GM Valen's SFS 1-12 Ashes of Discovery (July 2021)(Subtier 1-2)(APL 2) (Inactive)

Game Master Lysle

Slides & Maps

Starship Combat Reference Document


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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 will try to treat the injured being the best he can.
medicine: 1d20 + 6 ⇒ (6) + 6 = 12

Failing that he just applies a Mark 1 serum of healing and then will assist with getting the debris off of him.

Acquisitives

Aasimar Solar Disciple Mystic 1| SP 0/6 HP 3/10 RP 3/4 EAC 15 KAC 16| F +0 R +2 W +5| Init +2| Percep +10; Darkvision 60'| Lvl 1: 3/3, Cantrip: at will

I reiterate
It takes him several attempts and some help from his friends before Jacinth is finally able to scrape and claw his way up the slope. Tired, bruised, cut, and bloody, the mystic slumps to the ground once he makes it to the shelter.

He looks at the attempts to communicate with the alien. "How is he? I can heal him some if needed."

Second Seekers (Jadnura)

Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |

The blue skittermander looks at the creature. His lack of any formal education does not provide him a way to free the creature, however how much he wants to help.

If someone wants me to do something, tell me, because I have no idea how to get him out of there.” Bleu says that as he seems really annoyed to be unable to do anything. Then he seems to have an idea: “Do you think they need their leg, we could cut it so they get free?

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.

"Well, let's see if we can lever this bick stone off him. Someone grab that big branch, we'll use it for a lever. Put it right here and heave. I'll try to push it off without crushing him further...:
engineering: 1d20 + 5 ⇒ (3) + 5 = 8
See, I knew this was going to happen...


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)
BorisWalrus wrote:
Boris will try to treat the injured being the best he can.

Boris ascertains that the injured native was badly injured by the storm, and his leg is caught under a collapsed piece of the building. By appearances, he has been trapped here for two or three days and has now run out of food and water. Boris ​unable to find a safe way to remove the debris that pins the native creature. The injured, luminescent native continues to attempt to communicate by emitting faint flashes of light from his skin.

Jacinth wrote:
He looks at the attempts to communicate with the alien. "How is he? I can heal him some if needed."

The injured native looks pleadingly at Jacinth and at Boris.

I will let you decide whether you want to expend the spell slot or a serum to help. Please roll the healing result.

Even when healed, the creature continues to struggle under weight of the debris pinning his leg.

Need a successful Medicine or Engineering check to get the alien free.

Morbo Rivers wrote:
Morbo moves over to building and gets out his translator in order to find out how best to help free them.

After 10 minutes, the discerns that the wounded native is 1pulsethenpausethen1pulse, an explorer who succumbed to the fury of the storm, apparently while trying to ascertain the exile's fate. It is clear that the creature now wishes to return to his home in the village, no longer wishing to tempt fate. Yet, he is concerned that he will not make it in light of his injuries. He has already suffered several deep gashes in body brought on by the fierce winds and razor leaves.

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.

If he can, Boris will try again to get the worst of the debris off him.
engineering: 1d20 + 5 ⇒ (12) + 5 = 17

Wayfinders

Male Lashunta Icon Envoy 4 SP:28/28 HP:28/28 RP:5/5 EAC:14 KAC:14 init: +4 Fort:2 Ref:3 Will:2

Morbo will have his tech support assist Boris.
engineering to aid: 1d20 + 5 ⇒ (12) + 5 = 17

Morbo tries to assure 1pulsethenpausethen1pulse that they will do everything they can to help.


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

The debris finally shifts off the native safely.

Assuming it is offered...The luminescent native graciously accepts the healing before quickly standing. He grabs the satchel next to him and hands it over to the party as an obvious gesture of thanks. The satchel is full of gems. Grateful, the explorer gives you a fusion seal and the ring off of his finger, which he identifies for you.
A trailblazer fusion seal, gems worth 750 credits, and mk 1 ring of resistance.

He then departs and heads towards the village and back into the storm, the eye of which is rapidly moving away from your current position. However, by moving quickly, you are able to make it to the outer entrance of the "temple" before the force of the storm again overtakes you.

