SFS 2-01 PACT WORLD WARRIORS [1-4] [AQUISITIVES] (Inactive)

Game Master Saashaa

MAP


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Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

"Um guys, there must be a way out." and Deloran starts to look for any hidden doors.
PERCEPTION: 1d20 + 8 ⇒ (11) + 8 = 19
Anyone want to aid me?


1-06

I do not consider this situation one in which Perception can be aided...unless you wish to take your time...which I will assume you all do not.

Deloran does spot an opening ten feet up the west wall, it is 2-foot-wide and appears to be a ventilation shaft. Medium or Large creatures must squeeze to enter the shaft

Deloran used a move action
Lexicor used a standard action

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

With a squeal Rhubarby grabs and fires her grappler to get up to the Ventilation shaft that Deloran points out.

Grappler: 1d20 + 3 ⇒ (15) + 3 = 18 - the DC5.

She will then climb up and check out if its the escape we need.

So Standard action and move action. If the coast is clear can I party banter "this way?"


1-06

You are encouraged to party banter. That said, I will not accept monologues. A round is 6 seconds. Try and keep it close to that.

Rhubarbie enthusiastically makes use of her grappler to make the trip up to the vent shaft easier. She then squeezes the entirety of herself and her armor into the vent. your speed is 35', so 10' to get up, followed by 20' through. Or, 2 squares progression through the shaft.

...there is a lot of metal on metal screeching...very wince-worthy...

Rhubarbie, soon after getting into the vent, takes a 90 degree turn and continues halfway toward another 90 degree turn to the right.

Also, map is up in my header and in the scenario description at the top. Ignore the blue on the map.

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

Watching Rhubarbie climb out.

"Good, You see anything up there?"
Looking at the others
"Anyone see any other ways out?"

Dataphiles

Skittermander Biohacker 3 | SP 18/18 | HP 20/20 | RP 4/5 KAC 18 | EAC 18 | Fort +3 | Ref +4 | Will +4 | Per +4 | Init+3

Steve will inject himself with a basic booster (skills) (standard action).

"I can help!"

He'll then look around for anything else of use.

Move Action

Perception: 1d20 + 6 ⇒ (19) + 6 = 25

Also I would like to have scanned all of my fellow players before this with my custom micro lab, so I don't have to roll to hit them.


1-06

Steve sees the faintest of a seam in the wall to the north. He suspects that there might be a mechanism (Engineering check) holding it in place.

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

Rhubarbie calls out"There is a small passageway leading away from this room"

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat will move with Steve to the north and inspect the seam with the skittermander.

Engineering: 1d20 + 9 ⇒ (12) + 9 = 21

Sorry if I rolled for you, Steve. I assumed the check is a standard action?

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

"Keep a sharp look out, Rhubarbie, There could be traps up there and where does it go?" Deloran calls out


1-06

The panel is pneumatic. It hisses and slides open to reveal deep lava channels surround the area. A section of hard-packed dirt rises above the lava, protected on its sides by a visible force field of blue-white energy. The bank slopes downward toward an area completely submerged in muddy water. Four narrow wooden planks float along the water’s surface, offering a dry route through. Across the way, past the water and logs, a sheer rock face towers above the water. Jagged outcroppings jut from the wall to provide handholds and footholds for climbing.

travel along the floating planks at full speed by succeeding at an Acrobatics check to balance, or travel at half speed by succeeding at an easier Acrobatics check to balance

"OH! It appears that the Starfinders are starting off strong by quickly finding the secret door! Let's see how they handle the log challenge!"

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

Rhubarby will just be sharing her live feed on the party comm channel

"I hope out!"

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

After a failed dance career, Kat knows that her balance may not be up to the task. She takes her time and moves at half speed across the planks.

Acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18

Wayfinders

Android Technomancer 4 - Consumables (gland 0/1) (jumpers 0/1) | HP 24/24| SP 24/24 | RP 5/5 | Speed 30 ft. | Init +2 | Perc +3 | KAC 14| EAC 13 | Fort +1 | Ref +4| Will +4

not sure the logs and climb checks are two separate checks?

