(Outpost IV) GM Quirk's Frozen Ambitions: The Preluria Connection (Inactive)

Game Master Quirk, Private Eye

Slides


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Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

Boris looks at the dropped Shobad, "Impressive! Do that again!"

He then clears his throat and addresses the other one.
"I say, you are obviously out matched. I would advice surrendering immediately before my friend does the same to you!"
intimidate: 1d20 + 10 ⇒ (20) + 10 = 30

Dispiriting Taunt: Standard action, 60' Demoralize roll (intimidate) if fail, enemy off target (-2 attack rolls), if succeed enemy shaken (-2 attack, skill, ability checks) until end of my nest turn.

Lol, the one time I was like 'nah, just shoot him!'


Kaath stings the large alien, eliciting a howl.

Boris causes the shobhad to pause. He then seizes up for a split second, shakes his head, and continues to fight.

He's still shaken. Anyone want to do a medicine check to figure out what's going on?

Bold may go. Round 2.

1. Dr. Phlonx
2. HFG
3. Seska
4. Karpo

5. Enemy Red DEAD
6. Enemy Blue (-10 and shaken)
7. Kaath
8. Boris

Wayfinders

| SP 7/7 HP 8/8 | RP 3/4 | EAC 12; KAC 13| Fort +1; Ref +1; Will +5 | Init: +1 | Perc: +7, SM: +7

Medicine Check: 1d20 + 6 ⇒ (13) + 6 = 19

Laser Pistol at Blue: 1d20 + 1 ⇒ (8) + 1 = 9
Damage: 1d4 ⇒ 3

"I believe my friend asked you to stand down..."

Dataphiles

Scholar Android Mechanic 2 // Init +7 Percept +1 (darkvision (60'), low-light vision) SenseMotive -1 // F 4 R 6 W 0 (+2 v disease, mind-affecting effects, poison and sleep) // EAC 13 KAC 14 Stamina 14/14 HP 16/16 Resolve 4/4
Bot Me:
Move to stay out of melee. Fire with drone as often as possible.

HFG pivots and rudder rolls the rudderless Jenny to a firing position on the second shobhad.

Just a flavor post. No game effect.

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

medicine: 1d20 + 6 ⇒ (19) + 6 = 25

Second Seekers (Jadnura)

Zysha Maraqoi Themeless Mystic 4 EAC:12 KAC::13 SP:12/28 HP:29/29 RP:4/5 Fort:+2 Ref:+2 Will+7 percep:+10 init:+5 [b][/b]

medicine: 1d20 + 9 ⇒ (15) + 9 = 24
"Are you taking any perscription medications?"
mind Thrust I DC 14 will for half: 2d10 ⇒ (2, 10) = 12

Acquisitives

Male Dwarf Icon Witchwarper 1 KAC 14, EAC 13|SP 5/6, HP 11, RP 4|Fort +1, Ref +4, Will +0 Char. sheet

Karpo cast a spell on remaining shobhad. "Cool yer head, we don't mean harm."

Daze, DC 13 Will save


will save: 1d20 + 3 ⇒ (14) + 3 = 17
will save, daze: 1d20 + 3 ⇒ (15) + 3 = 18
This guy makes both saves.

Boris and Dr. Phlonxx are immediately alarmed about this hulking shobhad. The fact that his eyes are bloodshot, he is mindlessly ferocious, and his fine motor skills seems suspect tells you that he is likely on the drug shimmersheen. I will post a call out on this in the slides.

In fact, his mind is so addled and his motor skills so screwed up that he doesn't try to avoid Seska's shot at all. It was indeed a hit.

For some reason, he is able to resist Dr. Phlonxx's and Karpo's magic.

He tries to turn Kaath into paste again.

to hit: 1d20 + 10 ⇒ (19) + 10 = 29
Damage, B: 1d6 + 5 ⇒ (6) + 5 = 11

Oh. That may have hurt a little.

Thanks for your patience this weekend. I was participating in an online version of a convention I usually go to in person. I actually played this scenario. It's interesting to see the differences. We didn't go in the bathroom, and I didn't think it was fair that I tip everyone off. In any case, we're back in business.

Bold may go. Round 2.

1. Dr. Phlonx
2. HFG
3. Seska
4. Karpo
5. Enemy Red DEAD
6. Enemy Blue (-19 and shaken)
7. Kaath (-11)
8. Boris

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

"It was just a flesh wound, my friend!" Boris says to Kaath as he moves up a bit.

Envoy Improvisation: Inspiring Boost. Standard action to give friendly recently damaged 10 SP.

