(Outpost IV) GM Quirk's Strike at Zone 78 (Inactive)

Game Master Quirk, Private Eye

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Make a post introducing your character here.

Wayfinders

Female N Dwarf Mystic 8 | SP 0/64 | HP 54/54 | RP 6/11 | Mystic Spellcasting 3rd 2/3, 2nd 5/5, 1st 6/6 | KAC 27 EAC 25 | F +4, R +3, W +11 | Init: +1 | Perc: +16, SM: +9 (Darkvision 60ft)| Speed 20ft | Conditions: None

This game is being really weird about showing up as a game - just showing up as separate threads even after multiple refreshes and clearing cache.

Nomoline is a stereotypical dwarven woman wearing heavy armor and a holy symbol of Pharasma around her neck. Short, stocky and strewn with various melee weapons, she doesn't appear to have any powered items on her person other than her armor and it's built-in comm unit.

She clomps into the meeting room and plops down. Can we just discuss the briefing for once instead of trying to make it all fancy and exciting? She sighs and looks at her feet. I almost think it was better before we knew the search for sky had ended thousands of years ago and Golarion was gone.

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

A compact, clean-shaven human man in brightly-colored freebooter armor enters the room behind the dwarf. He carries light melee weapons and a heavy laser, and sits down next to the dwarf, offering her a hand in greeting. "I'm Jim Patterson the Sixty-Second, give or take. Family legend holds that the first Jim Patterson sailed the seas of Lost Golarion, but I can't say as I know if that was before or after the search for sky. Things were certainly a mite simpler then."

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Patterson!"

The ysoki in the doorway has sleek brown fur with a streak of white between his ears and over his jowls. A backpack and two pistols at his thighs are strapped over his tight, pliable, tempweave armor. He scampers on on fours to the human's side

"Good to see you, man! Where was it Akiton, my old home-turf?! We tracked down that rogue agent turned swindler, Talbot. "

Ears first scenario. He learned the benefits of supercharging his teammates weapons rather than his own. It's become his signature combat move. I think Patterson was the first person he tried it with, to explosive effect.

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

A blue tinted android covered in multiple belts from which various weapons (mostly small arms and a rather big knife which looks like it's seem some use) and tools hang looks around the area.

"Reporting for duty, please state the nature of the assignment."

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Patterson grins at the ysoki. "Good to see you, too, Ears! Been a while, hey? I haven't been back to Akiton since, but I do them the odd favor every now and then. What have you been up to?"


A MILITARY TRANSPORT TRUCK skids to a stop in front of the you. You have come to Yihil, a coastal region of Tabrid Minor, responding to a request to assist with the initial survey of a restricted zone. Beneath the canopy of the truck’s covered bed, Zigvigix and a copaxi who is introduced to you as Therseis brace on benches. Zigvigix welcomes you onto the truck and waits for you to get comfortable before motioning to the driver.

“Welcome to the world of
Tabrid Minor!”
Zigvigix of
the Exo-Guardians faction
telepathically chatters as
they brace against the
transport’s lurching start.
“More specifically, welcome
to Yihil. For those who haven’t
kept up with the latest news in the
Pact Worlds, Tabrid Minor applied for
protectorate status about two years
ago. Since then, their application has
been running around the bureaucratic
hamster wheel.”

“This ongoing application wouldn’t
typically be a barrier to requesting
needed assistance,”
Therseis states. “However, the Coenocopi
Foundation received information from the Yihil regional
government that requires discretion. A military zone off the
coast, Zone 78, has been radiating environmental anomalies.
Originally, the zone’s border contained these anomalies, but
now, these borders contain only the worst effects and the
destruction continues to spread. As one of the newer members
of the Coenocopi Foundation, I determined it appropriate to
investigate the region."

