in hand, but can't find a good spot to stick the knife.

Acquisitives

Female N sarcesian colonist soldier (sharpshooter) 5/operative (ghost) 1 | SP 53/53 HP 45/45 (force field 5/5; capacity 10) | RP 7/7 | EAC 21; KAC 22 | Fort +6; Ref +7; Will +8 | Init: +5 | low-light vision; Perc: +7, SM: +7 | Speed 30 ft., fly 60 ft. average (vacuum only) | No tracked abilities. | No spells. | Active conditions: none

Fortitude 16: 1d20 + 6 ⇒ (15) + 6 = 21 Not blinded.

"Whoever this 'Datch' vermin is, I'll make sure she doesn't get the last laugh here." Hermena grits her teeth and swallows her fury, redirecting her anger at the massive plant. She flicks off the safety on her new machine gun's grenade launcher before firing a mk III incendiary grenade into its undulating maw. Use Stunt and Strike (Operations Manual 80) as a full action to move up to speed, make relevant skill check (Stealth) to render target Flat-Footed, and attack; Sniper's Aim reduces any cover bonus to AC by 2.

Stealth Check (DC 20 + target's CR): 1d20 + 16 ⇒ (5) + 16 = 21
Ranged Attack vs grid intersection (center of plant monster): 1d20 + 9 ⇒ (3) + 9 = 12
Fire Damage: 3d6 ⇒ (5, 5, 2) = 12 Reflex DC 18 for half damage; if save fails target is burning 1d6.

Exo-Guardians

Male LN Shirren Biohacker 8| SP: 12/48| HP: 54/54 | RP: 10/10 | EAC:20 KAC:22 | Fort +6/Ref +7/Will +7 (+2 vs mind-affecting) | Init +5 | Perception +19

Fort: 1d20 + 4 ⇒ (2) + 4 = 6
Re-Roll w/ 1 glyph: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6

D'zyliit blinks rapidly as his eyes are blinded. Stymied from assisting with the computers for the moment, the shirren reaches out to Swizzers Swizzers: wait. I'll distract it He then fires at the location of the plant.

Using Helpful Telpath to - if this Harrying Fire works - allow Swizzers to roll twice and take the better on their next attack rather than the normal Harrying bonus.

Miss chance, high good: 1d100 ⇒ 63
Harrying Fire: 1d20 + 9 ⇒ (6) + 9 = 15
Ha! hit it exactly!

Exo-Guardians

Female LG Skittermander Themeless Soldier (Steward Stalwart) 8 Character Sheet | SP 57/64, HP 58/58, RP 9/9 | EAC 25 KAC 26 | Fort: +7, Ref: +7, Will: +7 (extra +2 mind-affecting (reaction) | Init: +5 | Perc: +4, SM: +7 | Speed 30ft | Tracked Resources: Fear Reroll 1/1, Shirt Reroll 0/1, Hyper 1/1, Condition Delay 1/1, Theme Skill Bonus 1/1, Light Machine Gun 28/60 | Active conditions: DR 5 (armor upgrade)

Officer Swizzers blinks furiously, unable to line up a shot despite D'zyliit's telepathic assistance.

attack vs EAC w/ azimuth heavy artillery laser: 1d20 + 1d20 ⇒ (1) + (12) = 13

Please take the better of those individual results (not the total!) and then add 5 to see if the attack hit.

damage (fire, penetrating): 1d10 + 5 ⇒ (6) + 5 = 11

Fort Save: 1d20 + 5 ⇒ (5) + 5 = 10

Yikes! I'll use my shirt reroll on that--being blinded is not fun.

Fort Save reroll w/1 GM nova: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9

Nope!

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Viper avoids most of the hazards and moves forward ducking and weaving under its tentacles.

Although nimble not able to find a good place for her knife.

Hermena shakes off the blindness and luanches a grenade dead center of the creature. As she does so a tentacle lashes out from the western cluster of tumors and strikes

Tentacle Attack: 1d20 + 19 ⇒ (10) + 19 = 29
Tentacel Damage: 1d8 + 14 ⇒ (4) + 14 = 18

Reflex Sv: 1d20 + 7 ⇒ (7) + 7 = 14
Hitting her, but then not getting out of the way of the blast, and is on fire.