Second Seekers (Jadnura)

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

Kaath nods back.

And so it was, with your help, friend.

He will try once more to take down the drugged hulk

solar crystal weapon: 1d20 + 4 ⇒ (12) + 4 = 16 for blud: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5 +1 elec/stun


Kaath cuts down the second shobhad. It lays there, apparently dying.

[ooc]For the moment, we are still in rounds.[/b]

Bold may go. Round 3.

1. Dr. Phlonx
2. HFG
3. Seska
4. Karpo

5. Enemy Red DEAD
6. Enemy Blue (Dead?)
7. Kaath (-11)
8. Boris

Second Seekers (Jadnura)

Zysha Maraqoi Themeless Mystic 4 EAC:12 KAC::13 SP:12/28 HP:29/29 RP:4/5 Fort:+2 Ref:+2 Will+7 percep:+10 init:+5 [b][/b]

The Dr. moves in for a better shot and fires his claw gun at blue\
vs eac: 1d20 + 4 ⇒ (8) + 4 = 12
E and F: 1d4 + 2 ⇒ (4) + 2 = 6

Dataphiles

Scholar Android Mechanic 2 // Init +7 Percept +1 (darkvision (60'), low-light vision) SenseMotive -1 // F 4 R 6 W 0 (+2 v disease, mind-affecting effects, poison and sleep) // EAC 13 KAC 14 Stamina 14/14 HP 16/16 Resolve 4/4
Bot Me:
Move to stay out of melee. Fire with drone as often as possible.

HFG steps forward into the intersection. She directs her drone to fly down the corridor and watches the controls for any signs of enemies.

Three move actions as shown.

Wayfinders

| SP 7/7 HP 8/8 | RP 3/4 | EAC 12; KAC 13| Fort +1; Ref +1; Will +5 | Init: +1 | Perc: +7, SM: +7

Seeing the shobhad fall, I hold my fire.

I'll ready an action that if the Shobhad gets up, I'll attack


And with that, we will end combat. Theoretically, these guys can get back up (I forgot about the ability on the first one). Considering the excellent medicine rolls above, I think it's reasonable that you would all have a warning that he might stay in the fight.

Why don't we take a look at the map, and plan our next move. I don't want to get too meta-gamey, but if you don't mind some minor spoilers, you can read the following then have an idea about what direction to go next:

recommended route of exploration here:
In order to help keep things moving efficiently, it may be a good idea to explore north (the right side of the map) toward B2, then down the south corridor toward B4 and B5, then end with B3. I can tell you that there is mostly information gathering that happens now, but it's interesting and important stuff.

Second Seekers (Jadnura)

Zysha Maraqoi Themeless Mystic 4 EAC:12 KAC::13 SP:12/28 HP:29/29 RP:4/5 Fort:+2 Ref:+2 Will+7 percep:+10 init:+5 [b][/b]

The recommended route is fine by me. Let me know if anyone needs any band-aids

Dataphiles

Scholar Android Mechanic 2 // Init +7 Percept +1 (darkvision (60'), low-light vision) SenseMotive -1 // F 4 R 6 W 0 (+2 v disease, mind-affecting effects, poison and sleep) // EAC 13 KAC 14 Stamina 14/14 HP 16/16 Resolve 4/4
Bot Me:
Move to stay out of melee. Fire with drone as often as possible.

Anything of interest down east where the drone is looking?

Checking B2 first makes sense. We'll clear a major area that would be on our escape route from anywhere else in the facility.


The drone notices no movement in that direction.

Acquisitives

Male Dwarf Icon Witchwarper 1 KAC 14, EAC 13|SP 5/6, HP 11, RP 4|Fort +1, Ref +4, Will +0 Char. sheet

B2 is fine

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

Boris gestures to the door. "Well then, let's be n our way..."
B2 it is. Dyslexic Shakespeare would be happy.

Dataphiles

Scholar Android Mechanic 2 // Init +7 Percept +1 (darkvision (60'), low-light vision) SenseMotive -1 // F 4 R 6 W 0 (+2 v disease, mind-affecting effects, poison and sleep) // EAC 13 KAC 14 Stamina 14/14 HP 16/16 Resolve 4/4
Bot Me:
Move to stay out of melee. Fire with drone as often as possible.

HFG recalls her drone and sets it to orbiting the group while she checks the door.

Perception: 1d20 + 5 ⇒ (5) + 5 = 10

Door opening, computers or engineering: 1d20 + 8 ⇒ (16) + 8 = 24


Taking a look at room B2:

Large desks line this room, and computer consoles and equipment
are scattered carelessly over the desks and floor. Most of the computers appear to be smashed and broken.