Therseis continues, “Within range of Zone 78 is an island that hosts a military installation and a beacon to monitor the zone’s interior. This beacon ceased sending information several months ago.
Without this data, it is no longer safe to navigate to and within
the zone. This is the task I request of you: determine what
happened to the beacon and complete any necessary repairs.
At this time, the Yihil governing council does not want to
reveal the existence of Zone 78 to the Pact Worlds. They are
worried about negative repercussions on our protectorate
application. Given that your Society proved itself capable and
honest in the past, I determined that contacting you would be
the best option. It’s unclear what dangers you’ll face, so prepare
yourselves to be as flexible as possible. If you can reactivate
the beacon, you’ll be able to use its data to make the return
journey easier.”

Zigvigix’s telepathic voice returns. “Now, coming close to a
secret military zone means you’ll have to play by their rules.
I have identification badges for each of you. These badges
confirm that you’re authorized
to enter Zone 78. Keep them
displayed on your armor at all
times. Since this is potentially our
only chance to see inside Zone 78, try
to collect samples of any anomalies
you find. It’ll help us determine what
danger Zone 78 poses.
I know this is a lot, so I’ll repeat
what Therseis said. Find out what
happened to the beacon and do
whatever you need to repair it. Bring
back samples of any weird stuff you find.
Questions?”

Anyone who played 1-22, The Protectorate Petition:
Therseis adds, “I thank you for your previous work
with our petition. I am glad to call on
you for assistance once more.”[/b]

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Before the briefing

Patterson LXII wrote:
Patterson grins at the ysoki. "Good to see you, too, Ears! Been a while, hey? I haven't been back to Akiton since, but I do them the odd favor every now and then. What have you been up to?"

"Teaching and the odd job for the society. Exploration, space ghosts, and fighting jinsuls. I've been going back to Akiton fairly regularly too. Working on that barmaid in Tasch. What about you? Is there a sixty-third on the way?"

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

At the briefing

Ears greets the VC and copaxi casually. "Hey, Zig. Nice to meet you, Therseis."

As the Venture Captain and copaxi emissary begin their briefing, the ysoki gets increasingly animated.

"This is tremendous! Ziggy, what's the nature of the environmental anomalies? Is it primarily biological, chemical, or something else!? And what tech does the border use to contain them? Did you bring along any scanning and specimen gathering gear? It would have been good to know we were going to be investigating this kind of thing ahead of time. I could have brought some stuff from the lab...."

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

And the stream of questions continues.

"How long ago did the anomalies start? Was the military doing any kind of testing or research in the zone? How long was the beacon in place before it broke down? Are there still soldiers on site? I mean once we're there -- what good are the badges? Just how big is the zone? Hey, do we get a support team to handle specimen prep and storage. I mean, if I'd known I could have brought some grad students along. They would have loved this opportunity...."

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Earlier:

The human grins. "Not yet, hey? I've got time."

During the briefing:

Patterson listens to the mission description intently, trying to pick out the important bits (i.e., descriptions of what might be shooting at the team). The quicker-witted ysoki gets in ahead of Patterson and everyone else with his wall of excellent questions, so the human contents himself with paying attention to the answers.


Ears wrote:

At the briefing

Ears greets the VC and copaxi casually. "Hey, Zig. Nice to meet you, Therseis."

As the Venture Captain and copaxi emissary begin their briefing, the ysoki gets increasingly animated.

"This is tremendous! Ziggy, what's the nature of the environmental anomalies? Is it primarily biological, chemical, or something else!? And what tech does the border use to contain them? Did you bring along any scanning and specimen gathering gear? It would have been good to know we were going to be investigating this kind of thing ahead of time. I could have brought some stuff from the lab...."

Hopefully this answers many of your questions.

Therseis replies:
“Gravitational shifts, rapidly changing weather patterns, mutated
animals and plants, and stranger things have all been observed
within Zone 78. Copi naturally regulate much of our environment,
so their large-scale destruction in this region affects nearly every
aspect of the ecosystem. These effects are mostly sporadic outside
of the borders of Zone 78. However, based on the current patterns,
you’ll likely encounter at least one anomaly wave.”

Ziggy will make sure you have some specimen gathering equipment (jars, etc.).