D'yzliit is blind Rounds: 1d4 ⇒ 2 but still manages to harry the plant for Swizzers

Officer Swizzers is blinded by the pulse Rounds: 1d4 ⇒ 4
Miss chance >50 hit: 1d100 ⇒ 94
But still manages to hit the creature, burning it some more

Rocket and Thomagar can still act.

Status Card wrote:

Primary Containment

Group conditions:
Round 2 - Mid

D'yzliit - dmg; blind till round 4
Hermena - 18 SP dmg
Rocket - dmg
Viper-6 - 4 SP dmg
Officer Swizzers - dmg; blind till round 6
Thomagar - 5/2 SP dmg

Moonflower -- 53 dmg, -2 AC, burning 1d8
Spheres

Exo-Guardians

Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

Photon mode round 1

Sphere Blast
fort DC15: 1d20 + 5 ⇒ (3) + 5 = 8 Is this cold, electricity, fire, and force damage? If so, reroll from diffraction cloak
fort DC15: 1d20 + 5 ⇒ (8) + 5 = 13 Bah...

Blinding
fort DC16: 1d20 + 5 ⇒ (2) + 5 = 7

Before Thom get the chance to act, he is first blasted by an explosion, then blinded by a sudden burst of light.

Nonetheless, he keeps sight of the plant creature in his mind's eye. Wreathing his body in stellar energy, he lets it propels himself forward, then slams his glowing arm at where he imagines the plant creature to be.

Stellar rush: move at double speed, negating the half speed penalty from blinded

miss chance: 1d100 ⇒ 63
solar palm vs KAC, photon mode: 1d20 + 5 + 5 + 1 ⇒ (18) + 5 + 5 + 1 = 29 bludgeoning dmg: 1d6 + 5 + 5 + 3 + 1d4 + 1 ⇒ (4) + 5 + 5 + 3 + (2) + 1 = 20

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Fort save vs blinded: 1d20 + 6 ⇒ (16) + 6 = 22

Rocket blinks his eyes and looks down on the sphere
" ..well, that's not what I hoped for.."

Jumping of the sphere Rocket moves outside of it's blast radius and pulls out his blaster and aims it at the big plant unleashing a shot of lightning at it's back

To hit EAC: 1d20 + 12 ⇒ (12) + 12 = 24
Elect damage if hit: 2d8 + 6 ⇒ (2, 8) + 6 = 16

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

The damage from the Spheres is untyped, so the cloak will not work anyway

Thaomagar blindly charges in blind: 1d4 ⇒ 3
But still hits the plant creature, but the bludgeoning does not all go though. But as he hits it, it pulls back into the vines granting itself total concealment as a small pod appears in the southern wing.

Rocket is unphased by the pulse and shoots Miss Chance hit >50: 1d100 ⇒ 97 and still manages to hit the creature among the tangled vines.

The pod rolls out and spews a stream of bile across the room
Bile Stream: 5d6 ⇒ (1, 5, 6, 3, 1) = 16 Acid Reflex DC 13 for half Hermena, Swizzers, and Viper-6

Tentacle fly out from the sides of the room to attack Swizzers
Tentacle Attack: 1d20 + 19 - 4 ⇒ (11) + 19 - 4 = 26
Tentacel Damage: 1d8 + 14 ⇒ (6) + 14 = 20

and Hermena
Tentacle Attack: 1d20 + 19 - 4 ⇒ (2) + 19 - 4 = 17
Missing

It then burns for 1d8 ⇒ 8
Reflex: 1d20 + 7 ⇒ (8) + 7 = 15
It is still on fire.

