[SFS] GM Zoomba's 3-07 Strike at Zone 78 (High) (Inactive)

Game Master Zoomba

Maps/Slides

Vehicle Combat Rules:
Vehicles need a PC to take control and act on the controlling PC’s initiative. PCs can relinquish control of the vehicle to another PC or engage autopilot as a swift action. While controlling the vehicle, the controlling PC can drive the vehicle as a move action and move up to its listed speed. Vehicle movement provokes attacks of opportunity. PCs can also ram the vehicle into a creature as a full action. Ramming allows the vehicle to move in a straight line up to its full speed. If the vehicle hits a creature or object, it attempts to deal damage equal to double the vehicle’s collision damage to the creature and half the collision damage to itself. The targeted creature can attempt a Reflex save to avoid the attack.

If the vehicle’s Hit Points fall below less than half its maximum Hit Points, it gains the broken condition. This imposes a –2 penalty to its AC and collision DC, reduces its Piloting modifier by 2, and halves its full speed and mph speed. If a vehicle takes damage that reduces it to 0 HP, it is wrecked.

PCs that choose to attack while inside a vehicle are able to do so. However, vehicles provide a penalty to attack rolls unless the vehicle is stopped. The vehicle provides the listed cover bonuses to the passengers and pilot. PCs who wish to disembark can do so as a move action.


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Blooming Catastrophe Return to Grave

Now that the trees are less thick you are able to take a bit of a wider arc as you move and stay far away from the grazing mouse-deer. They don't seem to notice you as you clear the meadow and rejoin the trail on the other side.

After another forty minutes of walking, that trail ends as you reach a zone of cracked concrete panels and shattered buildings. The damage makes it hard to determine where each individual structures begin or end, but the construction has the utilitarian air of a quickly built military installation. Right now though the walls are crumbling where they stand, looking like a hard push would topple them right over. Signs plaster the walls in a yellow-and-black warning, leaving little of the original material exposed. The writing on each sign is in both Copaxi and Common, and state:

This region has been reclaimed by the Fallen Hand, Tabrid Minor's only chance to save itself from the damage the elites have wrought upon our world. We call all Copaxi to join us and demand:

1. An immediate end to all off-world diplomacy and trade. Tabrid Minor should not be abandoned.
2. Destruction of all starships. No lifeboats for the elite while the masses are left to die.
3. Immediate end to all new industrial projects and a full review of all current projects.
4. Dissolution of the current planetary and regional governing bodies. New elections for a fully democratic government that represents all copaxis, not just the elite.
5. The proper creation and implementation of a truth and reconciliation project, aimed at uncovering any suppressed information about previous injustices.

At the far side of the ruins, you see crates, pallets, and barrels positioned to form a blockade of the exit.

Wayfinders

Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |

Azara examines one of the flyers.

"These seem to get more reasonable the further down the list you go. And I can't say I necessarily disagree with any of them, although the first one is going to make our job harder."

He examines the barricade. "Well...this looks like an ambush. Do we try diplomacy or stealth? My vote's for diplomacy. We're not going to make these people trust us any more by trying to get around them."

He looks around for the people he's sure are hiding nearby to shoot at them.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Exo-Guardians

Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

After reading the signs, Eselar agrees with Azara
Yes, some of this demands seems legit, but some are clearly not. During my travels I've met a lot of people, and some of them under legitimate claims were not that good...
These people seems to me more isolationist than open, but we need to always tries a peaceful solution before trying a lethal one.

Perception: 1d20 + 14 ⇒ (2) + 14 = 16

Second Seekers (Luwazi Elsebo)

Male Ysoki Outlaw Technomancer 7 | SP 42/42 HP 37/37 RP 9/9 | KAC 21 EAC 21 | Saves F+3 R+6 W+7 | Initiative +4; Perception +2, Darkvision 60ft, Speed 30ft | Spells/day: 1st - 6/6, 2nd 5/5, 3rd 3/3| Cache Spell: Magic Missile | Status: Old

Chikasa sighs, "Hehhh, more eco-terrorists? I mean, sure, I agree with ya, Azara, at least these folk seem to have some reasonable demands, but these folk are makin' all sorts of decisions for all sorts of folks."