Ears wrote:

And the stream of questions continues.

"How long ago did the anomalies start? Was the military doing any kind of testing or research in the zone? How long was the beacon in place before it broke down? Are there still soldiers on site? I mean once we're there -- what good are the badges? Just how big is the zone? Hey, do we get a support team to handle specimen prep and storage. I mean, if I'd known I could have brought some grad students along. They would have loved this opportunity...."

"The beacon stopped sending information several months ago, so the anomalies probably coincide with that. Yes, there are some military patrols, so using the badges is probably a pretty good idea. The badges all contain tracking bugs, which will assist with your rescue should you need it."

Therseis adds, "The beacon is on an island, so the area isn't too big. You'll be issued a submarine to get there. Given that the area often develops storms, it's safest to approach below the water."

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Why wouldn't we just drop in on a ship? We could land closer to the beacon."

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

"Maybe they don't want to risk the ship having a close encounter with an environmental anomaly. Or they figured that a sub is less obvious."

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

The android known as OP-1's eyes blink rapidly while receiving the briefing before he opens his mouth and mentions

"Find out what happened to the beacon and do whatever needed to repair it. Bring back samples of any weird stuff found. Mission parameters loaded, ready to proceed"

He then blinks slowly twice before focusing on the rest of the party and joining on the talk about how to approach

"Or maybe the storms are very violent in the upper atmosphere around the area where we are going and will tear a starship apart and the water is a save route?. But I agree with Patterson, stealth might be a factor."


Therseis responds, "Yes. An atmospheric approach could be dangerous due to the anomalies we are experiencing. Our sub should be able to avoid much of these concerns."

We will move on tomorrow night (though I am happy to continue to address questions).


Almost forgot the following. Please make a computers or diplomacy (gather information) roll to know the following:

10+:
Tabrid Minor’s use of Drift travel began a few
decades ago. The planetary government has begun focusing
on off-planet diplomacy in recent years. Despite this
recent appearance in Pact Worlds politics, copaxis began
industrial development centuries ago and have advanced
technological infrastructure.

15+:
Industrialization damaged much of Tabrid
Minor’s ecosystem and the planet continues
to degrade. The coral-like copi, which copaxis
have a symbiotic relationship with, have been
hit hard by overharvesting and the changing
planetary temperature, oceanic currents, and wind
systems.

20+:
You find recruitment material for an organization called
the Fallen Hand, either on the infosphere or
as a pamphlet given to them by a nervous
copaxi. The material opens with a bold
header asking, “Do you want Tabrid Minor to
survive?” and invites anyone interested to join
the Fallen Hand and help heal the planet.

25+:
In the past several months, animal corpses
with additional limbs, strangely patterned scales,
and other mutations have washed up on the Yihil
coastline.

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Diplomacy (GI) check: 1d20 + 1 ⇒ (2) + 1 = 3

Yeah, no.

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

OP-1 looks at his datapad and scrolls around a bit for useful information

Computers: 1d20 + 9 ⇒ (15) + 9 = 24

"Did you know that; Tabrid Minor’s use of Drift travel began a few decades ago. The planetary government has begun focusing on off-planet diplomacy in recent years. Despite this recent appearance in Pact Worlds politics, copaxis began industrial development centuries ago and have advanced technological infrastructure.

and that Industrialization damaged much of Tabrid Minor’s ecosystem and the planet continues to degrade. The coral-like copi, which copaxis have a symbiotic relationship with, have been hit hard by overharvesting and the changing planetary temperature, oceanic currents, and wind systems.

OP-1 shows his datapad to the group
"not to mention this recruitment material for an organization called the Fallen Hand, I just located on the infosphere"

The material opens with a bold header asking, “Do you want Tabrid Minor to survive?” and invites anyone interested to join the Fallen Hand and help heal the planet.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"Traveling under water is just not natural, but if we gotta we gotta. What happens to the sub while we're on the island?"

