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 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

I'm good now as well

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 is ready.

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. |

Bleu opens the door with one hand while holding his laser rifle with two others, his survival knife in another and another is used to hold his survival knife. With his last hand, he is just doing a countdown from 4 before opening the door.

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

Though I posted, but didn't. Max has been ready.


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End

Sorry for the delay, busy few days.

/blø/ wrote:
Bleu opens the door with one hand while holding his laser rifle with two others, his survival knife in another and another is used to hold his survival knife. With his last hand, he is just doing a countdown from 4 before opening the door.

The door opens revealing an immense circular room that is bare, except for several computer screens and databanks that line the inner walls. Chairs jut out from some of these computerized desks, while doors exit to the northeast, southeast, and southwest.

Room now revealed in Maps.

Near the door way of stands another pair of beasts similar to those that you had swiftly defeated earlier.

Mysticism (DC 16):

These creatures are some sort of summoned First World beasts, now serving as outpost security.

The spacious area they guard clearly once served as the command and control center for the entire outpost. Several of the computers have obviously short circuited or broken down, but about half of the terminals are still functioning.

Behind them, crouched behind a chair, 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, identifying him as the exile, 3pulsesthen2!

Life Science (DC 17):

You identify the Exile as one of the bioluminescent, who can absorb energy. He also has some mystical training.
Exile has resistance 3 to electricity and fire.

3pulsesthen2 is adorned in a suit of graphite carbonskin, which is formed in a style that, while outdated, is indicative of those among the Pact Worlds. The Exile holds a laser pistol in one hand and a small blade in the other!
The chairs are on wheels and the one in front of 3pulsesthen2 provides cover.

Initiatives:

Bleu, Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Boris, Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Jacinth, Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Max, Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Morbo, Initiative: 1d20 + 4 ⇒ (19) + 4 = 23
Red, Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Yellow, Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Exile, Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

BATTLE WITH THE EXILE! - Round One Begins!

PCs in bold may act

Morbo
Blue
Max
Jacinth
Boris

Beast (red)
Beast (yellow)
Exile (blue)

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

Mysticism: 1d20 + 7 ⇒ (2) + 7 = 9

Jacinth moves into the room and casts Mind Thrust at 3pulsesthen2 (one of the greatest names ever)
Mind Thrust DC 14: 2d10 ⇒ (9, 6) = 15

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. |

Blue moves with Jacinth, giving him protection. He shoots toward 3pulsesthen2, unless he has cover.

1d20 + 6 ⇒ (1) + 6 = 7

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 runs in points at 3pulsesthen2, I suggest you all GET'EM

Move action, then get'em +1 to hit


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Jacinth wrote:
Jacinth moves into the room and casts Mind Thrust at 3pulsesthen2

3pulsesthen2, Will save: 1d20 + 4 ⇒ (9) + 4 = 13

The exile grabs ahold of his illuminated head, emitting a series of rapid, pulsating light, before doubling over in obvious pain!

Bleu's shot goes wide as Morbo urges his allies.

BATTLE WITH THE EXILE! - Round One Cont'd!

PCs in bold may act

Morbo
Bleu
Max
Jacinth
Boris
Beast (red)
Beast (yellow)
Exile (blue) -15 HP

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 steps up to the door, aiming his computer towards the Exile for the flashing code of his language and also speaking, "What a sad example of your race you are. I am shocked you have survived out here!"

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 ⇒ (11) + 10 = 21


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
BorisWalrus wrote:
Boris steps up to the door, aiming his computer towards the Exile for the flashing code of his language and also speaking, "What a sad example of your race you are. I am shocked you have survived out here!"

Shaken by the morlamaw's words, the exile's luminescent skin flickers a succession of tentative flashes.

BATTLE WITH THE EXILE! - Round One Cont'd!

PCs in bold may act

Morbo
Bleu
Max
Jacinth
Boris
Beast (red)
Beast (yellow)
Exile (blue) -15 HP (shaken)

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 in and fire at yellow hit: 1d20 + 5 ⇒ (11) + 5 = 16 vs EAC dmg: 1d6 ⇒ 1 electric


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End

Max's shot strikes one of the mutt-like monsters.

One of the monsters (red) rushes the nearest Starfinder and chomps.
Melee (bite) v. Jacinth: 1d20 + 5 ⇒ (18) + 5 = 23
Bite (P): 1d6 + 3 ⇒ (3) + 3 = 6

The other (yellow) leaps at the Starfinder that hurt it!
Melee (bite) v. Max: 1d20 + 5 ⇒ (2) + 5 = 7
Bite (P): 1d6 + 3 ⇒ (6) + 3 = 9

Enraged at the violation in his head, the exile turns his gaze to Jacinth. "Now," he pulses brightly, "you will DIE!"
Guarded Step
Mind thrust (DC 14): 2d10 ⇒ (10, 3) = 13

BATTLE WITH THE EXILE! - Round Two Begins!