DC 12 Perception
check:
You notices that one of the hard drives is still intact. It may be able to be removed and accessed.

DC 23 perception check:
There are exposed wires and circuit boards hanging out of the smashed terminals. They could be dangerous.

Wayfinders

| SP 7/7 HP 8/8 | RP 3/4 | EAC 12; KAC 13| Fort +1; Ref +1; Will +5 | Init: +1 | Perc: +7, SM: +7

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

"HFG, it appears one of these Hard Drives over here is still intact"

Second Seekers (Jadnura)

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

Before poking around too much with searching, Kaath would look to take a rest. If that is not possible in the timeframe, he will dig through his pack for a med kit. (He will take 10min rest if others are searching)

Ah do not get too far ahead.

Second Seekers (Jadnura)

Zysha Maraqoi Themeless Mystic 4 EAC:12 KAC::13 SP:12/28 HP:29/29 RP:4/5 Fort:+2 Ref:+2 Will+7 percep:+10 init:+5 [b][/b]

Dr P takes a look at the room and the hard drive.
perception: 1d20 + 10 ⇒ (8) + 10 = 18
"yes that might be useful"

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

perception: 1d20 + 4 ⇒ (11) + 4 = 15
"Ah yes, could be helpful! Go ahead and rest, my friend, we don't seem to be in any imminent danger here."

Dataphiles

Scholar Android Mechanic 2 // Init +7 Percept +1 (darkvision (60'), low-light vision) SenseMotive -1 // F 4 R 6 W 0 (+2 v disease, mind-affecting effects, poison and sleep) // EAC 13 KAC 14 Stamina 14/14 HP 16/16 Resolve 4/4
Bot Me:
Move to stay out of melee. Fire with drone as often as possible.

Perception v DC 23 : 1d20 + 5 ⇒ (9) + 5 = 14

HFG enters the lab and sends Jenny out for a quick scout.

Seska - Gimry wrote:


"HFG, it appears one of these Hard Drives over here is still intact"

The android turns her head to look at Seska, then hurries over to the ysoki. "Let's take a look."

The android examines the hard drive carefully.

Computers to get this running and pull some data : 1d20 + 8 ⇒ (8) + 8 = 16


HFG and Dr. Phlonxx examine the hard drive. As they do, they realize all too late that some of the bare wires are still live.

Both of you will take 18 damage, DC 13 reflex save for half

electrical damage: 4d6 ⇒ (5, 4, 3, 6) = 18

Someone may attempt a DC 18 engineering check to disable the live wires.

While the hard drive you found is still
intact, its violent extraction from the computer terminal partially
corrupted the data and damaged the drive’s housing, though
its portable data module still contains valuable information.

Any PC with at least one rank in Computers or Engineering is
adept enough to access the portable data module and view its
contents, which consists of a short advertisement vid.

The vid stars a female lashunta in a fitted business suit
standing in front of a screen and smiling a bright, white
smile. She speaks with a confident voice: “With our new
performance-enhancing combat drug, shimmersheen, all your
security assets can fight with enhanced stamina and strength!”

The screen displays “shimmersheen” in a bold, slick font
alongside scrolling data figures. “Rest assured that this super
serum is easy to administer and has no addictive properties.
Increased aggression caused by shimmersheen is perfectly
safe and controllable, allowing combatants to focus on fighting
rather than unpleasant distractions like pain or fear. Our studies
show that enhanced subjects perform up to 82% better than
non-enhanced control subjects, guaranteeing a lower casualty
rate and greater chance of victory for your organization!”
As she
speaks, fine print flashes across the screen: “Side effects include
arrythmia, respiratory distress, exhaustion, and ruptured blood
vessels. Consult your doctor before using shimmersheen with
other drugs.”

Dataphiles

Scholar Android Mechanic 2 // Init +7 Percept +1 (darkvision (60'), low-light vision) SenseMotive -1 // F 4 R 6 W 0 (+2 v disease, mind-affecting effects, poison and sleep) // EAC 13 KAC 14 Stamina 14/14 HP 16/16 Resolve 4/4
Bot Me:
Move to stay out of melee. Fire with drone as often as possible.

"SHI-- Look out!" HFG drops the drive and lurches backward.

"That lead was still hot! Are you OK, doc? "

Then the android carefully resumes the investigation.

"Oh, you all must see this."