Sphere Blast A: 1d12 + 1 ⇒ (6) + 1 = 7 Fort DC 15 for half, Viper-6
Sphere Blast b: 1d12 + 1 ⇒ (10) + 1 = 11 Fort DC 15 for half, Thomagar

Everyone is up. After the first hit on the creature a second pod RED will appear to the east

Status Card wrote:

[ooc] Primary Containment

Group conditions:
Round 3 -

D'yzliit - dmg; blind till round 4
Hermena - 18 +16/8 SP dmg
Rocket - dmg
Viper-6 - 4 +16/0 SP dmg
Officer Swizzers - 20 +16/8 dmg; blind till round 6
Thomagar - 5 SP dmg; blind till round 5

Moonflower -- 91 dmg, total Concealment -2 AC, burning 1d8
Spheres
Spore Pods -- G: R:

Acquisitives

Female N sarcesian colonist soldier (sharpshooter) 5/operative (ghost) 1 | SP 53/53 HP 45/45 (force field 5/5; capacity 10) | RP 7/7 | EAC 21; KAC 22 | Fort +6; Ref +7; Will +8 | Init: +5 | low-light vision; Perc: +7, SM: +7 | Speed 30 ft., fly 60 ft. average (vacuum only) | No tracked abilities. | No spells. | Active conditions: none

Hermena's forcefield shatters from the impact of the plant's tendril, but leaves her relatively unharmed. As the energy matrix starts to reform, she loads the second incendiary grenade into the launcher. "Save room for seconds, you overgrown shrubbery!" she shouts as she lobs the grenade towards its maw. Use Stunt and Strike (Operations Manual 80) as a full action to move up to speed, make relevant skill check (Stealth) to render target Flat-Footed, and attack; Sniper's Aim reduces any cover bonus to AC by 2.

Stealth Check (DC 20 + target's CR): 1d20 + 16 ⇒ (1) + 16 = 17
Ranged Attack vs grid intersection (center of plant monster): 1d20 + 9 ⇒ (6) + 9 = 15
Fire Damage: 3d6 ⇒ (2, 4, 5) = 11 Reflex DC 18 for half damage; if save fails target's burning condition increases by 1d6 (I think you have it as 1d8, GM).

Exo-Guardians

Male LN Shirren Biohacker 8| SP: 12/48| HP: 54/54 | RP: 10/10 | EAC:20 KAC:22 | Fort +6/Ref +7/Will +7 (+2 vs mind-affecting) | Init +5 | Perception +19

What is that? a still-blinded D'zyliit says as movement to the south draws his attention. The shirren whirls and fires at the emergent threat.

Loading with a biohack: -2 AC if it hits
Attack v Green pod's EAC: 1d20 + 9 ⇒ (20) + 9 = 29 for Acid damage: 1d6 + 2 ⇒ (6) + 2 = 8
Miss chance, high good for me: 1d100 ⇒ 61
Loading with a -2 AC biohack

Lol, a "Boba Fett? Boba Fett?-style crit
More Acid: 1d6 + 2 ⇒ (1) + 2 = 3

Exo-Guardians

Female LG Skittermander Themeless Soldier (Steward Stalwart) 8 Character Sheet | SP 57/64, HP 58/58, RP 9/9 | EAC 25 KAC 26 | Fort: +7, Ref: +7, Will: +7 (extra +2 mind-affecting (reaction) | Init: +5 | Perc: +4, SM: +7 | Speed 30ft | Tracked Resources: Fear Reroll 1/1, Shirt Reroll 0/1, Hyper 1/1, Condition Delay 1/1, Theme Skill Bonus 1/1, Light Machine Gun 28/60 | Active conditions: DR 5 (armor upgrade)

Completely blind, Officer Swizzers curls into a ball to protect herself!

Total Defense.

Reflex save vs acid: 1d20 + 6 ⇒ (9) + 6 = 15

Exo-Guardians

Male NG lashunta (korasha) solarian (icon) 6 | SP 54/54 HP 46/46 | RP 7/7 | EAC 21; KAC 23 | Fort +6; Ref +5; Will +5 (+1 vs fear) | Init: +2 | Perc: +8, SM: +4 | Speed 25ft | Stellar Mode: nil | detect thoughts 1/1 | Active conditions: sidereal influence (diplomacy)

To clarify, Thom is blind so 50% miss chance. The plant thingy has total concealment, so also 50% miss chance. But those two don't stack right? Miss chance is still 50%, and not 75%? (50% of 50%)

Photon mode round 2

fort DC15: 1d20 + 5 ⇒ (7) + 5 = 12
The blinded Thomagar fails to notice that blast, and catches it full on.