The "temple" is a clearly a prefabricated structure built of Plastisteel (TM) or a similar, sturdy polycarbonate material. The abandoned outpost that once belonged to Amiable, Inc. and the Xenowardens consists primarily of large, circular structures about twenty-feet high, connected by extended, walled corridors about fifteen-feet high. These structures surround a larger, central dome.

The outside of the structure is marked and pocked by the ravages of time and, more readily apparent, the razor leaf storm. As such, a once sturdy, heavy blast door leading into the facility shows signs of considerable damage and presently lies ajar.

Assuming the party member enters the building...

Debris litters the floor of this otherwise empty chamber. The floor paneling has been ripped up in several areas, revealing the same ground as the exterior. The door to the west sits halfway open, leading outside. The doors to the north and south remain securely closed.

Map of the outpost is now up on Slides.

Feel free to place your token in the revealed room where you wish. Each PC may make a Perception check while in the room.

If you try the door to the north::

You find that this heavy blast door is locked.
Requires a successful Engineer check to disable lock.

If you try the door to the south:

You find that it is unlocked.
Requires a move action to open.

Secret GM roll:

?: 1d4 + 1 ⇒ (3) + 1 = 4

Acquisitives

Aasimar Solar Disciple Mystic 1| SP 0/6 HP 3/10 RP 3/4 EAC 15 KAC 16| F +0 R +2 W +5| Init +2| Percep +10; Darkvision 60'| Lvl 1: 3/3, Cantrip: at will

Jacinth will cast a healing spell.

Second Seekers (Jadnura)

Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |

If the creature still looks badly injured, Bleu gives him his serum of healing mk1.
Assuming yes, so 1d8 ⇒ 4 for healing.

Perception: 1d20 ⇒ 17

As he enters, Bleu looks around, then heads toward his left North.

He looks behind him, to be sure his companion are ready, then tries to open the door and fails. He spends a couple seconds trying to open it, it’s almost comical, then announce “It’s stuck.

Then he goes toward the other one, and he starts putting all his strength to open it, but as the door is unlocked, he manages to open it and falls on his butt.

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

We finally out of the danger zone guys. I say we open up both doors to make sure no danger is coming in both directions, then take a 10 minute rest.

Wayfinders

Male Lashunta Icon Envoy 4 SP:28/28 HP:28/28 RP:5/5 EAC:14 KAC:14 init: +4 Fort:2 Ref:3 Will:2

Once the native has been safely extracted Morbo takes a 10 min. rest.
Morbo inspects the room from just inside the entrance.
perception: 1d20 + 5 ⇒ (15) + 5 = 20
"I am concerned about some of the stories the villagers told us about this place. It sounded as if it was not undefended.
He then goes to the southern door and takes a look
perception: 1d20 + 5 ⇒ (2) + 5 = 7

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.

"I see no harm in a little rest."
Although I think I'm only down 3 SP and have not used any abilities that will reset, so i'll save the RP.

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

Max will spend and RP to regain SP if he can.


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)
Jacinth wrote:
Jacinth will cast a healing spell.
/blø/ wrote:

If the creature still looks badly injured, Bleu gives him his serum of healing mk1.

Assuming yes, so d8 for healing.

Save your consumable. Jacinth beat you to it. I will use the roll, though.

Jacinth manages to heal the native's most serious wounds, leaving only a few bruises. The luminescent being seems eager and able to return to his village unescorted.

As the native departs, the party takes a rest.

GM Valen wrote:

Assuming the party member enters the building...

Debris litters the floor of this otherwise empty chamber. The floor paneling has been ripped up in several areas, revealing the same ground as the exterior. The door to the west sits halfway open, leading outside. The doors to the north and south remain securely closed.

The party does not notice any threats in this empty chamber. Finding the northern door locked, the skittermander opens the door to the south.

Beyond the southern door is a short corridor that ends in a closed door.

Corridor is now revealed on Map.

If you try the door:
You find that it opens into another chamber. Rows of greenery line the southern and northern spaces of the fifty-foot-wide circular chamber. Curved plastic walls lead up to a transparent ceiling, partially obscured by chunks of random debris atop it but still clear enough to admit sunlight. Doors exit the area to the north and east.

