[SFS - PbP PaizoCon 2021] 3-19 Rat's Repentance - GM bigboom (Inactive)

Game Master bigboom

Maps & Slides


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Wayfinders

Female Aasimar Mystic (Empath)-7 | SP:0/42, HP:39/46, RP:4/6 | EAC:18, KAC:19 | F:3, R:3, W:8 | Spells/day : 1st 2/4 2nd : 0/4 3rd: 0/3 | NG | ADV | 124312-717

Celly does any tasks requiring long periods underwater.

life sciences: 1d20 + 6 ⇒ (14) + 6 = 20

Second Seekers (Ehu Hadif)

Gender neutral CN Kitsune, Xenoarchaeologist, Witchwarper 1 | SP 0/5 HP7/9 | RP 6/6 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +0 | Init: +2| Perc: +0, SM: +0 | Speed 30ft |Low-Light Vision |Shapechanger| Spells: 1st 1/4 | Active conditions: none.

Physical Science: 1d20 + 4 ⇒ (11) + 4 = 15

"Hey, I don't think those crabs are originally from around here. There's traces of off-world material in their shells."

Eiju stands by to assist with spells if they can.

If Token Spell or Phychokinetic Hand would be at all useful then I am happy to contribute, possibly as an aid to Sleight of Hand. I am untrained in the listed skills for this challenge.

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 6/6 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +9 (Darkvision 60ft) Trap Spotter +13 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

If either is a check to recall knowledge, Oz will take 20 over the course of 2 minutes. If not...

Physical Science: 1d20 + 10 ⇒ (11) + 10 = 21

"...basalt? Why is one of the most common igneous rocks in the galaxy laced through these shells...and more to the point why is this particular basalt blocking scanners and sensors?"


Starship Actions ; Live Exploration Extreme!

I'm assuming Celly's life science roll is to generate the key, not the spoilered life science roll.

Oz, yep, you can take 20 over two minutes while Celly is creating that coral key!

-------------------

Celly's efforts with the hypernutrients are rewarded with the coral rapidly growing into a unique, complex shape. You pick it up and pack it away.

As soon as Celly does so, your comm units buzz with an incoming voice call. Kyefi’s voice suddenly breaks the silence. “Err, folks... you should really be getting on your way. There’s some foul weather up in the west, and the tide is coming in faster than the original forecast showed. I suggest you leave. Right now!"

-------------------

The party rushes towards your buggy but to reach it, you'll need to climb up out of the basin you're currently in!

Athletics Climb checks:

Oz: 1d20 + 8 ⇒ (11) + 8 = 19
Max: 1d20 ⇒ 9
Celly: 1d20 ⇒ 17
Sir Feighnswelle: 1d20 + 9 ⇒ (18) + 9 = 27
Eiju: 1d20 - 1 ⇒ (3) - 1 = 2
Pheobe: 1d20 + 4 ⇒ (7) + 4 = 11

Max, Eiju and Pheobe struggle with climbing quickly out of the basin. However, Oz, Celly and Sir Feighnswelle have no issue hustling up and out, even managing to assist the slower party members!!

-------------------

Good job! The party has made good time getting the key and scrambling to your buggy! This puts you in the best possible situation as we transition into a vehicle chase where the party must outrun the incoming massively high tide threatening to wipe you out!

The chase map is revealed on the slides as well as images of your buggy and a water elemental representing the incoming tide!

This event uses a modified version of the vehicle chase rules, so I figure the easiest way to get us moving is to present you the full mechanics of the rules in the following spoiler. Wall of text incoming!

Escape the Tide!!:
Vehicle Chase: This event uses a modified form of a vehicle chase (Starfinder Core Rulebook 282–286). Depending upon what the PCs chose when they left Gruddonar, they might be in a single vehicle or in two separate vehicles. Unlike a standard chase, the PCs don’t escape when they’re 2 zones ahead of the opposition but are safe when they reach the last zone (which represents their ship). Instead of being chased by enemies, they must outrun the tide. The PCs start in Zone 7. The tide starts in Zone 1 if the PCs succeeded at their initial checks to grow a key and climb out of the basin, in Zone 2 if they succeeded at one of these checks, or in Zone 3 if they failed both checks.