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Computers: 1d20 + 8 ⇒ (19) + 8 = 27

"OP-1" wrote:


"Did you know that; Tabrid Minor’s use of Drift travel began a few decades ago. The planetary government has begun focusing on off-planet diplomacy in recent years. Despite this recent appearance in Pact Worlds politics, copaxis began industrial development centuries ago and have advanced technological infrastructure.

and that Industrialization damaged much of Tabrid Minor’s ecosystem and the planet continues to degrade. The coral-like copi, which copaxis have a symbiotic relationship with, have been hit hard by overharvesting and the changing planetary temperature, oceanic currents, and wind systems.

OP-1 shows his datapad to the group
"not to mention this recruitment material for an organization called the Fallen Hand, I just located on the infosphere"

The ysoki looks up from his own computer. "That coud be dedicated ecologists, or a cabal of eco-terrorists. Speaking of cabals and conspiracy theories, looks like in recent months, animal corpses with additional limbs, strangely patterned scales, and other mutations have washed up on the Yihil coastline."

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

At the meet and greet

Another dwarf walks in, wearing light armor with a backpack and several small has and packs on him. He has a snipe rifle broken down in a rig on his back, a carbine on a sling and a pistol and knife on his belt. He is stout with a little bit of an extra belly. He has wild red hair, about shoulder length and a neat red beard about six inches long. Following him is a hover drone.
"Greetin's! My name be Freeman. Nice ta' meet ya. This here be Drone. What we doin' this time?"
Drone gives a set of beeps in greeting.

at the briefing
"Sounds like a mess.
computers: 1d20 + 15 ⇒ (7) + 15 = 22

"Aye, sounds right, OP-1. And ears, no worries, it be like traveling in a star ship, ye just live longer if ye suddenly leave it!"


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

The small window to the driver's cabin suddenly slides open. From the co-driver seat, a smiling face pops into view.

Framed by short-cropped black hair with a streak of purple, bright almond-shaped eyes glitter with amusement as the smile twists wryly. "Glad to see we all made it!"

"I'm Navasi," she introduces herself. "Sounds like you've all done your homework. I'm looking forward to crewing with you all."

Computers: 1d20 + 9 ⇒ (5) + 9 = 14

She has nothing extra to add.


The water and weather are clear as your
submarine launches from the dock and into
the ocean. At the coastline, the aquatic
wildlife flourishes. Here, the flora and fauna
show only occasional signs of mutation,
such as a single fish with duller colors
than its schoolmates or a strand of kelp
that repeatedly forks into ever-smaller
strands. The submarine quickly leaves
the shore behind and more obviously
mutated animals pass by, including turtles with misshapen coral shells, miniature sharks with stunted
fins and blotchy coloration, and an octopus with dozens of arms of
varying sizes.

You may take samples of the anomaly-mutated flora
and fauna by leaving through the submarine’s escape trunk. You'll also have to succeed at DC 15 Athletics check to swim. PCs must wear armor with engaged environmental protections or be able to breathe underwater to gather samples.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

"Well, samples might be good. I'm nay an expert swimmer and I not be going out there alone. Did ya see tha size o' that shrimp? It had teeth bigger than mine!"

Freeman will wait for someone to volunteer to go with. If no one does, he eventually sighs and goes out by himself, grabs the closest small sample and calls it a day and returns.

athletics: 1d20 + 6 ⇒ (4) + 6 = 10
"Ah! I told ye I were no good at swimmin'!"

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

"Feck! Looks like the dwarf is in trouble!" Patterson stops the sub, seals up his armor, and slips out through the lock. The current is swift, but the human is able to keep from losing control.

Athletics check: 1d20 + 9 ⇒ (6) + 9 = 15

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

Looking outside OP-1 makes sure his environmental protections are in place before joining some of the others for a "stroll" outside.

As an Android I don't actually need to breath...but maybe there's poisoned water or something..so protection activated

Athlectics to swim: 1d20 + 7 ⇒ (8) + 7 = 15


Patterson and OP-1 manage to help pull the dwarf back in, collecting a sample of unusual fauna along the way.