Lexicor follows along and tries the log run at half speed. He will activate his jumpers if and when possible

Acro : 1d20 - 2 ⇒ (5) - 2 = 3 +4 if jumping

You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, so will jump over logs to far gray shore?


1-06

The map is up folks. You should be able to move your tokens. Note: if you move something you did not mean to ctrl+z is your friend.


1-06

30-foot-tall vertical plane of stone. The grey is not a shore. It is a cliff that raises up from the water.

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

Presume Rhubarby is up with everyone. Can I use my Grappler here in this scenario to improve my crossing chances? I don't see why not.

Rhubarby moves into position, raises her armored fist and launches her grappler.

Grappler vs DC5: 1d20 + 3 ⇒ (6) + 3 = 9


1-06

Rhubarbie is not with everyone. She is in the vent.

Lexicore has fully acted (life bubble + move)
Rhubarbie has fully acted.
Deloran has only used a move action (perception)
Kat5e has only used a standard (Eng check)
Steve has only used a move action (perception)
Telhi has not acted yet.

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

Deloran will move in to the room.

Second Seekers (Jadnura)

F Pahtra Vanguard (Athlete) 3 | SP 33/33 HP 12/25 | RP 2/4 |EP 0/3| EAC 15; KAC 16 | Fort +6; Ref +7; Will +2 | Init: +4| Perc: +7 | Speed 30ft

"Thanks! You guys are great finding that! I'll scout ahead."

Telhi will double move out. She will try to full move across the logs (she has 15ft of movement left by the time she hits the logs (I stopped there in case I failed the acrobatics check.)

acrobatics: 1d20 + 14 ⇒ (16) + 14 = 30

Gonna go ahead and assume a 30 succeeds and finish my movement

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

I have moved Kat in her move action towards the logs


1-06

While everyone rushes out of the elevator, Rhubarbie continues to squeeze through the vent. Telhi shows her fellow Starfinders how it is done and begins skillfully traversing the floating logs.

ROUND 2

You can use jump jets. However, they can only get you 10ft high and you have to land after 30ft of movement.

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

I guess Rhubarby will hang out in the vent until whatever condition needs to occur lets me move out.

Second Seekers (Jadnura)

F Pahtra Vanguard (Athlete) 3 | SP 33/33 HP 12/25 | RP 2/4 |EP 0/3| EAC 15; KAC 16 | Fort +6; Ref +7; Will +2 | Init: +4| Perc: +7 | Speed 30ft

Telhi will continue full speeding accross the logs.
acrobatics: 1d20 + 14 ⇒ (6) + 14 = 20

She hits the wall and . . . I assume has to make a climb check.

athletics: 1d20 + 7 ⇒ (9) + 7 = 16


1-06

You can crawl out. The vent goes north for 2 square and then east for 1 square and then you are out. Or, you can backtrack back through to the elevator.

Telhi, like the PWW veteran she is, easily traverses the logs and makes it over halfway up the cliff face. (20ft up)

Wayfinders

Android Technomancer 4 - Consumables (gland 0/1) (jumpers 0/1) | HP 24/24| SP 24/24 | RP 5/5 | Speed 30 ft. | Init +2 | Perc +3 | KAC 14| EAC 13 | Fort +1 | Ref +4| Will +4

Lexicor strides to the edge of the water then activates his jump jets to travel 30’ in distances while climbing to 10’ when he reaches the far cliff. He will attempt to climb the remaining 20’

Acrobatic : 1d20 - 2 ⇒ (17) - 2 = 15

Dataphiles

Skittermander Biohacker 3 | SP 18/18 | HP 20/20 | RP 4/5 KAC 18 | EAC 18 | Fort +3 | Ref +4 | Will +4 | Per +4 | Init+3

Steve will move forward and shoot Lexicor with a basic booster (skills).

This grants a +2 enhancement bonus on all skill checks for 4 rounds.