During the Pilot Actions Phase, PC drivers choose pilot actions as normal, but only the Evade, Keep Pace, and Speed Up actions are relevant in this phase. Because they’re ahead of the tide, the drivers receive a +2 circumstance bonus to their Piloting checks. The level of the PCs’ vehicle is 2 (4 for Levels 3–4). The tide doesn’t take pilot actions. For ease of reference, this means the pilot action DCs are: Evade DC12, Keep Pace DC12, Speed Up DC19.

In the Chase Progress Phase, the PCs advance 1 zone as normal (assuming they succeed during the Pilot Actions Phase); after that the tide moves ahead 3 zones.

If the tide reaches the same zone as a vehicle, the vehicle is destroyed.

In the Combat Phase, instead of fighting enemy vehicles, passenger PCs can take actions to help speed up their vehicle. They can use any skill as long as they come up with an idea that could be useful, such as using Computers for satellite navigation, Diplomacy to encourage the driver, or Athletics to provide counterweight to the vehicle during sharp turns. Encourage the players to be creative! <----- Guys! Be creative!! I'll throw in bonuses for cool, fun actions!! ...and also perhaps for any groan-inducing puns sprinkled in...

Each chase round, each passenger PC can attempt one such check. When a PC succeeds with a particular skill, that PC cannot use it again for the rest of the chase, but other PCs can attempt that skill. The DC for all these skill checks is 12 (15 for Levels 3–4). If a PC succeeds this DC by 5 or more, it counts as 2 successes. PCs can assist other vehicles by donating the success of a skill check they’re about to attempt. At the GM’s discretion, expending a resource such as a relevant spell gem can also count as an automatic success.

Keep track of the number of passenger successes per vehicle during the chase. Each time the number of successes in a vehicle reaches the number of passenger PCs, the vehicle moves 1 zone ahead. For example, a vehicle with four PCs has one pilot and three passengers, so it needs only three successes to move up 1 zone.

-------------------

Vehicle Chase Initiated!!!

Vehicle HP: 24/24
Non-pilot actions to speed up (5 needed): 0

Round 1
The following characters in bold may take their turn:
Oz (pilot)
Max
Pheobe
Sir Feighnswelle
Eiju
Celly

Oz is the pilot so he'll presumably be taking piloting actions each round. Everyone please simultaneously post your actions each round and I'll string everyone's posts together into the phases that comprise a vehicle chase round, then we'll repeat for the next round.

PaizoCon PBP games are scheduled to finish by July 11, which leaves us about 10 days to traverse 9 zones. Let's try to keep the posting rate up quick enough to finish on time. Good luck!!

Exo-Guardians

Morlamaw Vanguard 4 (Athlete Theme) | Large monstrous humanoid (aquatic) | LN | SP 39/40 HP 32/32 RP 3/5 EAC 12 | KAC 13 | Fort +7; Ref +4; Will +0 |Defensive Abilities: mitigate 4; Resist: cold 5 Movement: 30 ft., Swim 40 ft. | Size: 10 ft., Reach: 10 ft. |
Skills:
Athletics +10 (+18 when swimming), Culture +7, Diplomacy +9, Intimidate +11, Mysticism +6, Profession (profession (pugilist)) +9

"It is indeed a shame that the designer of these buggies failed to take aquatic capabilities into account!" notes Sir Feighnswelle. "As it appears that the tides have turned, I hereby suggest we do the same!"

The oversized mammal shifts his weight as the buggy goes into a turn.
Athletics: 1d20 + 9 ⇒ (11) + 9 = 20

"If that doesn't work, then I'm going to have to flop out and push!" notes the morlamaw (with a +17 modifier to Athletics when swim).

Wayfinders

Female Aasimar Mystic (Empath)-7 | SP:0/42, HP:39/46, RP:4/6 | EAC:18, KAC:19 | F:3, R:3, W:8 | Spells/day : 1st 2/4 2nd : 0/4 3rd: 0/3 | NG | ADV | 124312-717

Since Celly was in the water all she's currently wearing is her swimsuit while nursing the box with the coral key in it.