The ysoki lays down his Diasporan rifle and waits to move forward with the group, his staff in hand. "Well, if we're gonna try a diplomatic approach, I s'pose we oughta let em know we're here."

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

"Maybe they are long gone?" muses Gunnz.

"But that might be hoping too much."

She nods as the others discuss diplomacy.

"Music, it transcends species. We should offer to play some SMC for them. They'd see the benefit of some off-world culture..."

Exo-Guardians

Male LN Elf Icon Envoy 8 (PC Sheet) | SP 0/48 HP 52/52 | RP 9/9 | EAC 21; KAC 23 |Fort +2; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +13; SM +11 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

"I once was assigned as a mediator between a village of khizar on Castrovel and a construction company attempting to clear a swath of forest in order to build a strip mall... It didn't go well."


Blooming Catastrophe Return to Grave

As Chikasa drops his most prominent weapon and the rest of you slowly advance, a copaxi figure emerges from a nearby ruined building and strides confidently into the middle of the street. They stop and look towards you six. A pistol is in their hand, but though they're tightly gripping it, it is currently not raised

Stop Starfinders! the copaxi calls out to you. You're encroaching on land reclaimed by the Fallen Hand. Why are you foreign agents here?

As the copaxi in the street speaks, Azara notices at least two other copaxi lurking and hiding in damaged buildings ahead and to the left of you, eyeing you carefully.

Exo-Guardians

Male LN Elf Icon Envoy 8 (PC Sheet) | SP 0/48 HP 52/52 | RP 9/9 | EAC 21; KAC 23 |Fort +2; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +13; SM +11 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

"We mean you no harm, we simply want to assess the situation here."

Diplomacy: 1d20 + 12 ⇒ (4) + 12 = 16
Sense Motive: 1d20 + 5 + 1d6 + 1 ⇒ (11) + 5 + (3) + 1 = 20

Second Seekers (Luwazi Elsebo)

Male Ysoki Outlaw Technomancer 7 | SP 42/42 HP 37/37 RP 9/9 | KAC 21 EAC 21 | Saves F+3 R+6 W+7 | Initiative +4; Perception +2, Darkvision 60ft, Speed 30ft | Spells/day: 1st - 6/6, 2nd 5/5, 3rd 3/3| Cache Spell: Magic Missile | Status: Old

"That, an' that beacon what's s'posed to let folks know how things are goin' in this region don't seem to be workin. Y'all wouldn't know anythin' about that now would ya?"

Aid Diplomacy: 1d20 + 1 ⇒ (12) + 1 = 13

Exo-Guardians

Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

Diplomacy (aid): 1d20 + 10 ⇒ (8) + 10 = 18

We have been sent here to try to understand what's going on here and to reactivate the beacon that help people avoiding this place.
We mean no harm, and don't want to be involved in the Copaxy's local politics.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

"And, after reading your signs, though you might enjoy some SMC to really get into the whole "island of your own" feel of the place. Honestly, we just want to keep people safe. Though we are kind of curious about the weird mutations all the animals in the area have."

diplomacy(aid): 1d20 + 6 ⇒ (4) + 6 = 10


Blooming Catastrophe Return to Grave

SMC? the copaxi in the street says. Ah, yes 'Gunnz'. Of course you would joke about this situation: you are free to flee from this damaged world just as our own government would seek to. But we will not abandon Tabrid Minor so easily, nor will the copaxi people!

they takes a single step closer towards you. Their hand remains on their pistol, but that arm stays by their side as the call out, gesturing emphatically with their other arm as they say:

You think that the beacon is so that 'folks can know' what is going on here? they look towards Chikasa. Look around. You are standing in a military base near a zone of near complete environmental devastation. And yet even knowing about this place is classified. Do you really think that the government spending so much effort to hide this place's existence is going to fix it?

You claim to be 'neutral'. Then tell me, what have you seen here? What is your 'assessment'?