PCs in bold may act

Morbo
Bleu

Max
Jacinth
-6 SP (Will save required)
Boris
Beast (red)
Beast (yellow) -1 HP
Exile (blue) -15 HP

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. |

Blue moves out of range of the beast and to avoid shooting Jacinth, targets the other beast.

Guarded step then shoot red to avoid cover penalty
Azimuth Laser Rifle, EAC: 1d20 + 6 ⇒ (12) + 6 = 18
Fire damage: 1d8 ⇒ 1
18 charges left in the battery

He shouts to Jacinth to get behind him.

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

Fire again at yellow hit: 1d20 + 5 ⇒ (4) + 5 = 9 vs EAC dmg: 1d6 ⇒ 4 electric. Yes, I just fired in melee.

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

"Thank you for moving in such a position that I can place myself to leave you with no escape."
Morbo loops around and bats at the big bad with his tactical baton
vs KAC: 1d20 + 5 ⇒ (2) + 5 = 7
Damage(B): 1d4 + 4 ⇒ (3) + 4 = 7

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

Oh snap! Jacinth is better at giving it than he is at taking it. Will: 1d20 + 5 ⇒ (16) + 5 = 21

After forcing the induced headache down, Jacinth retaliates. Shooting Stars (as magic missile): 3d4 + 3 ⇒ (1, 2, 4) + 3 = 10


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
/blø/ wrote:
Blue moves out of range of the beast and to avoid shooting Jacinth, targets the other beast.

Bleu manages a grazing shot on the creature, nipping the beast.

Max Angel wrote:
Fire again at yellow

Max misses.

Morbo Rivers wrote:
Morbo loops around and bats at the big bad with his tactical baton

The exile easily avoids the blow. "You shouldn't have done that, oaf!" he cries. "In your future, I see DOOOOOOOOOOOOOOOOOOOOOOM!"

Jacinth wrote:

Oh snap! Jacinth is better at giving it than he is at taking it.

After forcing the induced headache down, Jacinth retaliates.

Jacinth takes it, then gives it!

The exile sees stars!

He, then, collapses to the ground.

BATTLE WITH THE EXILE! - Round Two Cont'd!

PCs in bold may act

Morbo
Bleu
Max
Jacinth -6 SP | -6 HP
Boris
Beast (red)
Beast (yellow) -2 HP
Exile (blue) (unconscious, prone)

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.

"Do not worry friend Jacinth, that first blow barely touched you!"
Inspiring boost, gain back all your SP

Boris then moves to Red to give it another target.
(and yes, with his bulk coming through the door that may be an AOO)


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End

As the morlamaw scoots into the room, each of the creatures goes for a bite!

Red, Melee (bite) v. Boris: 1d20 + 5 ⇒ (7) + 5 = 12
Bite (P): 1d6 + 3 ⇒ (1) + 3 = 4
Yellow, Melee (bite) v. Boris: 1d20 + 5 ⇒ (17) + 5 = 22
Bite (P): 1d6 + 3 ⇒ (6) + 3 = 9

The two creatures stand their ground, biting with abandon!
Who? 1 Boris, 2 Jacinth: 2d2 ⇒ (2, 2) = 4
Red, Melee (bite) v. Jacinth, full attack: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5
Bite (P): 1d6 + 3 ⇒ (4) + 3 = 7
Red, Melee (bite) v. Jacinth, full attack: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17
Bite (P): 1d6 + 3 ⇒ (2) + 3 = 5

Who? 1 Max, 2 Jacinth: 1d2 ⇒ 2
Red, Melee (bite) v. Jacinth, full attack: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
Bite (P): 1d6 + 3 ⇒ (3) + 3 = 6

Jacinth falls.

Red, Melee (bite) v. Boris, full attack: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Bite (P): 1d6 + 3 ⇒ (4) + 3 = 7

The exile remains unconscious.

BATTLE WITH THE EXILE! - Round Three Begins!

PCs in bold may act

Morbo
Bleu

Max
Jacinth
(dying)
Boris -16 SP
Beast (red)
Beast (yellow) -2 HP
Exile (blue) (unconscious, prone)

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

Because of Boris' Inspiring Boost, I have Jacinth at 3 hit points.