She glances behind her and sees the rapidly advancing water.

Erm, I don't want to be an alarmist here but I would recommend getting the heck out of here - not all of us can breath in an aquatic environment ... so yes ... pedal to the metal please. Show us how good a pilot you are

diplomacy: 1d20 + 11 ⇒ (10) + 11 = 21 to encourage Oz

Paizo Employee

| SP 56/56 | HP 52/52 | RP 10/10 | EAC 24 KAC 26 CMD 34 | Fort +3, Ref +12, Will +8 | Init +9 | Perception +15 [/b] | Active Effects: None | Armor Environmental Seals: Inactive (8 days remaining) | Female Screedreep (Street Rat) Operative (Thief) 8

Pheobe is going to hop into the seat next to Oz, and start poking at him. " You can do it, cause if you don't your brain will SHRINK, and you don't want that!!!"

bluff: 1d20 + 10 ⇒ (16) + 10 = 26

Second Seekers (Ehu Hadif)

Gender neutral CN Kitsune, Xenoarchaeologist, Witchwarper 1 | SP 0/5 HP7/9 | RP 6/6 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +0 | Init: +2| Perc: +0, SM: +0 | Speed 30ft |Low-Light Vision |Shapechanger| Spells: 1st 1/4 | Active conditions: none.

Eiju summons the last of their magical energy to reach into another dimension. What they really want is to pull through a solid stone wall as a barrier but the best the can manage is a tall, thick kelp forest planted into the tide pools, hoping to slow down the waters progression just a tiny amount.

GM:

This is my last spell slot used. If you need a roll as well, I am thinking Mysticism.
Mysticism: 1d20 + 4 ⇒ (17) + 4 = 21

Chase round 2:

"Look at the angles of those rocks, you can use the slope as a ramp and avoid that boggy patch."
Physical Science: 1d20 + 5 ⇒ (9) + 5 = 14

Chase round 3:

"You are the best driver in the multiverse, Oz. You can do this blindfolded."
Bluff: 1d20 + 4 ⇒ (2) + 4 = 6

Chase round 4:

"Seriously, you are doing better than any of us could ever manage. I am grateful we only took the one buggy."
Diplomacy: 1d20 + 4 ⇒ (19) + 4 = 23

I put some additional rounds of actions under spoilers as I do not want time zones (or family drama) to slow us down. GM bigboom, feel free to apply them in a different order if it seems more appropriate.

Second Seekers (Jadnura)

| SP 32/32 | HP 26/26 | RP 6/6 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +9 (Darkvision 60ft) Trap Spotter +13 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

Oz hops into the driver's seat and spares a glance back at the others. "Yea, just remember that I didn't exactly volunteer for this...if we die somebody please make sure no Eoxian megacorps(e) get their bony claws on mine, k?"

Skipping seat belts, he grumbles as everyone piles in, "Okay, no blocking the rear-view. Engaging 'getting the hell out of here maneuver in 5...4..." and before counting to 3 he takes off at high velocity!

Speed Up DC 19:
piloting: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
(aid another not included)


Starship Actions ; Live Exploration Extreme!

Pilot Actions Phase:
After Oz barks out his 'welcome aboard' message to everyone, he hits the ignition and speeds off at top speed, successfully pushing the buggy beyond manufacturer's recommended limits!!
1d10 - 5 ⇒ (3) - 5 = -2
Soon enough, the party is propelled into the obisdian swamps where the buggy takes a battering from hunks of rocks scattered about but the vehicle suffers no damage!

Chase Progress Phase:
Making good speed, the buggy enters the mud flats while the tide unceasingly advances!! The mud flats provide the ideal terrain for the buggy to continue speeding up!

Combat Phase:
Sir Feighnswelle uses his size and mass to great effect, helping Oz swerve when needed and make tighter turns!
Celly firmly but calmly communicates the urgency of the situation and reassures Oz that he's the right man... errr... corpse(?) for the job!!
Pheobe fills Oz with ridiculous notions but she's just so dang convincing! Oz is convinced!
Eiju digs deep and summons through plantlife to impede the incoming tide. Every little bit counts!
Max can take two actions next round.