As you approach the island base, a wave from Zone 78 floods
the area with anomaly-causing energy.

You will need one pilot for this challenge, and the rest of the PC's may participate as follows (as an alternative, you can let autopilot on the sub do it's thing, but you will have not chance at the +2 bonus for everyone else). Everyone gets one chance to roll.

During this wave, the pilot must respond to the sudden changes. One PC can pilot the vessel, or the PCs can rely on
the sub’s autopilot.

For each obstacle, each PC who is not a pilot can attempt one of
the checks listed below. The PC who is piloting attempts a DC 22 Piloting check; a success grants all non-piloting PCs a +2 bonus to checks to overcome that obstacle.

Storms: A swift-moving line of clouds marks a stormfront on the
open water. Past the front line of the storm, the waves and choppy
seas make the travel more dangerous. Visible in the distance, acidic
lightning forks through the sky. As the storms approach, PCs can
attempt a DC 21 Engineering or Perception check to determine how deep the submarines need to submerge to avoid damage in the storm.

Clouding Fish: The submarine’s lights shine on a school of fish
whose organs are visible through their transparent skin. The school
quickly surrounds the submarines and clouds the sensors. They
impulsively bite at the ship’s hull with oversized jaws. The PCs can
scatter the fish with a successful DC 20 Life Science or Survival
check to divert the creatures before they deal considerable damage.

Electromagnetic Interference: The navigational systems beep
rapidly before showing a blank screen. System outages cascade
as the submarines’ computers begin to lock up, followed by the
lights flickering as power starts shutting down. PCs can attempt to
reboot the systems with a DC 20 Computers or Engineering check.

Intensifying Currents: Intense currents push against the
submarines, pointing them off target. At the same time, they start
sinking as a patch of copi increases the gravitational pull. A PC
who succeeds at a DC 19 Mysticism or Physical Science check identifies that the copi are responsible for the
sudden surge and allows the PCs to adjust the for the interference.

Anomaly Visions: The anomaly wave affects the PCs as wispy
visions float before them. These visions show scenes from Tabrid
Minor’s industrial zones, such as runoff polluting the ocean and
withering any living matter it touches. PCs can identify the visions as illusions caused by the wave with a successful DC 14 Will save or a successful DC 22 Mysticism check
.

You'll be looking for a certain number of successes to avoid damage to your sub.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears can pilot at +7 to the roll. His other relevant skills are mostly +8, but only +5 on mysticism. I seem to remember that Patterson was a good pilot.

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Patterson is good, but OP-1 is better.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

OP-1 is the best pilot for sure. I'll go ahead and post my actions before I get busy at work this AM.

Storms
As the weather starts to get a bit choppy Freeman checks the instruments.
engineering: 1d20 + 15 ⇒ (14) + 15 = 29
Another thrity foot deeper and we should miss the worst of it!"

Clouding fish
"Ack! That be some ugly fish! Begone, ye beasties, no bitin' my sub!"
life sciences: 1d20 + 10 ⇒ (16) + 10 = 26

electromagnetic interference
"No, no, no...ye not losin' power now, everyone knows I canna swim worth a darn and the local fishies look like they wanna eat me!"
computers: 1d20 + 15 ⇒ (5) + 15 = 20

intensifying currents
Ah! This planet just do na' like us!"
physical science: 1d20 + 12 ⇒ (8) + 12 = 20
"Wait, it's not tha planet, it's the natives. Stop that!"

anomaly visions
will: 1d20 + 4 ⇒ (2) + 4 = 6
"Oh, did I hit me head? Everythin' is spiinin' a bit..."


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

Navasi holds on tight as the wave of energy buffets the sub. Once the lurching settles enough, she makes her way forward to check on the pilot. "Everything okay?"

She turns to the rest of the crew. "Everyone alright?"