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.

"I hope he gets home safely. The storm seems to have settled down at least. Now, shall we follow the usual rule, always go left? Or was that right?" I grew up dealing with directions in all three dimensions and get that confused occasionally..."

Wayfinders

Male Lashunta Icon Envoy 4 SP:28/28 HP:28/28 RP:5/5 EAC:14 KAC:14 init: +4 Fort:2 Ref:3 Will:2

"Perhaps we should take the easier route. And close the door behind us if possible."

Wayfinders

Male Lashunta Icon Envoy 4 SP:28/28 HP:28/28 RP:5/5 EAC:14 KAC:14 init: +4 Fort:2 Ref:3 Will:2

Morbo will inspect the new door. And if it seems safe will wait for consensus from the party. before opening.
perception: 1d20 + 5 ⇒ (8) + 5 = 13

Acquisitives

Aasimar Solar Disciple Mystic 1| SP 0/6 HP 3/10 RP 3/4 EAC 15 KAC 16| F +0 R +2 W +5| Init +2| Percep +10; Darkvision 60'| Lvl 1: 3/3, Cantrip: at will

Jacinth takes a look around. "I wonder if any of the descendants of the original staff is still here."

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.

"Easier route makes sense, as does closing things up behind us."

Second Seekers (Jadnura)

Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |

When everyone took a little break, Bleu also took the time to remove the needles stuck in his fur.

Using 1 resolve point to get the stamina back.

* * *

Then in front of another door, the skittermander, hearing no warning of traps from his companion, tries to open the door.

GM wrote:
You find that it opens into another chamber. Rows of greenery line the southern and northern spaces of the fifty-foot-wide circular chamber. Curved plastic walls lead up to a transparent ceiling, partially obscured by chunks of random debris atop it but still clear enough to admit sunlight. Doors exit the area to the north and east.

I took the liberty of removing the circle on top of the room as Bleu opened and got inside.

After looking around, Bleu will go toward the other door, only waiting that his companion are ready.

Acquisitives

Aasimar Solar Disciple Mystic 1| SP 0/6 HP 3/10 RP 3/4 EAC 15 KAC 16| F +0 R +2 W +5| Init +2| Percep +10; Darkvision 60'| Lvl 1: 3/3, Cantrip: at will

Jacinth goes along with the group. Ready to support his allies.

Wayfinders

Male Lashunta Icon Envoy 4 SP:28/28 HP:28/28 RP:5/5 EAC:14 KAC:14 init: +4 Fort:2 Ref:3 Will:2

Morbo follows his helpful team mate and takes another look around the room and then inspects the door.

perception on the room: 1d20 + 5 ⇒ (10) + 5 = 15
perception looking at the door: 1d20 + 5 ⇒ (18) + 5 = 23

"The plants are surprisingly well maintained, perhaps and automated system, or maybe there are more residents besides this outcast. No matter. It Seems safe enough now let's get a look at that door..."


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

Suddenly, from down the end of the other corridor, emanating from within the room where you initially entered, there is a bright flash of light and the sizzling sound of seared earth and plastisteel!

A quick glance reveals that a laser security trap has sprung in the room.

Claxons go off immediately after the laser trap activates!

A camera in the ceiling of the now seared room slowly turns to peer through the doorway through which Boris and Max can be readily seen.

Static crackles as an intercom pops to life. A voice reverberates from the walls, which is accompanied by the flickering and pulsing of lights from within the ceiling and walls--the patterns akin to the visual language utilized by the natives of this world.

“So, trespassers have intruded upon my solitude!" speaks the voice over the intercom. The voice is heavily accented, yet clearly in Common. Its tone is harsh and stern, yet somewhat airy. "Leave now, or you will regret ever venturing farther. This is my first and final warning, Interlopers!”

The voice on the comm is punctuated by the whoosh of an opening door. The newly-opened door lies to the east within the room filled with greenery. It opens into a corridor where, at the far end, stands a pair of hairy beasts with gaping, tooth-filled mouths!

Beyond them stands an open door leading into another room.
Map now updated on Slides.