  • Vehicle HP (hardness 5): 24/24
  • Non-pilot actions to speed up (5 needed): 4

    Round 2
    The following characters in bold may take their turn:
    Oz (pilot)
    Max (may take two actions this round)
    Pheobe
    Sir Feighnswelle
    Eiju (actions for rounds 2-4 already posted)
    Celly

  • Wayfinders

    Female Aasimar Mystic (Empath)-7 | SP:0/42, HP:39/46, RP:4/6 | EAC:18, KAC:19 | F:3, R:3, W:8 | Spells/day : 1st 2/4 2nd : 0/4 3rd: 0/3 | NG | ADV | 124312-717

    Nobody is dying on my watch Celly replies If worst comes to worst Ozmin, I'll breath for you

    She looks around the cabin at her companions, the rest of her gear at her feet, then tries to remember the proper procedure for rescue breathing on a screedreep. At least she won't have to worry about Sir Feighnswelle if the water does catch up with them.

    She then uses Perception to point out the best route

    perception: 1d20 + 9 ⇒ (15) + 9 = 24

    Exo-Guardians

    Morlamaw Vanguard 4 (Athlete Theme) | Large monstrous humanoid (aquatic) | LN | SP 39/40 HP 32/32 RP 3/5 EAC 12 | KAC 13 | Fort +7; Ref +4; Will +0 |Defensive Abilities: mitigate 4; Resist: cold 5 Movement: 30 ft., Swim 40 ft. | Size: 10 ft., Reach: 10 ft. |
    Skills:
    Athletics +10 (+18 when swimming), Culture +7, Diplomacy +9, Intimidate +11, Mysticism +6, Profession (profession (pugilist)) +9

    "Might I make the recommendation that you get this buggy going a good bit faster?" Sir Feighnswelle suggests to Oz.
    Diplomacy: 1d20 + 8 ⇒ (9) + 8 = 17

    Second Seekers (Ehu Hadif)

    Gender neutral CN Kitsune, Xenoarchaeologist, Witchwarper 1 | SP 0/5 HP7/9 | RP 6/6 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +0 | Init: +2| Perc: +0, SM: +0 | Speed 30ft |Low-Light Vision |Shapechanger| Spells: 1st 1/4 | Active conditions: none.

    To keep the storyline straight, I will copy in the round 2 post.

    Eiju peers ahead, desperately trying to find a way to improve their chances.

    "Look at the angles of those rocks, you can use the slope as a ramp and avoid that boggy patch."
    Physical Science: 1d20 + 5 ⇒ (9) + 5 = 14

    Acquisitives

    M Aasimar Guard Soldier 2: Spd:25, Init:4, EAC:16, KAC:18, SP:00/18, HP:0/18, RP:4/5, Fort:5, Ref:3, Will:3, Perc:7, Darkvision

    Round 1, perception: 1d20 + 6 ⇒ (15) + 6 = 21 to find shortcuts
    round 2 acrobatics: 10 + 1d20 ⇒ 10 + (15) = 25 splits and whatnot to distract the chasers, they focus on my awesomeness instead of the obstacles in front of them.

    Paizo Employee

    | SP 56/56 | HP 52/52 | RP 10/10 | EAC 24 KAC 26 CMD 34 | Fort +3, Ref +12, Will +8 | Init +9 | Perception +15 [/b] | Active Effects: None | Armor Environmental Seals: Inactive (8 days remaining) | Female Screedreep (Street Rat) Operative (Thief) 8

    Pheobe continues to try and keep Oz going with random advice.
    "See, your head isn't shrinking cause you went faster! Now, you need to make it through these banked curves or.... or your turban will fly off and wrap around your eyes, blinding you!"

    bluff: 1d20 + 10 ⇒ (18) + 10 = 28

    Second Seekers (Jadnura)

    | SP 32/32 | HP 26/26 | RP 6/6 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +9 (Darkvision 60ft) Trap Spotter +13 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

    Oz mutters, "Must go faster, must go faster...yea yea, heard it on the dinosaur movie vids..."