The copaxi seems willing to engage in discussion with you, for now, but is still on edge and not exactly friendly towards you.

Exo-Guardians

Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

The official government of this planet has authorized us to get here and take care of the beacon. So we can't say that this place is that much classified.

As for what we have witnessed, I'm not a scientist and can only talk about the feeling of this place.

Strange phenomenon have been played here, the flora and fauna is unusual and disturbed. I can't say why, but something is wrong here. But, if I can be of help to set thing right, or right some wrong, please let me know.

Diplomacy (aid): 1d20 + 10 ⇒ (9) + 10 = 19

Exo-Guardians

Male LN Elf Icon Envoy 8 (PC Sheet) | SP 0/48 HP 52/52 | RP 9/9 | EAC 21; KAC 23 |Fort +2; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +13; SM +11 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

Cavaler, slowly slings his rocket rifle back over his shoulder.

"I think there is room for dialogue between both sides, but nothing productive will happen if weapons are drawn."

Diplomacy: 1d20 + 12 ⇒ (6) + 12 = 18

Cavaler, also tries to discern if the copaxi's motivation is true.

Sense Motive: 1d20 + 5 + 1d6 + 1 ⇒ (16) + 5 + (3) + 1 = 25

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz is more than happy to keep her hands clear of any weapons.

"We have seen all sorts of odd phenomena here." admits the human.

"Lots of mutated creatures. Powerful illusions. And strange gravitational anomalies. Not to mention the weather."

She shakes her head a bit. "I don't think anyone was talking about fleeing the planet though. Apparently this area has existed like this since before formal records. A bit of a mysterious zone of missing craft and people. Perhaps you could tell us more about what you think is going on here."


Blooming Catastrophe Return to Grave

For the moment you can hold off on social rolls. there will likely be a moment they come up again, but between your initial check(s) and any further ones we can just have some discussion and RP first

Eselar wrote:
The official government of this planet has authorized us to get here and take care of the beacon. So we can't say that this place is that much classified.

Really? The fact that they are bringing in outsiders instead of their own people, or even the Pact Worlds the government is so desperate to join seems transparent to you? The copaxi scoffs.

Gunnz wrote:
She shakes her head a bit. "I don't think anyone was talking about fleeing the planet though. Apparently this area has existed like this since before formal records. A bit of a mysterious zone of missing craft and people. Perhaps you could tell us more about what you think is going on here."

What is 'going on' is that the situation on Tabird Minor is grim. Grimmer than the elites and the government are willing to admit to their own people. Our government allowed corporations to mine copi for centuries with abandon, until our very planet began to die from their hubris. But even when the dangers were apparent, did they try to avert disaster? No! They’re letting the destruction get worse!

The copaxi named Cas Trainii waves their hand about the ruins and the island. This zone isn't an exception, it is just a harbinger: the sign of things to come all across Tabrid Minor if its imminent ecological collapse is not halted. We of the Fallen Hand - and all copaxi - need to cease our industrialization to give the planet time to heal. But while we work to reclaim what remains of our environments, when those in power saw the abyss ahead of them they instead turned their efforts away from their home and towards fleeing the destruction they wrought upon the rest of us. Those starships they have built are lifeboats for the elite, and off-planet trade is their escape route. They will leave us to die. Well we refuse to be so discarded!

Cavaler sense that Cas is extremely sincere in their beliefs:

Wayfinders

Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |

Azara holsters his pistol and places his shield back on the harness on his back as it becomes apparent the copaxi isn't immediately going to use that gun.

"I'm not a fan of the way you're government's doing things, either. I don't think any government can work with complete transparency but they seem to be going out of their way to deceive us and the Pact Worlds so I don't doubt that they're doing the same to their own people," he comments.

"I don't know their motivation, though. Perhaps they are ashamed or afraid. It sounds as though your planet has been through much and at the hands of your ancestors so perhaps they fear that they will not get the aid that can help you if they are honest.