Initiatives:

Bleu, Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Boris, Initiative: 1d20 + 1 ⇒ (11) + 1 = 12
Jacinth, Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Max, Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Morbo, Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Red, Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Yellow, Initiative: 1d20 + 1 ⇒ (7) + 1 = 8

Mysticism (DC 16):
These creatures are some sort of summoned First World beasts, now serving as outpost security.

One of the creatures (red) opens its mouth and rushes toward the skittermander!

Red, bite v. Bleu: 1d20 + 5 ⇒ (11) + 5 = 16
Damage (P): 1d6 + 3 ⇒ (2) + 3 = 5

But, its teeth find no hold.

RUMBLE IN THE "TEMPLE" - Round One Begins!

PCs in bold may act

Creature (red)
Boris
Max
Jacinth

Creature (yellow)
Bleu
Morbo

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 moves forward a bit, stops and points at Orange and laughs. "What a tiny thing! Are you supposed to be dangerous?"

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 next turn.

intimidate: 1d20 + 10 ⇒ (5) + 10 = 15

Acquisitives

Aasimar Solar Disciple Mystic 1| SP 0/6 HP 3/10 RP 3/4 EAC 15 KAC 16| F +0 R +2 W +5| Init +2| Percep +10; Darkvision 60'| Lvl 1: 3/3, Cantrip: at will

What are the creatures? Mysitcism: 1d20 + 7 ⇒ (3) + 7 = 10

Jacinth telekinetically propels some of the debris at red.
Telekinetic Projectile
V KAC: 1d20 + 2 ⇒ (5) + 2 = 7 Budgeoning: 1d6 ⇒ 2

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

Move up while pulling out my rifle and fire at red hit: 1d20 + 5 ⇒ (9) + 5 = 14 vs EAC dmg: 1d6 ⇒ 1 electric.


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

One beast ignores the morlamaw's taunt even as it easily avoids the the mystic's projectile.

However, it fails to avoid the soldier's shot!

The second creature (yellow) rushes forward, also focusing its jaws on the skittermander.

Yellow, bite v. Bleu: 1d20 + 5 ⇒ (10) + 5 = 15
Damage (P) and grab: 1d6 + 3 ⇒ (4) + 3 = 7

Its maw finds no purchase.

RUMBLE IN THE "TEMPLE" - Round One Cont'd!

PCs in bold may act

Creature (red) -1 HP
Boris
Max
Jacinth
Creature (yellow)
Bleu
Morbo

Wayfinders

Male Lashunta Icon Envoy 4 SP:28/28 HP:28/28 RP:5/5 EAC:14 KAC:14 init: +4 Fort:2 Ref:3 Will:2

Morbo slides over and tries to hit red with his tactical baton.
vs KAC: 1d20 + 5 ⇒ (18) + 5 = 23
Damage(b): 1d4 + 4 ⇒ (3) + 4 = 7


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)
Morbo Rivers wrote:
Morbo slides over and tries to hit red with his tactical baton.

With a solid blow, Morbo drops the beast.

RUMBLE IN THE "TEMPLE" - Round One Cont'd/Round Two Begins!

PCs in bold may act

Bleu
Morbo
Round Two
Creature (red) -8 HP
Boris
Max
Jacinth

Creature (yellow)

Acquisitives

Aasimar Solar Disciple Mystic 1| SP 0/6 HP 3/10 RP 3/4 EAC 15 KAC 16| F +0 R +2 W +5| Init +2| Percep +10; Darkvision 60'| Lvl 1: 3/3, Cantrip: at will

Jacinth tries his spell again.

Telekinetic Projectile
V KAC: 1d20 + 2 ⇒ (19) + 2 = 21 Bludgeon: 1d6 ⇒ 4

Second Seekers (Jadnura)

Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |

The skittermander moves back, using himself as a shield for Jacinth.

Guarded sted, using guardian ability to stand in Jacinth square, he gets a +1 shield to AC while Bleu has a −2 to AC.

Then he draws his rifle.

I do not believe we had our weapon in hand, so use hyper to get one more move action, to draw the weapon.

And fires toward the creature.

Azimuth Laser Rifle (EAC): 1d20 + 6 ⇒ (5) + 6 = 11
Probably misses, but just in case:
Fire damage: 1d8 ⇒ 7

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.