    Speed Up DC 19:
    Piloting: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
    (aid another not included)

    Oz looks over his shoulder at Max.

    "...what exactly do you think you're doing, other than distracting me? I don't think the tidal wave behind us is impressed."

    In response to Phoebe, "Anyone else doing parallel bars in the back of the jeep and I'll WANT my turban blinding me."

    Wayfinders

    Female Aasimar Mystic (Empath)-7 | SP:0/42, HP:39/46, RP:4/6 | EAC:18, KAC:19 | F:3, R:3, W:8 | Spells/day : 1st 2/4 2nd : 0/4 3rd: 0/3 | NG | ADV | 124312-717

    Celly is also bemused at Max's antics, and is a little concerned that it is a bit cramped in this vehicle for gymnastics.

    I'll have you know that people actually PAY to see me do acrobatics and dances she replies. There are a few other factors she is omitting though.


    Starship Actions ; Live Exploration Extreme!

    Pilot Actions Phase:

  • Oz guns it again and the buggy lurches forward, speeding ahead!! The relatively level ground on the mud flats is mostly devoid of obstacles, making Oz's attempt easier as the party speeds forward to another section of mud flats!

    Chase Progress Phase:

  • Oz pilots the buggy closer and you soon find yourself in a barnacle thicket. Careful! This area isn't quite as clear as the mud flats!! Meanwhile, the massive tide advances to the tidal ridge... right where you had parked the buggy not so long ago!

    Combat Phase:

  • Celly mentally prepares for the worst, planning out how to keep her team alive should the worst case scenario come to pass. Simultaneously, she scouts the path ahead, lending another pair of eyes to Oz as he navigates through the thicket. She points out various paths to take and sure enough, Oz succeeds in pushing the vehicle through past the barnacle thicket area and to the parade crab tracks!
  • Sir Feighnswelle gently but firmly encourages Oz, keeping Oz from getting complacent as the party speeds on!!
  • Eiju applies their knowledge of physics to various terrain features and how to take advantage of them!
  • Max keeps an eye out for additional shortcuts, informing Oz whenever he spots any! Then in an exceedingly strange turn of events, Max finds a couple features on the buggy and performs an acrobatics routine in order to... well... no one is quite sure why! While impressive, the routine does nothing to help the party escape from the oncoming tidal wave!
  • Pheobe continues to speak of unlikely events... BUT Oz continues to believe them - which only helps to focus Oz on going faster!!!

    Round 3
    The following characters in bold may take their turn:
    Oz (pilot)
    Max
    Pheobe
    Sir Feighnswelle
    Eiju (actions for rounds 2-4 already posted)
    Celly

  • Vehicle HP (hardness 5): 24/24
  • Non-pilot actions to speed up (5 needed): 4

  • Wayfinders

    Female Aasimar Mystic (Empath)-7 | SP:0/42, HP:39/46, RP:4/6 | EAC:18, KAC:19 | F:3, R:3, W:8 | Spells/day : 1st 2/4 2nd : 0/4 3rd: 0/3 | NG | ADV | 124312-717

    Celly continues to pick out easier paths, based on her memories of walking down beaches to freedive.

    survival: 1d20 + 6 ⇒ (20) + 6 = 26

    Exo-Guardians

    1 person marked this as a favorite.
    Morlamaw Vanguard 4 (Athlete Theme) | Large monstrous humanoid (aquatic) | LN | SP 39/40 HP 32/32 RP 3/5 EAC 12 | KAC 13 | Fort +7; Ref +4; Will +0 |Defensive Abilities: mitigate 4; Resist: cold 5 Movement: 30 ft., Swim 40 ft. | Size: 10 ft., Reach: 10 ft. |
    Skills:
    Athletics +10 (+18 when swimming), Culture +7, Diplomacy +9, Intimidate +11, Mysticism +6, Profession (profession (pugilist)) +9

    "Don't be wishy-washy! The way is clear! Even though we may face the coming Tide, you need not deter, gents!" Sir Feighnswelle warns!