Storms: Perception DC21: 1d20 + 7 ⇒ (10) + 7 = 17

Clouding fish: N/A

Electronmagnetic interference: Computers DC20: 1d20 + 9 ⇒ (5) + 9 = 14

Intensifying currents: N/A

Anomaly visions: Will DC14: 1d20 + 6 ⇒ (13) + 6 = 19


Sorry for the confusion everyone. Just pick ONE of the problems to roll on. Don't worry, we're just looking for a modest number of successes here. Tell you what: I will take the following as successes:

TheFreeman's engineering roll of 29 for STORMS.

Navasi's 19 Will save for ANOMALY VISIONS.

That's two successes! As far as piloting goes, it might not be a bad idea to just skip it and roll for one of the problems instead.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

My bad. I did miss 'try one check' there. Would have saved me 10 minutes this morning. :)

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

In the gleam of the sub's running lights, Patterson spots a school of aggressive-looking fish. He tries to direct the vessel past them, but their behavior patterns are just a little bit different from the fish of the River Between.

DC 20 Survival check: 1d20 + 7 ⇒ (10) + 7 = 17

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

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

The ysoki leaps onto the chair at the panel beside the dwarf and begins stabbing buttons.

"Lose power!? Nobody panic! Oh! Not good. Not good. Wait. Wait Wait. That's got it. I think we're OK."

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

"Everyone better strap in to their seats. Scanners reveal choppy waters ahead"

Piloting: 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34
"Let me avoid that storm uphead, someone give me some intel on where to go"

Piloting: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23
"Someone get those fish of our hull"

Piloting: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33
"I'm experiencing technical difficulties. Someone please hit some part of the ship with a hammer to reboot what ever is causing these issues"

Piloting: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
"Unknown gravitational shifts are going to make this a bumpy few minutes, prepare accordingly"

Piloting: 1d20 + 16 + 1 ⇒ (15) + 16 + 1 = 32
"....that doesn't seem....right"

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Att he appropriate time OP-1 hears Freeman say 'Got a hammer! Dunna think it be the right tool... yet..."

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears holds his hands out like he's surfing on the chair and looks around.

"Whoa. I think we're okay. We made it."

And probably blew all our good rolls in the process. Seriously nice work team.


Yes. Three successes will do swimmingly for all of you.

You manage to avoid all but the most minor dings on the submarine, and you surface safely near the island.

We will continue with the next step tomorrow evening.

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Freeman inspects the hull of the sub, smiles and points at a dent. "OK, tha hammer might be tha correct tool fer that one..."


"Navasi" Female CG human outlaw envoy 8 | SP 48/48 HP 52/52 | RP 8/8 | EAC 22; KAC 23 | Fort +3; Ref +10; Will +13(+9+2+2) | Init: +8(+4+4) | Perc: +12, SM: +12 | Speed 30ft | Active conditions: None | Insp. Boost: A B D H S

"Hold on to your hats, boys!" Navasi calls, holding on tight as the sub is buffeted and blasted. "She's gonna be a bumpy ride."

Whooping and cheering as they emerge mostly unscathed, she says, laughing, "Well done! You pulled us through with barely a nick. Fine work, all round!"

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Patterson makes sure he has his ID badge displayed prominently on his armor. "Let's get to shore and find that beacon, hey?"


GM Screen:
stealth: 1d20 + 13 ⇒ (19) + 13 = 32
perception: 1d20 + 7 ⇒ (3) + 7 = 10
perception: 1d20 + 9 ⇒ (13) + 9 = 22
perception: 1d20 + 0 ⇒ (12) + 0 = 12
perception: 1d20 + 9 ⇒ (8) + 9 = 17
The Freeman: 1d20 + 3 ⇒ (2) + 3 = 5
Patterson: 1d20 + 5 ⇒ (17) + 5 = 22
OP-1: 1d20 + 7 ⇒ (7) + 7 = 14
Ears: 1d20 + 6 ⇒ (10) + 6 = 16
Navasi: 1d20 + 2 ⇒ (14) + 2 = 16
enemy red: 1d20 + 2 ⇒ (5) + 2 = 7

The sub approaches the island.