Putting that out of his mind, he continues swinging his glowing palms in the direction in which he presumes the plant creature is at, hoping against hope to connect.
miss chance: 1d100 ⇒ 88
full attack: solar palm vs KAC, photon mode: 1d20 + 5 + 5 + 1 - 4 ⇒ (10) + 5 + 5 + 1 - 4 = 17 bludgeoning dmg: 1d6 + 5 + 5 + 3 + 1d4 + 1 ⇒ (4) + 5 + 5 + 3 + (1) + 1 = 19

miss chance: 1d100 ⇒ 4
full attack: solar palm vs KAC, photon mode: 1d20 + 5 + 5 + 1 - 4 ⇒ (15) + 5 + 5 + 1 - 4 = 22 bludgeoning dmg: 1d6 + 5 + 5 + 3 + 1d4 + 1 ⇒ (2) + 5 + 5 + 3 + (3) + 1 = 19

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Knowing he can't press the fire button on his heavy unwieldy blaster fast enough to hit the creature in front of him multiple times Rocket just keeps the button pressed down a bit longer, building up a bigger charge before unleashing the lightning from within.

A long line of lightning streaks out through the fog striking at the creature

I'm not sure line attacks have an issue with concealment but I'll include a roll just in case

To hit EAC: 1d20 + 12 ⇒ (1) + 12 = 13
Elec damage if hit: 2d8 + 6 + 2 ⇒ (5, 8) + 6 + 2 = 21
Miss chance - high is hit: 1d100 ⇒ 88

.....and ends up firing almost straight into the ceiling as the kickback from his blaster is a bit too much to handle for his small Ysoki frame

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 ⇒ (20) + 11 = 31 No damage.
Fort 1d20 + 5 ⇒ (19) + 5 = 24 half damage.

Viper tries tricking the creature then slashing with her blade...
Trick 1d20 + 20 - 20 ⇒ (2) + 20 - 20 = 2 = CR or lower tricked.
Attack 1d20 + 11 ⇒ (9) + 11 = 20 vs KAC
Damage 2d4 + 3 ⇒ (2, 1) + 3 = 6
...but things aren't going her way.

Acquisitives

Female N sarcesian colonist soldier (sharpshooter) 5/operative (ghost) 1 | SP 53/53 HP 45/45 (force field 5/5; capacity 10) | RP 7/7 | EAC 21; KAC 22 | Fort +6; Ref +7; Will +8 | Init: +5 | low-light vision; Perc: +7, SM: +7 | Speed 30 ft., fly 60 ft. average (vacuum only) | No tracked abilities. | No spells. | Active conditions: none

Sorry, I forgot the Reflex save.

Reflex 13: 1d20 + 7 ⇒ (8) + 7 = 15 8 damage, occurred before force field regenerated so all goes to SP.

Scarab Sages

Maplinks PFS2 2-00 King In Thorn *-* SFS 1-05 First Mandate *-* PFS2 1-02 Mosquito Witch

Area effects don't care about concealment. So another grenade bursts around it.
Reflex: 1d20 + 7 ⇒ (10) + 7 = 17
The moonflower burns brightly.

The good doctor follows up with some more acid that burns the plant.

Though Thomagar is unable to connect with his strikes.

Rocket's line goes wide and does not land on the creature.

But Viper-6's strike gets in enough to cut it down as the fire consumes the rest of the moonflower.

However its two spore pods are still active spewing acid as the move around the room.