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

    Acquisitives

    M Aasimar Guard Soldier 2: Spd:25, Init:4, EAC:16, KAC:18, SP:00/18, HP:0/18, RP:4/5, Fort:5, Ref:3, Will:3, Perc:7, Darkvision

    Alright guys, we got this, just focus, keep your eyes ahead of you. Think of this as a NasCar race, we do this for a living diplomacy: 1d20 + 2 ⇒ (6) + 2 = 8

    Second Seekers (Ehu Hadif)

    Gender neutral CN Kitsune, Xenoarchaeologist, Witchwarper 1 | SP 0/5 HP7/9 | RP 6/6 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +0 | Init: +2| Perc: +0, SM: +0 | Speed 30ft |Low-Light Vision |Shapechanger| Spells: 1st 1/4 | Active conditions: none.

    The kitsune is tired and desperate as they look for a way to help.

    "You are the best driver in the multiverse, Oz. You can do this blindfolded."
    Bluff: 1d20 + 4 ⇒ (2) + 4 = 6

    Eiju tries to bolster Oz's confidence but can not muster the verve to make the words ring true.

    Paizo Employee

    | SP 56/56 | HP 52/52 | RP 10/10 | EAC 24 KAC 26 CMD 34 | Fort +3, Ref +12, Will +8 | Init +9 | Perception +15 [/b] | Active Effects: None | Armor Environmental Seals: Inactive (8 days remaining) | Female Screedreep (Street Rat) Operative (Thief) 8

    Phoebe hears Eiju, and decides to expound upon it, "Yea, you are the greatest driver in the universe Oz! It's how you can do this and keep your headwrap on, but you better keep it up cause if that wave hits us, it will give you a really bad turban day!"

    bluff: 1d20 + 10 ⇒ (4) + 10 = 14

    Second Seekers (Jadnura)

    | SP 32/32 | HP 26/26 | RP 6/6 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +9 (Darkvision 60ft) Trap Spotter +13 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

    In response to everyone encouraging him, Oz just grumbles, "You know, if you all keep blowing hot air through my ears, my head will explode and then you'll all see what a bad turban day really looks like!

    Seeing trouble ahead, Oz decides to focus a bit more, engaging in a Double Maneuver piloting action (2 actions, each at -4). First he keeps pace through the Parade Crab Tracks...

    Piloting, Keep Pace: 1d20 + 12 + 2 + 2 - 4 ⇒ (13) + 12 + 2 + 2 - 4 = 25
    DC 12 (not including aid)

    Then he evades through the Lava Tubes...

    Piloting, Evade: 1d20 + 12 + 2 - 4 ⇒ (4) + 12 + 2 - 4 = 14
    DC 12 (not including aid)

    *:
    (and this is why I'm no longer a huge fan of operatives...even when they roll badly, they still have a good chance of success. No risk of failure takes some of the excitement out of things...


    Starship Actions ; Live Exploration Extreme!
    Sir Feighnswelle wrote:
    "Don't be wishy-washy! The way is clear! Even though we may face the coming Tide, you need not deter, gents!" Sir Feighnswelle warns!

    Haha! I'd happily throw a bonus on this if it were actually needed. Instead, I'll switch the Tide token... can't believe I didn't think of that earlier myself! ;-)

    -------------------

    Pilot Actions Phase:

  • I don't think a Double Maneuver is allowed for this modified chase, so I'll re-work your action to another Speed Up roll. But yes, I gotta admit. The party is making it through this vehicle chase much more easily than I had expected!
  • Oz finds a hitherto hidden button labelled "Go Faster" and hits it... propelling the party forward into the Lava Tubes! The flames lick the buggy, scorching it in places but doesn't result in any serious damage!

    Chase Progress Phase:

  • Oz continues pushing the vehicle closer to the ship, entering an area of salt flats while the tide advances to the mud flats!

    Combat Phase:

  • The party works together, contributing to Oz's tremendous efforts, allowing the party to again get further ahead to the basalt stairway leading up to the landing pad!!