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

Deloran starts to make his way across the wooden planks.
ACROBATICS: 1d20 + 13 ⇒ (10) + 13 = 23
As he goes along he keeps a look out for anything that will make getting across easier or that can help the party. (Not sure if that causes him to move at half speed or not. If it does please move him back 20ft.)
PERCEPTION: 1d20 + 8 ⇒ (11) + 8 = 19

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Kat moves across the logs slowly and methodically. Her exocortex tries to predict the random ways the logs will roll and bounce as she makes her way across.

Double Moved, not sure if I can reuse my roll from my earloer post, if not here is another
Acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18


1-06

Steve gets Lexicor's attention before he takes off and injects him with some performance juice. Lexicor then rushes to the edge of the water and then lifts off with his jets. He aims for the nearest part of the cliff and grabs on to the cliff face (10ft) up from the water. He manages to get a little farther up the cliff face. (+5 more feet) (A side note for next round. Climbing is an Athletics check. I used your roll for the Athletics check and factored in Steve's boost.)

Meanwhile...

Deloran (you don't spot anything) and Kat5e skillfully traverse the logs.

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

Rhubarby will keep crawling.


1-06

Rhubarbie continues crawling through the vent shaft and, after she turns the corner and sees the exit, she spots a little alcove that contains a small crate. She emerges from the vent after more metal screeching. With a quick roll she is on her feet and makes it to the edge of the water.

in the crate : two basic medpatches, a brown nanite hypopen, two commando serums, a grappler, a mk 2 ring of resistance

ROUND 3

edit: Deloran, while perception was not the skill listed, I realized that you easily hit the survial DC (even if you had rolled a 1). You spot that the northernmost 15 feet of water conceals a 15-foot square area of quicksand. My apologies for missing that.

Second Seekers (Jadnura)

F Pahtra Vanguard (Athlete) 3 | SP 33/33 HP 12/25 | RP 2/4 |EP 0/3| EAC 15; KAC 16 | Fort +6; Ref +7; Will +2 | Init: +4| Perc: +7 | Speed 30ft

Just keep climbing: 1d20 + 7 ⇒ (12) + 7 = 19

Move action gets me 15 feet higher if a 19 succeeds. Waiting on results for standard action.


1-06

Atop the cliff is a metal platform that features a hatch and a corresponding lever to open it right next to it.

GM stuffs:
1d20 + 7 ⇒ (15) + 7 = 22

Telhi:
You notice a bucket dump trap connected to the hatch mechanism. It will dump on you when you activate the lever to open the hatch.

Second Seekers (Jadnura)

F Pahtra Vanguard (Athlete) 3 | SP 33/33 HP 12/25 | RP 2/4 |EP 0/3| EAC 15; KAC 16 | Fort +6; Ref +7; Will +2 | Init: +4| Perc: +7 | Speed 30ft

"There's a lever up here to open the hatch, but it'll dump something on you when you open it!"

Do I need a check to get out of the way when I open it, or a check to disarm it, or what do I need to do here?


1-06

It is a trap that will dump if activated (when the lever to open the hatch is pulled). It can be disabled, as it is a trap. How you go about dealing with it is up to you.

Scarab Sages

"Someone's gonna need to get up here and get rid of this trap. Anyone trained in that sort of thing?"

For my standard action, ready an action for when someone disables the trap to go through the chute.

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

Rhubarby will cross all cautious and slow.

Acrobatics: 1d20 + 6 ⇒ (3) + 6 = 9

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

"On my way, Telhi"

acrobatics: 1d20 + 3 ⇒ (20) + 3 = 23

Kat deftly crosses the remaining logs with her first move action, then rushes to the wall and begins lifting herself up.

Athletics: 1d20 + 7 ⇒ (5) + 7 = 12

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

"Watch your step over here. There seems to be some quicksand over here."

Deloran marks the area where the quicksand is at. And waits for the trap to be disabled.

"Rhubarbie where did you find that box? Anything useful in it?"