Ref: 1d20 + 5 ⇒ (14) + 5 = 19 0/7 SP , 8/10 HP

Second Seekers (Jadnura)

Zysha Maraqoi Themeless Mystic 4 EAC:12 KAC::13 SP:12/28 HP:29/29 RP:4/5 Fort:+2 Ref:+2 Will+7 percep:+10 init:+5 [b][/b]

"A little singed but otherwise fine. That was certainly invigorating"

Second Seekers (Jadnura)

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

Hey! Can a poor Kasatha get a bit of rest here before anyone gets molecularly re-integrated into the cosmos? Kaath momentarily looks up from his nap at the shout, genuinely concerned.

Might be worth a couple more folks in the rest.

Acquisitives

Male Dwarf Icon Witchwarper 1 KAC 14, EAC 13|SP 5/6, HP 11, RP 4|Fort +1, Ref +4, Will +0 Char. sheet

"Better be careful, who knows what dangers lie ahead."

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

"Yes.... it certainly seems that the new drug is safe. Sure... Now, for those wires, let me help someone..."

engi, assist: 1d20 + 5 ⇒ (18) + 5 = 23


Boris and others secure any hot power cables remaining. Moving on to B5.

Benches line this workshop’s eastern and southern walls, with
racks of spare parts located to the north.

It appears someone was very recently burning something in a metal crate. The fire still burns, but the crate’s contents are charred beyond recognition.

There are papers scattered across the floor—mostly useless
scraps including takeout receipts, mundane internal memos,
and a drawing of a stick figure shobhad in a lab coat with a
devil’s tail, horns, and a swear balloon.

Could everyone make a perception check please?

Treasure: The workshop stores surplus items. Any PC who
checks the racks to the north finds 2 high-capacity batteries,
a cartridge with 20 darts, and an engineering specialty toolkit.

Second Seekers (Jadnura)

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

Feeling refreshed, Kaath will peer into the room.

Much better.

perception: 1d20 + 6 ⇒ (6) + 6 = 12

Dataphiles

Scholar Android Mechanic 2 // Init +7 Percept +1 (darkvision (60'), low-light vision) SenseMotive -1 // F 4 R 6 W 0 (+2 v disease, mind-affecting effects, poison and sleep) // EAC 13 KAC 14 Stamina 14/14 HP 16/16 Resolve 4/4
Bot Me:
Move to stay out of melee. Fire with drone as often as possible.

Taking 10 after the shock to restore SP.

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

HFG maneuvers her drone around the room as a scout.

Wayfinders

| SP 7/7 HP 8/8 | RP 3/4 | EAC 12; KAC 13| Fort +1; Ref +1; Will +5 | Init: +1 | Perc: +7, SM: +7

"Supersoldiers... Why does it always end up being supersoldiers."

Perception: 1d20 + 7 ⇒ (7) + 7 = 14
"Someone was trying to dispose of something in this metal crate."

Acquisitives

Male Dwarf Icon Witchwarper 1 KAC 14, EAC 13|SP 5/6, HP 11, RP 4|Fort +1, Ref +4, Will +0 Char. sheet

Hmm, a burning crate? Someone heard us coming and was in a hurry to destroy some incriminating evidence?

Perception: 1d20 ⇒ 14

Second Seekers (Jadnura)

Zysha Maraqoi Themeless Mystic 4 EAC:12 KAC::13 SP:12/28 HP:29/29 RP:4/5 Fort:+2 Ref:+2 Will+7 percep:+10 init:+5 [b][/b]

perception: 1d20 + 10 ⇒ (19) + 10 = 29

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

perception: 1d20 + 4 ⇒ (3) + 4 = 7


Dr. Phlonxx finds a couple of very interesting documents among the mess in here.

Please see slide #2.

Moving on to B4 across the hall.

Double doors provide access to a hot and humid laboratory.
Workbenches line the northern wall facing a tubular
greenhouse protected by transparent aluminum plates. A tub
filled with a clear liquid takes up a large portion of the lab floor
to the south.

DC 15 Perception check:
You notice fresh scuffmarks
on the floor, as if heavy items were recently removed.

5 minutes of work plus DC 12 Life Science or a DC 14 Survival check:
You identify the plants as indigenous flora that, though they originate on different worlds, all act as natural filters, holding a reservoir of clean drinking water somewhere in their stem of leaves.

Picking a few plants and carefully opening their reservoirs reveals that they all contain a strange, purple, sticky sap.

DC 18 Life Science or Mysticism check:
identify the substance as kinwood sap, a fluid harvested
from sentient kinwood trees on Ghorus Prime.