Jacinth full withdraws.

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 runs over and tries to smack yellow.
vs KAC: 1d20 + 5 ⇒ (11) + 5 = 16
Damage(B): 1d4 + 4 ⇒ (4) + 4 = 8
"Disobedient servant, I admonish you!"

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 grabs a chair and pushes it between him and one beast and bares his tusks at the second.
"Come on then, you ugly and sad excuses for thugs! Come at me!"

Full defense, +4 to AC's.

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 step back and fire again at yellow hit: 1d20 + 5 ⇒ (4) + 5 = 9 vs EAC dmg: 1d6 ⇒ 4 electric


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
Jacinth wrote:

Because of Boris' Inspiring Boost, I have Jacinth at 3 hit points.

Jacinth full withdraws.

I see what I did. I doubled the crit damage rather than roll again. System confusion.

Still, the 1d6+3 will drop Jacinth, not that I think it will affect the outcome of the battle.

Morbo Rivers wrote:
"Disobedient servant, I admonish you!"

Morbo's admonishment drops the beast.

Boris bares as Max misses.

The remaining beast tries to get more its maw around the morlamaw!

Red, Melee (bite) v. Boris, full attack: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
Bite (P): 1d6 + 3 ⇒ (2) + 3 = 5
Red, Melee (bite) v. Boris, full attack: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
Bite (P): 1d6 + 3 ⇒ (4) + 3 = 7

Then, the fallen exile rises to his feet. Pleased to see Jacinth down, 3pulsesthen2 turns his fury on Morbo!

"NOW, YOUR TIME ON THIS WORLD HAS COME TO AN END!" he bellows with a furious display of lights!
Mindthrust (DC 14): 2d10 ⇒ (5, 9) = 14

BATTLE WITH THE EXILE! - Round Four Begins!

PCs in bold may act

Morbo (Will save requested)
Bleu
Max
Jacinth
(dying)
Boris -21 SP
Beast (red)
Beast (yellow) -2 HP
Exile (blue) -15 HP| -2 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

My time has not come, I will eventually hit. and he fires at yellow again hit: 1d20 + 5 ⇒ (6) + 5 = 11 vs EAC dmg: 1d6 ⇒ 3

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

will save: 1d20 + 2 ⇒ (11) + 2 = 13
Morbo rushes back over to the fallen outcast.
"Perhaps you should STAY DOWN!"
vs KAC: 1d20 + 5 ⇒ (2) + 5 = 7
damage(B): 1d4 + 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.

Boris sighs. "I had hoped he was down for good..."
He growls at the beast in front of hi,, takes a guarded steop around it a little and lashes out with his tusks...
tusk!: 1d20 + 4 ⇒ (9) + 4 = 13
P damage: 1d4 + 4 ⇒ (4) + 4 = 8


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End

Max makes his mark.

Morbo's mind melts and he misses.

Boris bashes the beast!

BATTLE WITH THE EXILE! - Round Four Cont'd!

PCs in bold may act

Morbo -14 SP
Bleu
Max
Jacinth (dying)
Boris -21 SP
Beast (red) -11 HP
Beast (yellow) -10 HP
Exile (blue) -15 HP| -2 RP

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

In that case, Jacinth spends a Resolve to stabilize.

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 shoots toward the blinking creature “If you like lights, I’ll give you some!

EAC: 1d20 + 6 ⇒ (7) + 6 = 13
Fire: 1d8 ⇒ 8

Bleu should have one mk 1 serums of healing in hand (I mentioned twice the survival knife instead). That does not change much as using it on someone unconscious is a full action

Bleu then moves on top of Jacinth, ready to make him drink it.


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End
/blø/ wrote:
The skittermander shoots toward the blinking creature “If you like lights, I’ll give you some!

The exile sees the light and then collapses from the shot.

Still in rounds

BATTLE WITH THE EXILE! - Round Five Begins!

PCs in bold may act

Morbo -14 SP
Bleu
Max
Jacinth -6 SP| -10 HP |-1 RP (unconscious, prone)
Boris -21 SP
Exile (blue) -3 RP (unconscious, prone)

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 readies to bap the prone native on the noggin if he gets up.

readied attack:

vs prone KC: 1d20 + 5 ⇒ (9) + 5 = 14
damage(B): 1d4 + 4 ⇒ (1) + 4 = 5

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 waddles over.
"Anyone have restraints or a rope of something?"


Into the Unknown Slides– Kublacon Pregens

Advancing the encounter to its now inevitable conclusion...