Perhaps they don't understand me... oh well."
He moves up and takes a shot at the critter with his plasma claw.
'the claw': 1d20 + 3 ⇒ (11) + 3 = 14
E+F damage: 1d4 + 1 ⇒ (2) + 1 = 3


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

The Starfinders make short work of the creature.
All 3 hit!

COMBAT OVER

"You may have defeated the security beasts, Trespassers, but do not think you will defeat me!" crackles the heavily accented voice, the lights in the room flickering as he speaks. "Leave the 'temple' now and I shall allow you to live. But, should you meet me face to face, then I will see to it that your death is swift!"

To the north lies an open door to the corridor through which you came. Beyond it lies a room with a locked door.
Now marked as room "A" on Map on Slides.

To the east lies another open door, revealing a corridor through which you can see another chamber.
Now marked as room "B" on Map on Slides.

Which way, Starfinders?

Wayfinders

Male Lashunta Icon Envoy 4 SP:28/28 HP:28/28 RP:5/5 EAC:14 KAC:14 init: +4 Fort:2 Ref:3 Will:2

"We should continue in this direction until we encounter a more substantial obstruction."

[oob]Morbo votes for b[/ooc]

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.

"Agreed."


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

Panels of electronics wrap around this thirty-foot-wide circular room. The steady hum of energized computers gently drones, while lights rhythmically flash on and off. Monitor screens display live images of various rooms throughout the outpost.

On one of the screens can be seen a circular room, containing three creatures. Two are beasts similar to those that you just encountered. The third is one of the natives, his coloring far bluer and more intense than those of the natives that you had encountered earlier. Pulses of light flash from his skin angrily. He moves towards a set of controls and manipulates them before the screen promptly goes black.

One of the screens for the remaining cameras reveals a room where a medical bed stands in the center. A plastic shelving unit that curves around the southern wall of the circular chamber contains an assortment of vials and random tools. Another displays the room that you entered, though it now bears a smoldering, charred line across its center where the remnants of the floor appear to have been seared and burned. One display shows a room that is mostly empty except for some bunk-bed units. Still another depicts a room with an L-shaped plastic table and accompanying chairs that are haphazardly shoved in one area of the room. Yet another screen displays the hydroponics area you encountered earlier. The final screen depicts a circular room where supply lockers line the walls. Some of the locker doors lie open.

The controls in this room are a form of hybrid technology and magical defenses, though somewhat dated by modern Pact World standards.

Doors exit to the west and north.

Any PC may attempt a Computers check to turn on or off any cameras.

Any PC may attempt a Computers or Mysticism check to ascertain the purpose of the other controls in this room.

Computers or Mysticism (DC 15):
The terminals in this chamber have the command authorization to summon and program magical First World beasts, similar to those that attacked you earlier. This programming appears to have been used several times recently, consuming a considerable amount of power and preventing any further summoning from occurring for a number of days.

Areas revealed in the camera displays are now revealed on the Map and given letters.

Where to next, Starfinders?

Acquisitives

Aasimar Solar Disciple Mystic 1| SP 0/6 HP 3/10 RP 3/4 EAC 15 KAC 16| F +0 R +2 W +5| Init +2| Percep +10; Darkvision 60'| Lvl 1: 3/3, Cantrip: at will

"Who is this a temple to?" Jacinth calls out.

Mysticism: 1d20 + 7 ⇒ (1) + 7 = 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.

computers: 1d20 + 6 ⇒ (17) + 6 = 23
"Let's take the video feed in the next areas offline, shall we?"


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)
Jacinth wrote:
"Who is this a temple to?" Jacinth calls out.

"Though once dedicated to the Sky Minders, this 'temple' was abandoned by them. But, it was fate, for now that I am here, this 'temple' shall achieve its true destiny, as I achieve mine!" The lights pulsing around the room and intercom voice respond in unison. "This 'temple' shall serve as the birth place of a new being to worship! For, once I hatch the eggs of the Sky Mother, I will have an interstellar armada of such aberrations to conquer other worlds so that they may serve me!"