Bleached coral mangroves rise as the water shallows out into a
swamp. Etiolated reeds and grasses visible before the tree line
add to the island’s sickly pallor. A mud-and-stick mound rests
under the coral boughs. It is eerily silent and still, as humid air
blankets everything in a slowing heat.

Please see slide #2. You are all still inside the sub. The water continues into a mangrove swamp. The brown areas
on the map are under one foot of water and functions as a shallow
bog (Starfinder Core Rulebook page 397–398), with the exception
of the mound, which rises 2 feet above the water’s surface.
The green areas on the map are murky water that is 30 feet deep.
Visibility underwater in this area is limited to 100 feet.

Suddenly, the submarine shudders. Looking out the portholes, a scaly body thrashes in the water, attempting to bite the sub.

to hit: 1d20 + 14 ⇒ (15) + 14 = 29
damage: 3d4 + 8 ⇒ (4, 4, 2) + 8 = 18

You may stand atop the submarine, or jump to the shallow (brown) area. Just place your token on top of the sub or anywhere within your normal movement. You may also stay within the sub if that makes sense to you. The stats for the sub are on slide #5.

Bold may go
1. Patterson
2. Ears
3. Navasi
4. OP-1
5. TheFreeman

6. Red

Submarine HP: 39/50

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"A submarine will be safer than a ship. Well the effing anomaly is going to EAT OUR SUB!!" The ysoki quickly steps close to Patterson, slaps the human's rifle. "Stop it, Patterson! Kill it!"

Cast supercharge weapon.

Can I get a Life Science check on the creature: 1d20 + 8 ⇒ (1) + 8 = 9

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Freeman and Drone exit the sub, [b]"Stop eatin' ma sub! How are we supposed ta get home!"

He takes a shot at it...
Ice carbine, overcharged
overcharged ice carbine: 1d20 + 5 ⇒ (8) + 5 = 13
C+P damage: 1d8 + 1d6 + 4 ⇒ (4) + (2) + 4 = 10

Acquisitives

Android Operative 4 SP 24/24; HP 28/28 | RP 6/6 EAC 15; KAC 16 | Fort +4; Ref +9; Will +4 | Init: +7 | Perc: +9 (+2 vs traps and free check within 10 ft)

"Do you think it would be wise to try to ram it away from us? Or do we prefer the tactic of abandoning ship and making a fighting retreat...or maybe engage it and just blow it out of the water"

Before I do anything rash...how do we feel about me trying to ram it with the sub? Or I can just exit and shoot at it, either option is fine by me..I just don't want to deprive anyone from getting to surf on top of a floating submarine while shooting at a big scaly thing while trying to punch it's way through said things outer scales and causing internal bleeding. If we pull it off (should be easy to make the piloting check but the reflex save to avoid is also pretty low) if I'm reading the rules correctly it's 12d6 damage to the creature and we'll most likely deal enough damage to the sub for it to....uhrm..let's say need extensive repairs (3d6 damage to the sub) if we hit

Second Seekers (Luwazi Elsebo)

Male CN Dwarf Mechanic 5/Operative 1 | SP 42/42 HP 42/42 | RP 6/6 | EAC 19; KAC 21 | Fort +5; Ref +9; Will +5 | Init: +4 | Perc: +11, SM: +7 | Speed 30ft | Active conditions: None.

Actually looked at the sub stats. Yes, ram it!!!!

Acquisitives

Male N human ace pilot soldier (hit-and-run) 5 |SP 40/40HP 39/39|RP 6/7|EAC 19; KAC 19|Fort +5; Ref +6; Will +4|Init +5|Perc +1, SM: +0 |Speed 40ft|Active conditions: None.

Patterson nods at the ysoki, then pops up through the hatch and fires on the attacking creature.

Laser attack vs. EAC: 1d20 + 9 ⇒ (11) + 9 = 20
Damage, including supercharge: 1d10 + 4 + 4d6 ⇒ (5) + 4 + (3, 6, 2, 1) = 21

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