The exile's eyes flash open. With his luminescent glow turning a dire red, the 3pulsesthen2 begins to rise to his feet. Putting a hand to his head, he turns his gaze towards the bulk of the party.

"I LIVE!" he screams with flashing and patterned effect that is both disorienting and terrifying. "With another mindthrust, I will INCAPACITATE another one of you and seal my inevitable VICT---!"

Morbo Rivers wrote:
Morbo readies to bap the prone native on the noggin if he gets up.

The bap brings the bad guy down--for good.

COMBAT OVER

With the threat of the exile and the summoned security creatures abated, the Starfinders are free to explore the remainder of the facility.
Locations now indicated on Map

In this room, you can access the command-center computer and retrieve information on what happened to the outpost, including a map of the facility, and several interesting finds that the colonists discovered about nearby systems.

If you do so:
Using the information obtained from the outpost computers, you are able to construct the following rough timeline of events.

A corporation, Amiable, Inc., sought to colonize the planet after its intersystem probes revealed the planet to be a lush world full of life. Unlike other, more profit-motivated corporations known to make quick planet grabs in an effort to possess and exploit new resources, Amiable, Inc., though small in size, strove to act in an environmentally-conscience manner. The corporation reached out to the Xenowardens before setting about constructing its initial outpost on the planet. The Xenowardens, in turn, expressed interest in the life on the planet and agreed to partially fund the expedition in addition to providing monitoring of its ecological impact on the newly discovered world.

Once the outpost was established, the Xenowardens began taking account of the rare and spectacular creatures that dwelled on and around the planet, including a Besmaran whelp. It was not long before the Xenowardens realized that the forest near which the outpost was established included a sort of “thin space”, where the First World connected with the Material Plane and that the fertility of the First World flowed through the connection into the planet, often with unpredictable results.

Exploration into this connection perturbed some of the local fey that dwelled in the First World. Consummate tricksters, the fey used illusions and shape-shifting to cause discontent and strife among the colonists.

The fey’s efforts, conducting largely in secret without the colonists knowledge, led to distrust, infighting, and internal strife among the colonists. Soon, the joint venture ended. Amible, Inc., unable to make a quick enough return on their investment, withdrew from the venture and soon thereafter went bankrupt. Many of the Xenowardens departed as well, though a few remained behind with hopes of both continuing the exploration of the world and protecting its resources from outsiders.

Yet, the divisions and distrust among the Xenowardens, driven further by the fey’s actions, eventually turned violent. The remaining colonists were wiped out by internal strife along with many of their experiments, but not before one of colonists, distrustful of her colleagues, sought out the locals and entrusted them with the care of the eggs of the mother Besmaran whelp.

For centuries, the outpost remained abandoned until curiosity drove 3pulsesthen2 to explore the ruins. His knowledge limited, the exile experimented and guessed at how much of what he found in the outpost worked. One of his earliest efforts in summoning creatures from the First World, resulted in his binding some sort of living storm to the site. Although the elemental-like being was too large and powerful for him to either return or contain, its presence nevertheless urged him to continue his efforts.
Any PC wishing to dismiss the summoned storm can do so with a successful DC 12 Computers, Engineering, or Mysticism check.

Eventually, learning much of the Common tongue of the Pact Worlds, he was able to get some of the equipment working, summoning creatures from the First World as security and servants. Using the summoned creatures and those few loyal to him within the village, 3pulsesthen2 had clear designs to steal the eggs of the Besmaran whelp that are current in the care of the village. Having uncovered references to the Xenowardens' own use of living starships, 3pulsesthen2 planned to create an armada of his own.

Officer's Quarter (Area "H" on Map)
This tight room contains little beyond an imposing plastic desk and an nearby chair. A single exit door leads to the northeast. This room was once the private quarters for the commanding officer of the Xenowardens. The addition of luminescent moss and fungi indicates that 3pulsesthen2 had claimed the room as his personal lair. Inside, you discover a variety items the exile has stolen or hoarded over the years, not only operations manuals and translation equipment, but also a seed bank, containing seeds for many rare and unusual herbs and plants valued for medicinal and industrial purposes that 3pulsesthen2 undoubtedly hoped would allow him to colonize and control other worlds.
The value of the items is about 500 credits.

Armory (Area "E" on Map)

Supply lockers line the walls of this thirty-foot-wide circular room. Varied pieces of equipment are visible within some of the open lockers, while others are piled on the floor in front of hastily cleared units. Doors exit this chamber to the west and southwest.

Upon inspection, this room served as the supply room and arsenal for the former colonists before being mostly ransacked by the exile.