"By the same token, I don't think that you should get to decide what they are going to do any more than they get to decide what you're going to do. It's clear that you want to help heal your world and others just want to get away. If they've been maliciously damaging the planet, they should be held accountable but if they simply don't want to do the work of fixing what was done previously then they should be allowed to leave. They wouldn't be much help, anyway.

"And I can assure you there are plenty of offworlders who would come here to help you if you don't close us out. The Xenowardens were formed for just such activities."

Exo-Guardians

Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

Eselar agrees with Azara's words and adds in a passionate voice.

I'm a world traveler, and I will add that if you want help, you will find it outside this planet. Numerous people are ready to help, and some will certainly be sympathetic to your cause.
We are an independent organization, that give us some liberty to act as we see fit.
But please, don't think that cutting from progress or from the outside world will save your planet! Expose the treacheries of your government to the Pact World, to the Veskarium, to any outside power so it will not be able to hide from the truth anymore.
We are not invaders, we are not here to exploit your people or your natural ressources, we are here to understand and if we can, to help the people of this planet.

We came in peace with no intention to do harm, on the contrary.

Let us help you.


Blooming Catastrophe Return to Grave

They have had decades, centuries to work openly, Cas bristles at Azara's comments on their government's motives being unknown. And have used that time to cover up the true damage at every turn. We are working to gather the proof to expose the governments coverups and the military's complicity in it all. Once exposed and with enough allies, us of the Fallen Hand will push for a revolution: a stop to major industrialization, a transition to more local and democratic governments, and transparency around the knife's-edge Tabrid Minor rests on.

The copaxi looks at you with consideration as you plainly state you wish to help. If you are sincere, if you want to help Tabrid Minor, then you can bring back this demand to your Starfinder Society and your shirren commander and the Pact Worlds you hail from: Tabrid Minor is no longer interested in off-world arrangements.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz listens intently.

"Are you no longer interested in any off world arrangements? And if not, can I ask why not? It seems to me that off worlders with skills in regenerating the environment would be helpful. You are not the only planet who has this type of concern. " she adds, thinking back to Castroval and the delightful Vossi.

"The government may be more aware and keen to learn of the damage than you realised. Or at least parts of the government. At least let us look at the monitoring station. That would provide hard data to back your claims and that could be used to let the wider people of the planet know about the damage."

Exo-Guardians

Male LN Elf Icon Envoy 8 (PC Sheet) | SP 0/48 HP 52/52 | RP 9/9 | EAC 21; KAC 23 |Fort +2; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +13; SM +11 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

Cavalier whispers to Gunnz, "Is the microphone on your ID badge still active?

Second Seekers (Luwazi Elsebo)

Male Ysoki Outlaw Technomancer 7 | SP 42/42 HP 37/37 RP 9/9 | KAC 21 EAC 21 | Saves F+3 R+6 W+7 | Initiative +4; Perception +2, Darkvision 60ft, Speed 30ft | Spells/day: 1st - 6/6, 2nd 5/5, 3rd 3/3| Cache Spell: Magic Missile | Status: Old

Chikasa listens with a serious expression across his aged face. "Y'all ain't the first world that's gone through this kinda struggle. My home world of Akiton is little more'n a ball of dust these days since the big corps stripped her of all the fuel and other resources she had to give. I can sympathize with ya wantin' to avoid that kinda fate for Tabrid Minor.

"What I can't get behind, though, is y'all shuttin' the rest of the 'verse out just cause you think the elite are runnin' out on ya. My friends here have explained it real nice-like if ya ask me. There's the Xenowardens, a ton of environmentalist groups, not to mention the knowledge and expertise of any number of scientists and mages that might be able to help ya.

"All I'm sayin' is ya don't have to go it alone. Let us help establish the kind of arrangement y'all think will actually help ya. Can't say that sounds all that unreasonable can ya?"

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz offers a quiet nod to Cavaler.


Blooming Catastrophe Return to Grave

Your concern is noted and appreciated the copaxi replies. But such intergalactic efforts would bring more people and technology here to Tabrid Minor. And who would those groups and planets be coordinating their efforts with? The same government and military that has brought us to where we are. Tabrid Minor must begin healing itself first before the addition of other variables can be risked.