The voice laughs maniacally as the lights flicker brightly.

BorisWalrus wrote:

[dice=computers] 1d20+6

[b]"Let's take the video feed in the next areas offline, shall we?"

Boris shuts down the cameras in all of the other rooms.

Where to next, Starfinders?

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.

"So, shall we check the doors to the side to, what appear to be empty rooms? Or shall we head on into the unknown and meet our friend with delusions of grandeur?"

Wayfinders

Male Lashunta Icon Envoy 4 SP:28/28 HP:28/28 RP:5/5 EAC:14 KAC:14 init: +4 Fort:2 Ref:3 Will:2

Morbo has a brief telepathic conversation with tech support.
computers: 1d20 + 5 ⇒ (10) + 5 = 15
Morbo continues with telepathy to his fellow starfinders, "The computers seem to summon the creatures we fought, there may be more of them, but there seems to be no way to replenish the ones already summoned for now. Let us meet this outcast and see if we can determine what happened here.

Second Seekers (Jadnura)

Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |

The skittermander almost shouts “Let’s look around on our way to the big room!” and he moves toward the room to his right.


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)
/blø/ wrote:
The skittermander almost shouts “Let’s look around on our way to the big room!” and he moves toward the room to his right.

A medical bed stands in the center of this room (room "C" on Map). A plastic shelving unit that curves around the southern wall of the circular chamber contains an assortment of vials and random tools. The only exit is a door to the southwest.

Although the tools and equipment are in some disrepair, they are still functional
This room can be used as an immovable medical lab.

If you search the shelving unit in this chamber:
You find that it contains four mk 1 serums of healing, two basic medkits, and four medpatches.

A cabinet near the bottom of the shelf is locked.
If a PC opens this locked cabinet with a successful DC 16 Engineering check, then you may open the spoiler below:

Spoiler:
The once-locked cabinet contains an advanced medkit, a spell gem of remove condition, and a spell gem of lesser restoration.

If you enter the room to the west (room D):
You find that this room served as sleeping quarters. The room is mostly empty except for some bunk-bed units and remnants of personal items, including a spent patch of grooming moss, a broken self-heating pot, and the remains of several stylemanders.

Please place your token outside room "G" where you wish your PC to be when the door is tried to enter that room.

Second Seekers (Jadnura)

Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |

Jacinth got hurt when he fell down, so Bleu starts looking around for some medicine for him. Maybe he’ll find some cream?

After looking around he finds plenty of usable items. “Jacinth, do you want to drink this? It looks like… I do not know but it was with medicinal equipment.
If someone knows how to open this, the shelf is locked.

After waiting a bit, the skittermander goes toward the closest room, which contains beds. Looking at the stylemanders, “Oh that was a cute creature. Eight limbs like me” As he speaks, Bleu flails all his limbs around and drops his laser rifle. He grabs it up and checks if the barrel is still properly aligned before getting close to the door at the end of the corridor, having waited for his companions.

Wayfinders

Male Lashunta Icon Envoy 4 SP:28/28 HP:28/28 RP:5/5 EAC:14 KAC:14 init: +4 Fort:2 Ref:3 Will:2

Morbo has tech support follow the manufacturers instructions for opening to repair.
engineering to unlock cabinet: 1d20 + 5 ⇒ (4) + 5 = 9
"Hmm I do not think that is the correct procedure for this serial number."

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.

"Oh, interesting. Good we stopped in here. A locked cabinet, eh?"
engineering: 1d20 + 5 ⇒ (16) + 5 = 21
"Ah, well, what do we have here!"

Acquisitives

Aasimar Solar Disciple Mystic 1| SP 0/6 HP 3/10 RP 3/4 EAC 15 KAC 16| F +0 R +2 W +5| Init +2| Percep +10; Darkvision 60'| Lvl 1: 3/3, Cantrip: at will

Jacinth recoils a bit from the liquid Bleu offers. "Er, no. I'm ok now. Thank you though. We can hold onto this in case someone else gets injured."
Jacinth will keep the spell gems.


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

Any further actions/positioning before Bleu opens the door to room "G"?

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.

Can't think of anything but an inspiring speech for the troops. :)

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