One of the workbenches is covered in a fine crystalline dust
spilling out of a broken container.

You played Starfinder Society #3–03: Frozen Ambitions: The Shimmerstone Gateway or Starfinder Society #3–09: Frozen Ambitions: Freeing the Herd OR DC 13 physical science check:
You
immediately recognize the substance as shimmerstone, recalling that the mineral is mined
on Vesk-8 and normally has a calming effect on emotions.

Second Seekers (Jadnura)

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

Kaath will look around and study the room

Perception : 1d20 + 6 ⇒ (5) + 6 = 11

Mysticism : 1d20 + 6 ⇒ (12) + 6 = 18

Acquisitives

Male Dwarf Icon Witchwarper 1 KAC 14, EAC 13|SP 5/6, HP 11, RP 4|Fort +1, Ref +4, Will +0 Char. sheet

Perception: 1d20 ⇒ 9

Survival: 1d20 ⇒ 19
"They have a little garden here. These plants are used to purify water."

Mysticism: 1d20 + 4 ⇒ (4) + 4 = 8

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

perception: 1d20 + 4 ⇒ (12) + 4 = 16
life science: 1d20 + 5 ⇒ (13) + 5 = 18
life science: 1d20 + 5 ⇒ (6) + 5 = 11

"Hmm.. some heavy things were moved here... Ah, these plants act as natural filters, very interesting."

Dataphiles

Scholar Android Mechanic 2 // Init +7 Percept +1 (darkvision (60'), low-light vision) SenseMotive -1 // F 4 R 6 W 0 (+2 v disease, mind-affecting effects, poison and sleep) // EAC 13 KAC 14 Stamina 14/14 HP 16/16 Resolve 4/4
Bot Me:
Move to stay out of melee. Fire with drone as often as possible.

DC 15 Perception check: already rolled & missed
5 minutes of work plus DC 12 Life Science or a DC 14 Survival check: untrained
DC 18 Life Science or Mysticism check: untrained

DC 13 physical science check: 1d20 + 7 ⇒ (5) + 7 = 12

"The scale of the filtration seems unlikely to support a sizable population, or large scale industrial use. Chemical or mechanical systems would be more efficient volumetrically."

Don't mind HFG. SHe's just trying to impress the smart people who made their rolls.

Second Seekers (Jadnura)

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

Kaath shares what he recalls about the plants as well (see spoiler).


Let's keep things moving and take a look at the final area here, B3. If anyone has any loose ends in the last room, of course I am happy to assist.

This appears to be a loading dock.

Two metal doors span the whole of the wall facing the stairwell,
and a terminal blinks red on the western wall. These doors lead
outside to the loading dock.

The doors appear to be locked. A DC 12 Engineering check will unlock.

In addition, you will also need to disable the computerized lock
with a DC 14 Computers check.

As you tinker with the terminal and locks,
you hear an idling engine and the faint sounds of heavy items
banging against metal.

Dataphiles

Scholar Android Mechanic 2 // Init +7 Percept +1 (darkvision (60'), low-light vision) SenseMotive -1 // F 4 R 6 W 0 (+2 v disease, mind-affecting effects, poison and sleep) // EAC 13 KAC 14 Stamina 14/14 HP 16/16 Resolve 4/4
Bot Me:
Move to stay out of melee. Fire with drone as often as possible.

"It sounds like they are preparing to leave."

HFG moves to the door and unrolls her tool kits. She immediately starts working on the locks.

Engineering: 1d20 + 8 ⇒ (18) + 8 = 26
Computers: 1d20 + 8 ⇒ (20) + 8 = 28

Wayfinders

Male LN Morlamaw Tempered Pilgrim Envoy 4 | SP 20/28 HP 28/28 | RP 6/6 | EAC 14; KAC 15| Fort +2; Ref +5; Will +5 | Init: +1 | Perc: +4, SM: +4 (+1d6*) | Speed 30ft, Swim 40ft | Active conditions: None.

Indicating the sounds within. "Think it's inhabited or is that just machinery?"

Second Seekers (Jadnura)

Zysha Maraqoi Themeless Mystic 4 EAC:12 KAC::13 SP:12/28 HP:29/29 RP:4/5 Fort:+2 Ref:+2 Will+7 percep:+10 init:+5 [b][/b]

rolls fpor the last room just in case
perception: 1d20 + 10 ⇒ (8) + 10 = 18
life science: 1d20 + 8 ⇒ (12) + 8 = 20
mystiscm: 1d20 + 10 ⇒ (9) + 10 = 19

"Not sure, better be ready for anything..."

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