Gunnz wrote:

"The government may be more aware and keen to learn of the damage than you realized. Or at least parts of the government. At least let us look at the monitoring station. That would provide hard data to back your claims and that could be used to let the wider people of the planet know about the damage."

Cas thinks on this point of Gunnz's. The devices left here by the military are further threats to the reclamation of the world. Blinding them has allowed us to do our vital work more freely. But perhaps the feeds could provide evidence of the true state they are leaving us in...

Now would be an okay time to try another Social check :)

Exo-Guardians

Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

Yes please, let us do our job and let us help you to heal your planet.

Diplomacy (aid): 1d20 + 10 ⇒ (18) + 10 = 28

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz offers a gleeful wiggle of joy.
"One side is good and another is bad when the facts are far way" she sings off key.

diplomacy(aid): 1d20 + 6 ⇒ (12) + 6 = 18

"Let's go have a look. If we don't get it fixed, the military might send a strike team next time, and that wouldn't be good for anyone."

Exo-Guardians

Male LN Elf Icon Envoy 8 (PC Sheet) | SP 0/48 HP 52/52 | RP 9/9 | EAC 21; KAC 23 |Fort +2; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +13; SM +11 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

"You've made the right decision to cooperate with us. Let me assure you. We will do our best to find a fair solution to this conflict so that both sides can have satisfaction."

Diplomacy: 1d20 + 12 ⇒ (4) + 12 = 16

Cavaler will sense motive again just to be sure the copaxi are being up front with him.

Sense Motive: 1d20 + 5 + 1d6 + 1 ⇒ (14) + 5 + (5) + 1 = 25

Wayfinders

Male Human Divine Champion Ghost Operative 9: Spd:50, Init:9, SP:99/99, HP:76/76, RP:10/10, EAC:27, KAC:28, 9 Piercing Resistance, Fort:9(toughness), Ref:12, Will:6, Per:16, Darkvision, Electrolocation

Ah Military involvement, government, politics and leftover equipment. Wow, I can't believe we are caught up in this.

Exo-Guardians

Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

@Cavaler, I give you my Coin Award Reroll for this awful roll in diplomacy (with a +2 from my novas)

Exo-Guardians

Male LN Elf Icon Envoy 8 (PC Sheet) | SP 0/48 HP 52/52 | RP 9/9 | EAC 21; KAC 23 |Fort +2; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +13; SM +11 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

Diplomacy: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19

sigh...

Second Seekers (Luwazi Elsebo)

Male Ysoki Outlaw Technomancer 7 | SP 42/42 HP 37/37 RP 9/9 | KAC 21 EAC 21 | Saves F+3 R+6 W+7 | Initiative +4; Perception +2, Darkvision 60ft, Speed 30ft | Spells/day: 1st - 6/6, 2nd 5/5, 3rd 3/3| Cache Spell: Magic Missile | Status: Old

"Now yer talkin'! I ain't here to negotiate interplanetary relations. I'm here to fix up a busted beacon. It ain't no concern of mine what use you make of it. Just point me the right way an' I'll get it runnin' for ya."

Aid Diplomacy: 1d20 + 1 ⇒ (16) + 1 = 17


Blooming Catastrophe Return to Grave

Still abnormally low, but that coin did make a difference :)

Cas listens to you, considering. Then they abruptly call out in Copaxi, and the two figures lurking around the fringes step out from cover and begin moving towards the barricaded road ahead.

Your words have some merit. And your intentions are clear, if naive. We will let you pass to the beacon. Repair it, for now, but when you return bring this message to your Society's leaders: your group should withdraw from Tabrid Minor. Your support here is well-intended, but by engaging at the moment you are merely strengthening the government's position of cover-ups and denial until they can break away from this dying world. Bring this message to those of your group in charge, and we will let you pass. Are these terms acceptable?

They recognize that you absolutely don't have the authority to unilaterally withdraw all Starfinders from here, but are insisting you take their message to Zigivigix/your venture captains to deliver it to those who can make the decision.