If you open the lockers here:
You find they contain four incendiary grenades I and a set of squad defiance series armor.

A PC who succeeds at a DC 16 Perception check may open the spoiler below]

Spoiler:
You also notice a hidden compartment behind one of the lockers that contains a squad machine gun and two screamer
grenades I.

Mess Hall (Area "F" on Map)

An L-shaped plastic table and accompanying chairs are haphazardly shoved in the northwest area of this circular space. Doors exit to the south and east of this otherwise empty chamber.

The mess hall is mostly abandoned and rarely used, with randomly placed tables and chairs pushed against walls or carelessly overturned, likely by some of the security beasts as they patrolled or occupied the room.

Only any checks found above and some roleplaying left to wrap us up. Please let me know if you are playing this PC for Gameday and I will rush the rest so to get chronicles out late Sunday evening.

Otherwise, given family plans for the holiday and my wife and I celebrating our 21st Wedding Anniversary this weekend, I'd rather not rush and wrap things up in the middle of next week.

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.

After all the searching is done.
"Oh yes, let us get rid of this 'storm' "
computers: 1d20 + 6 ⇒ (6) + 6 = 12

"Well, It looks like we have everything we need here. What should we do about that egg? Contact the Xenowardens?

Not playing Boris in the con. I'm good to wait. Happy anniversary!!!! I hope you have a good one!

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. |

As soon as he got time, the blue skittermander gives a serum to Jacinth that wakes up in time to see the exile being killed by Morbo.

Bleu will definitely look in the Armory locker, in case there’s the kind of armor he is interested in. “Grenades and a big armor, that could be useful.

Perception DC 16: 1d20 ⇒ 6

I’m playing this PC for the GenConline special, not for gameday, so enjoy your wedding anniversary.

After the team has visited all the rooms there, he tells them “I guess we can go back to the natives before going back to the society to tell them about what we found.

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 cheers on. Hurray.

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 eventually wakes up and uses his mystic abilities to see to his wounds (healing touch). He then tries to help finish exploring the facility.

Dismiss storm Mysticism: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 10 ⇒ (10) + 10 = 20

Searching the lockers, he discovers some weapons. "We could have used these a bit ago."

I, too, can wait for my chronicle. No day job roll, by the way. Enjoy the holiday and fall back in love on your anniversary.

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 seems annoyed that the exile would not surrender. He downloads the files in the command center after Borris is done dismissing the storm.
"The history of this place might make an excellent documentary subject if our agreement will allow for it."
He follows his fellow starfinders to check out the other rooms.
perception: 1d20 + 5 ⇒ (1) + 5 = 6
"I agree, the locals might take some comfort knowing the threats of this place are now gone."
I am playing Morbo for Gameday but the GM knows I am wrapping this up so no rush on the chronicle
day job profession(journalist): 1d20 + 9 ⇒ (2) + 9 = 11

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

Right no day job here either.
Right, Oh well, maybe Starfinder Society wants these weapons.

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. |

Bleu goes back to his duty as a janitor of the Lorespire complex, dreaming of getting on another mission.

Profession (janitor), earn a living: 1d20 + 9 ⇒ (18) + 9 = 27


Destiny of Sands | Q16 | Lost Maid of Anactoria | Year of Era's End

With little incident, you are able to make the trip from the outpost through the dense forest to the awaiting Pegasus.

The return to Absalom Station is relatively quick and uneventful thanks to its Starstone acting akin to some form of supercharged Drift beacon.

Guidance debriefs you all when after your arrival on Absalom Station.

“Welcome back, Starfinders." Guidance intones. "The Xenowardens, the contracting organization that had reached out to the Society about the abandoned outpost, is quite eager to review the data you have recovered. I’ve prepared a list of subsequent missions that might appeal to each of you, once you’re each properly debriefed. There are a multitude of other lost outposts in Near Space, and with your experience, we hope you will take these assignments into consideration. Now, what have you to report?”

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

"Hmm well we encountered a besmaran whelp en route to the planet. It seems to have been the focus of some of the original activities. There is a sapient native species. They were friendly for the most part. Though one of their member had taken up residence in the site we were sent to investigate. It seems the original builders left after encounters with some malicious fey. The others might have more details they find prudent to share at this time, but I am working on a more detailed report."

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 nods as Morbo finishes up. "A good summation."

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

"Yes. And the people use bio-luminescence in their communication."

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 tells that “We helped the Blinking Light get rid of their Exile problem.
And I think they kind of liked that space creature we shot at and drive away.

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