    And Oz can't fail moving ahead one more zone to the starship landing pad, so time to call it! Well done!

    Stairways aren't really the type of terrain the buggy was built for but then again, this party wasn't built for casually swimming around in a 500 foot tidal wave either. It's a bumpy ride but Oz takes the buggy up the stairway directly to the ship's entrance. The party has no problem taking off before the tide hits!!

    Vehicle Chase Concluded!!!

    -------------------

    You hear Kyefi’s classroom break into cheers over their comms channel! Kyefi says over comms, "What a relief! Glad to see you have all made it safely out of the preserve. But I do hope you had a glorious time. The entire area just teems with fascinating bits of life, doesn't it??"

    Feel free to interact with Kyefi before you depart the planet and head back to Absalom!

    -------------------

    After departing the planet, you receive a comm message from a blocked number. A modulated voice states, "Hello Starfinders. I've followed your progress with great interest and I have a small request of you. These passcodes you have recovered - delay just one week before turning them over to AbadarCorp. Are we agreed?"

  • Paizo Employee

    | SP 56/56 | HP 52/52 | RP 10/10 | EAC 24 KAC 26 CMD 34 | Fort +3, Ref +12, Will +8 | Init +9 | Perception +15 [/b] | Active Effects: None | Armor Environmental Seals: Inactive (8 days remaining) | Female Screedreep (Street Rat) Operative (Thief) 8

    Before we depart, Pheobe will ask Kyefi and their class about some of the local customs - and if there are any good places for refuges to take up residence.
    Diplomacy: 1d20 + 6 ⇒ (11) + 6 = 17

    When the ship gets the notice over the coms, she quickly responds with "Who are you and why should we?"
    Diplomacy: 1d20 + 6 ⇒ (10) + 6 = 16
    Probably reacting quicker than she should, but this reminds her too much of Azlanti bullies she dealt with back home.


    Starship Actions ; Live Exploration Extreme!

    Kyefi is overjoyed with the opportunity to speak further with Pheobe. He explains that the planet, Varturan was once in danger of planetary disaster when its decaying orbit would result in a collision with one of its moons, leading to an extinction-level event. However, the various sentient species of the planet banded together and prevented this apocalyptic disaster. Since then, the various sentients on the planet have lived in harmony and with their shared understanding and appreciation of their planet, decided that maintaining environmental balance would be their main priority.

    As for where to live, aside from the above water cities that you've observed, Kyefi speaks highly of the large stone and coral cities under the sea built by the grejonns.

    -------------------

    The voice replies, "I have no name. But names don't define me. Actions define me. It would be fair to say that my actions define me as an anticorp activist. Considering all the harm they do, all the repression they cause, the dystopia they enforce, well... I'm just looking to take the megacorp down a peg. Trust me, delaying a week will only make the corp sweat a bit and not hurt any Pact World residents. My interests do not like in hurting my fellow sentients - merely in loosening the corp's control on the good people, even if it is just a small tiny fraction for a short, short period of time.

    "I hope I can rely on you, Starfinders, with this request. In your heart, you know it is a worthy cause."

    And with that last statement, the communication ends.

    Alrighty, I'll need a vote from everyone, so please pick one of the following:

  • Help the activist and delay passing along the passcodes, or
  • Don't help the activist and do not delay passing along the passcodes?

    No matter what you choose, there is no effect to the success or rewards of your mission. Looks like your selection may factor into future storylines. As soon as I get all six votes, the scenario will conclude!! In case of a tie vote, I'll roll a 1d2 with 1 being help the activist and 2 being do not help - unless someone decides to break the tie by changing their vote. So... what'll it be everyone??

  • Wayfinders

    Female Aasimar Mystic (Empath)-7 | SP:0/42, HP:39/46, RP:4/6 | EAC:18, KAC:19 | F:3, R:3, W:8 | Spells/day : 1st 2/4 2nd : 0/4 3rd: 0/3 | NG | ADV | 124312-717

    Yes Celly replies. I'm really looking forward to returning and exploring the reefs later

    She also joins in with Pheobe's conversation with the class.