Cavaler continues to detect no falsehoods from them, only determined (if somewhat radical) conviction

Second Seekers (Luwazi Elsebo)

Male Ysoki Outlaw Technomancer 7 | SP 42/42 HP 37/37 RP 9/9 | KAC 21 EAC 21 | Saves F+3 R+6 W+7 | Initiative +4; Perception +2, Darkvision 60ft, Speed 30ft | Spells/day: 1st - 6/6, 2nd 5/5, 3rd 3/3| Cache Spell: Magic Missile | Status: Old

Chikasa speaks Copaxi in case what Cas said is at all important

Chikasa is just here to fix things. He leaves the acceptance of these terms up to those more skilled in such negotiations.

Wayfinders

Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |

"My companions are right. Having the beacon working again and sending out reports can only be good. We can even see about ensuring that the information is sent to more than one place so the government can't destroy it to hide what has happened and what is happening. Also to that end, we will gladly take your message to our leaders so that they know your position." Azara adds.

Diplomacy (aid): 1d20 + 15 ⇒ (8) + 15 = 23

Exo-Guardians

Male LN Elf Icon Envoy 8 (PC Sheet) | SP 0/48 HP 52/52 | RP 9/9 | EAC 21; KAC 23 |Fort +2; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +13; SM +11 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

"I don't think their lying to us. They may be fanatical, but they say what they mean. Let's find this beacon and get the job done."

Exo-Guardians

Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

I think you're wrong to think that cutting your world from the Universe is the right way to do what you want to achieve. But I respect your position and I agree to get your message to our leader.

Says Eselar.

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz nods. "We will take the message, but can offer no more than that, and our feelings about your conviction." says Gunnz.


Blooming Catastrophe Return to Grave

Chikasa overhears the copaxi chatter. Cas is directing the others to clear the blocked path ahead, calling you "messengers" who can spread the truth and the Fallen Hand's message back with you.

As the two other copaxi move to remove obstructions at the far end of the structures, Cas motions for you to halt for a moment as they step forward and kneel down. The copaxi tinkers with a tiny object subtly hidden in the rubble and as they do you catch a momentary *blink* of a sensor beam being disabled. They then motion you forwards, moving ahead to disable another trap further ahead.

Azara Thenason wrote:
"...We can even see about ensuring that the information is sent to more than one place so the government can't destroy it to hide what has happened and what is happening. Azara adds.

If the beacon must be active - something I am still uncertain of, but am willing to allow for now - then having access to the data hidden from all copaxi would be enlightening. If you can affect its transmission, perhaps your words would be more than just that.

They then wave you forwards, directing you to the trail down which the military monitoring beacon is installed. The Fallen Hand alert you that it is not far - fifteen minutes or so - but ask you to be careful of where you step. They have transplanted ecologically compatible plants and seedlings to help nature slowly reclaim the beacon, and the fresh plantings are thus in a fragile state

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Gunnz nods, and moves into the lead. Her keen eyes piece the forest, looking for other unexpected threats. "We hopefully won't be too long." she says cheerfully.

Exo-Guardians

Male LN Elf Icon Envoy 8 (PC Sheet) | SP 0/48 HP 52/52 | RP 9/9 | EAC 21; KAC 23 |Fort +2; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +13; SM +11 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

Cavaler follows behind Gunnz, relieved that the teams first encounter with The Fallen Hand did not end in violence, but still vigilant for any surprises. He checks the radiation badge attached to his armor to confirm that it is active and scanning for any radioactive emanations.

Wayfinders

Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |

Azara nods. "All of your people should be informed of the true status of your world and your options so that you may all make the proper decisions."

He draws his pistol and shield again once they get past Cas. He's not expecting more trouble from the Fallen Hand but images of the crocodile thing and multi-eyed deer keep alternating in his mind's eye. He suspects the Fallen Hand might let such animals roam free, seeing them as being entitled to being in their natural habitat and, even if that wasn't their inclination, he doubted they had an impermeable perimeter set up.