Wayfinders

Android Technomancer 4 - Consumables (gland 0/1) (jumpers 0/1) | HP 24/24| SP 24/24 | RP 5/5 | Speed 30 ft. | Init +2 | Perc +3 | KAC 14| EAC 13 | Fort +1 | Ref +4| Will +4

Lexicor makes note of the warning regarding the quicksand, and avoids.

If nothing else can disarm it, I can try to set it off from a distance with the psycokinetic hand spell.

Not sure if this is possible, but willing to try as last resort.


1-06

Sorry for the haitus yesterday.

Rhubarbie attempts to cross the logs carefully, but is unsuccessful and falls into the water. She finds out that the bottom isn't very far down but it is muddy and mucky and overall very bog-like. (Traversing through the water is considered difficult terrain. That said, once you hit the quicksand area...it will be more difficult.

Kat5e, on the other hand, deftly crosses the rest of the way and makes it to the cliff face but cannot seem to find good footholds. (Athletics check fail)

Deloran is still at the base of the cliff as far as I can tell.

Lexicor is halfway up (15ft/30ft) on the cliff face.

Steve still to act.

Telhi readies.

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

So Rhubarby is going to use her grapple to try to get back up on the logs! Climb check? Whenever it is her turn.

Dataphiles

Skittermander Biohacker 3 | SP 18/18 | HP 20/20 | RP 4/5 KAC 18 | EAC 18 | Fort +3 | Ref +4 | Will +4 | Per +4 | Init+3

Steve will start carefully stepping out on the logs.

Moving at half speed on the logs, double move.

Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21


1-06

Was hoping Lexicor would take their turn.

RETCON: Rhubarbie carefully traverses halfway across the log path.

ROUND 4

Wayfinders

Android Technomancer 4 - Consumables (gland 0/1) (jumpers 0/1) | HP 24/24| SP 24/24 | RP 5/5 | Speed 30 ft. | Init +2 | Perc +3 | KAC 14| EAC 13 | Fort +1 | Ref +4| Will +4

Oops - sorry, I thought I was already posted too far ahead in rounds.

Lexicor waits, and looks to see if anyone is coming with a rope to aid the climb the rest of the way up.

How goes the progress for the rest of you?

Wayfinders

Male Human Xenoseeker Operative / 4 Sta 24 / 24 HP 28 / 28 RP 5/5 EAC 18(22), KAC 18(22), AC vs. CM 25, Init +6, Fort +3(+5), Ref +8, Wil +4

Acrobatics: 1d20 + 13 ⇒ (5) + 13 = 18
Deloran makes his way up the wall. "Where did you see this trap?"
(If he makes it up)
Then goes to where the trap is and gets to work.
Disable trap, ENGINEERING: 1d20 + 9 ⇒ (20) + 9 = 29

Exo-Guardians

Female Half Orc Mech/Sold. 2/1 | SP 19/19 HP 20/25 RP3 | EAC 16 KAC 19 | F: 5 R: 4 W: 3 | Init: 5

Rhubarby will continue to advance, cautiously. Once she gets to the cliff face, she will of course start getting all excited about her grapple gun. :-)


1-06

Climbing is an Athletics check. Rhubarbie, I will need a second Acrobatics check.

Acquisitives

Android Exocotrex Mechanic 7 | SP 42/42 : HP 46/46 : RP 5/5 | EAC 25 : KAC 26| F+6 : R+13 : W+2 | INIT+8 | Speed 40ft | Resist Fire 7| Low Light & Darkvision| Arc Rifle 40/40
Skills:
Acro +6 : Ath+15 : Bluff 0 : Comp +16 : Cult +5 : Dip +10 : Disg 0 : Eng +16 : Intim +10 : LSci +5 : Med +8 : Perc +12 : Phy Sci +8 : Pilot +16: Prof+4 : Se Mot -2 : Stealth +10 : Surv 0

Athletics 1st move action: 1d20 + 7 ⇒ (19) + 7 = 26

Kat uses a double movement to scale the wall

Athletics, 2nd move action, if required: 1d20 + 7 ⇒ (15) + 7 = 22

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