    As for the activist she votes No.

    Paizo Employee

    | SP 56/56 | HP 52/52 | RP 10/10 | EAC 24 KAC 26 CMD 34 | Fort +3, Ref +12, Will +8 | Init +9 | Perception +15 [/b] | Active Effects: None | Armor Environmental Seals: Inactive (8 days remaining) | Female Screedreep (Street Rat) Operative (Thief) 8

    "So... you're a bully who wants to make them fearful, but they're a bigger bully who wants to hurt good people. Neither is good."[b]
    Thinking to herself I thought that I would leave these kinds of bullies behind in Azlanti space... This is just like the fights back home.
    [b]"As much as I don't WANT to help you, I think that they are the BIGGER bully, so... fine, I will.

    Pheobe hesitantly votes to help the activist.

    Second Seekers (Jadnura)

    | SP 32/32 | HP 26/26 | RP 6/6 | EAC 17 KAC 18 CMD 26 Electricity Resist 5 | Fort +3, Ref +8, Will +3; Evasion, +1 vs. radiation effects | Init +6 | Perception +9 (Darkvision 60ft) Trap Spotter +13 (10ft) | Active Effects: None | Armor Environmental Seals: Inactive (3 days remaining) | Male Elebrian (Death-Touched) Operative (Ghost) 4

    Oz shrugs and doesn't really care about the hacktivist's cause, but messing with a big megacorp that controls so many peoples' lives? He'll vote saying yes on making the big boys sweat.


    Starship Actions ; Live Exploration Extreme!

    Okay, so far that's two votes to help the activist and one vote not to help!

    Acquisitives

    M Aasimar Guard Soldier 2: Spd:25, Init:4, EAC:16, KAC:18, SP:00/18, HP:0/18, RP:4/5, Fort:5, Ref:3, Will:3, Perc:7, Darkvision

    Let's help the activist, Starfinders should always help anyone they can.

    Second Seekers (Ehu Hadif)

    Gender neutral CN Kitsune, Xenoarchaeologist, Witchwarper 1 | SP 0/5 HP7/9 | RP 6/6 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +0 | Init: +2| Perc: +0, SM: +0 | Speed 30ft |Low-Light Vision |Shapechanger| Spells: 1st 1/4 | Active conditions: none.

    Eiju shrugs, "I have little trust for either and no wish to choose. Do as you will as long as it does not jeopardize our mission. Completing our mission in a timely fashion is what I care about."


    Starship Actions ; Live Exploration Extreme!

    Okay! With Max's vote to help the activist and Eiju's abstention, the overall vote goes to helping the activist.

    After deciding to assist the unknown anti-megacorp activist, the party delays passing the passwords/passkeys for a week. When you finally do turn the information/objects over, the designated AbadarCorp representative thanks you profusely, obviously relieved.

    A short time later, you get a call from Handsome Gob...


    2 people marked this as a favorite.
    Male, CN Space Goblin, Space Pirate Envoy 7 | SP 49/49 HP 44/44 | RP 6/8 | EAC 21 KAC 21 | Fort +6; Ref +9; Will +5 | Init: +8 | Perc: +4, SM: +4+1d6 | Speed 35ft | Active conditions: Electric Resist 5 & 1d6E dmg vs melee

    "Hey guys! I heard you've finished the mission! Good job! Anyone wanna get eaten over at Mama Fats? Errr.. I mean, anyone wanna get bitten at Mama Fats? Errr... I mean, anyone wanna join me for a bite at Mama Fats????"

    Congratulations! And that brings us to the end of the scenario! I'll post up chronicle logistics in the Discussion thread shortly.

    Wayfinders

    Female Aasimar Mystic (Empath)-7 | SP:0/42, HP:39/46, RP:4/6 | EAC:18, KAC:19 | F:3, R:3, W:8 | Spells/day : 1st 2/4 2nd : 0/4 3rd: 0/3 | NG | ADV | 124312-717

    Yeah. Why not. It's one of my favourite takeouts anyway

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