He scouts ahead again, careful not to step on any plants.

Stealth plus Sidereal Influence: 1d20 + 6 + 1d6 ⇒ (10) + 6 + (4) = 20
Perception: 1d20 + 7 ⇒ (13) + 7 = 20

Exo-Guardians

Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

Perception: 1d20 + 14 ⇒ (15) + 14 = 29

Eselar is careful at not stepping on any fresh implanted plants seedings.


Blooming Catastrophe Return to Grave

You move swiftly away from the Fallen Hand's encampment towards the beacon. The radiation levels are relatively low, but as you walk you realize that doesn't mean everything is normal. Instead of 'seedlings' spread around the trail, thick plant growth spreads all around you and encroaches upon the path at various points. When the core of the beacon's installation comes into view it is covered in greenery. All bu the general shape of the structure is obscured, as if it had been left to the elements for decades of overgrowth. The beacon tower rises from the center, curtained with flowering vines. Saplings, thick grasses, and brush grow over what must have once been access paths.

Suddenly, Eselar gives a shout of alarm towards to the group. Movement in the thick dense greenery catches the kasatha's eye. Focusing, he sees its the greenery itself that's moving - or at least two large lumbering amalgams of moss, branches, flowers and mouths that are converging on you!

GM stuff:
Gunnz: 1d20 + 8 ⇒ (11) + 8 = 19
Eselar: 1d20 + 4 ⇒ (17) + 4 = 21
Cavaler: 1d20 + 5 ⇒ (11) + 5 = 16
Chikasa: 1d20 + 4 ⇒ (17) + 4 = 21
Maxamas: 1d20 + 6 ⇒ (11) + 6 = 17
Azara: 1d20 + 2 ⇒ (3) + 2 = 5

Red: 1d20 + 3 ⇒ (10) + 3 = 13
Blue: 1d20 + 3 ⇒ (20) + 3 = 23

One of the things advances towards you from the left. It looms near Maxamas, threatenign the halfling as its violet blossoms sway in the light breeze. Double Move for blue

At the start of each of your turns, I will need 2 Will (mind-affecting) saves from each of you.

If you get lower than a 14 Will save:
Those violet blossoms are so...pretty....fascinating. You are drawn towards the plant creature (Blue if you failed the first save, Red if it was the second one.) You must use 2 move actions each round to move directly toward the creature at your full speed, and you can’t move in such a way that it loses line of sight to it. An affected creature within 5 feet of the creature can take no actions and offers no resistance to its attacks.

Chikasa and Maxamas, I also need a Fort save fro you at the beginning of your turn. Cavaler, you will need one if you approach within 15 feet of either of the creatures.

Fort save info:
If you roll lower than a 14 (against an inhaled poison effect) you are paralyzed for a round by the sweet odor surrounding the plant. You can attempt a new save at the start of each of your turns, and once you make the save, you're immune to the beast's scent for 24 hours.

Initiative

Plant thing
Eselar
Chikasa, need Fort
Gunnz
Maxamas, need Fort
Cavaler

Plant thing
Azara

Thick green squares are difficult terrain for you due to overgrowth. Life Science might ID these

Exo-Guardians

Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

Will Save: 1d20 + 11 ⇒ (12) + 11 = 23
Will Save: 1d20 + 11 ⇒ (17) + 11 = 28

Eselar moves towards the creature next to Maxamax and strikes !

In Iomedae's Name, stand back!

Longsword: 1d20 + 12 ⇒ (11) + 12 = 23
Damages, S (NL): 1d8 + 15 ⇒ (6) + 15 = 21

Exo-Guardians

Male LN Elf Icon Envoy 8 (PC Sheet) | SP 0/48 HP 52/52 | RP 9/9 | EAC 21; KAC 23 |Fort +2; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +13; SM +11 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

Will Save: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Will Save: 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14

Cavaler, seems to be completely oblivious to the danger surrounding him as he just walks right up to the closest plant monster threatening the party.

Fortitude Save: 1d20 + 1 ⇒ (14) + 1 = 15

Does Cavaler get another will save to resist the creature's mind affect next round?