Green: Bile Stream: 5d6 ⇒ (2, 2, 3, 1, 1) = 9 Acid Reflex DC 13 for half -- D'yzliit and Thomagar

Red: Bile Stream: 5d6 ⇒ (2, 6, 4, 5, 4) = 21 Acid Reflex DC 13 for half -- Swizzers (+2 since you were taking cover), Hermena, and Rocket

Sphere Blast, A: 1d12 + 1 ⇒ (9) + 1 = 10 Fort DC 15 for half Viper-6
Sphere Blast, B: 1d12 + 1 ⇒ (6) + 1 = 7 Fort DC 15 for half Thomagar

D'yzliit regains his sight.

Status Card wrote:

Primary Containment

Group conditions:
Round 4 -

D'yzliit - +9/4 dmg; blind till round 4
Hermena - 24 +21/10SP dmg
Rocket - _21/10 dmg
Viper-6 - 7 SP dmg
Officer Swizzers - 28 +21/10 dmg; blind till round 6
Thomagar - 16 +9/4 +7/3 SP dmg; blind till round 5

Moonflower -- DESTROYED
Spheres
Spore Pods -- G: R:

Acquisitives

Female N sarcesian colonist soldier (sharpshooter) 5/operative (ghost) 1 | SP 53/53 HP 45/45 (force field 5/5; capacity 10) | RP 7/7 | EAC 21; KAC 22 | Fort +6; Ref +7; Will +8 | Init: +5 | low-light vision; Perc: +7, SM: +7 | Speed 30 ft., fly 60 ft. average (vacuum only) | No tracked abilities. | No spells. | Active conditions: none

Reflex 13: 1d20 + 7 ⇒ (5) + 7 = 12 Full 21 acid damage, reduced by 2 due to force field.

The partially-reformed forcefield barely takes the edge off of the spore's stream of acid, which eats away through the thinner mesh at the joints of her armor. Furious, the sarcesian turns her machine gun on the spore pod that just drenched her in bile. Using Deadly Aim and Focused Fire to shoot red pod twice at a -5 penalty each, with +2 to damage on both attacks.

Squad Machine Gun Attack 1: 1d20 + 9 - 5 ⇒ (5) + 9 - 5 = 9
Piercing Damage: 1d10 + 10 ⇒ (10) + 10 = 20
Squad Machine Gun Attack 2: 1d20 + 9 - 5 ⇒ (6) + 9 - 5 = 10
Piercing Damage: 1d10 + 10 ⇒ (3) + 10 = 13

Sorry guys, my dice are ice cold at the moment.

Exo-Guardians

Male LN Shirren Biohacker 8| SP: 12/48| HP: 54/54 | RP: 10/10 | EAC:20 KAC:22 | Fort +6/Ref +7/Will +7 (+2 vs mind-affecting) | Init +5 | Perception +19

Reflex: 1d20 + 5 ⇒ (8) + 5 = 13
Able to see again, the shirren turns his attention to the machinery. Blasts getting irritating Attempting to shut down power.

Engineering: 1d20 + 10 ⇒ (18) + 10 = 28

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)

Fort 1d20 + 5 ⇒ (11) + 5 = 16 half damage.

Viper tries sliding in whilst the creature is distracted then slashing with her blade.

Vs RED
Trick 1d20 + 20 - 20 ⇒ (12) + 20 - 20 = 12 = CR or lower tricked.
Attack 1d20 + 11 ⇒ (13) + 11 = 24 vs KAC
Damage 2d4 + 3 + 4d8 ⇒ (4, 3) + 3 + (8, 7, 8, 4) = 37...finally things go well

Exo-Guardians

SP 54/54 HP 44/44 RP 8/8 EAC 16 ; KAC 17 Fort +6; Ref +6; Will +5 Init+9 Perc: +2

Reflex: 1d20 + 6 ⇒ (15) + 6 = 21 grunting under the impact from the acid burn Rocket bites through his pain as he moves to a different location and seeing people handle the red one aims his blaster at the green one

to hit EAC green: 1d20 + 12 ⇒ (12) + 12 = 24
Elec damage if hit: 2d8 + 6 ⇒ (1, 7) + 6 = 14

Did something in the map shift? or is green inside a wall like it appears now? I've based my movement on it not having cover from my attack so if it's somewhere else I would also have moved somewhere else (or possibly shot at red)

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