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

Somewhat happy with where she is, Gunnz considers the situation for a moment.
2xwill ; DC14, bonus5, so need 9s: 2d20 ⇒ (17, 18) = 35

She slinks into the greenery, before taking a shot at the blue plant.

stealth for trick shot: 1d20 + 19 ⇒ (12) + 19 = 31
attack vs EAC: 1d20 + 9 ⇒ (14) + 9 = 23 vs FF
F damage: 2d4 + 3 ⇒ (2, 4) + 3 = 9
trick shot damage: 3d8 ⇒ (3, 1, 8) = 12

Gunnz has her environmental protections active, so inhaled poisons shouldn't be an issue for her.

At the back of her mind, she wonders What are these things?
life science: 1d20 + 8 ⇒ (12) + 8 = 20

Wayfinders

Male Human Divine Champion Ghost Operative 9: Spd:50, Init:9, SP:99/99, HP:76/76, RP:10/10, EAC:27, KAC:28, 9 Piercing Resistance, Fort:9(toughness), Ref:12, Will:6, Per:16, Darkvision, Electrolocation

will save: 1d20 + 4 ⇒ (8) + 4 = 12
will save: 1d20 + 4 ⇒ (6) + 4 = 10
fort save: 1d20 + 4 ⇒ (7) + 4 = 11 Wow I failed every save. Okay, so I move towards blue first? And I can only doublemove of 40 feet total given I'm paralyzed. Also, I might end up losing line of sight on red if I move closer to blue. I'll just let the DM move me where he wants me

Wayfinders

Human Female Operative (ace pilot)-10 (Spaceship speed +1 from sky jockey); init +10; SP 84/110; HP 84/84; Res 12/12; Reroll 0/1; Cloak 10/10; mk 1 healing serum 1 KAC29 ; EAC 28; (2d6 electrostatic field); DR 5/-; fire&cold/5; elect/10; Fort 8; Ref 13; Will 9; Perc +16; SM +16; Stealth +23 :T10=34 for trick shot)

And bush is FF vs everyone

Exo-Guardians

Male LN Elf Icon Envoy 8 (PC Sheet) | SP 0/48 HP 52/52 | RP 9/9 | EAC 21; KAC 23 |Fort +2; Ref +12; Will +6 | Init: +6 | Low Light Vision; Perc +13; SM +11 | Speed 30 ft. |Active Conditions: Immune to magical sleep effects.

Cavaler's environmental protections are on also, but I figured that this might be one of those situations where it doesn't matter.


Blooming Catastrophe Return to Grave
Cavaler Traleth wrote:
Cavaler's environmental protections are on also, but I figured that this might be one of those situations where it doesn't matter.

It would for the paralytic odor, but not the fascinating attraction (that is just sense dependent). However, I thought I had scoured this thread to double-check and saw Gunnz and Azara activate their protections, and Eselar casting life bubble on them and himself, but did not notice it from you, Maxamas, or Chikasa. Did I miss anything?

You do get a new save against the mind-affecting flowers each turn as well. And once you save (like Eselar and Gunnz) you're immune

Ignoring the pretty pretty flowers, Gunnz manages to line up a good shot and fire at the approaching plant. As it burns, the pilot realizes that these are vracinea - plant predators from Castrovel that lure their victims towards them with their blossoms and freeze them with a posisonous odor before consuming them. The flower attraction effect can work up to 120 feet away, but the scent only kicks in within 15 These seem much larger than the vracinea you've heard of though. I missed they are actually Huge-sized, though still seem to only have 10-foot reach.

With Gunnz's shot knocking the vracinea off it's feet for a second, Eselar takes advantage of the distraction to approach and slice away at the creature. Sap sprays from the wound!

Initiative

'blue' vracinea 42 damage
Eselar

Chikasa, need Fort, 2 will saves
Gunnz
Maxamas, fascinated, paralyzed
Cavaler, fascinated, paralyzed
red vracinea
Azara, need 2 Will saves

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