SFS Intro 2 For The Factions (Inactive)

Game Master Jason Schimmel

Tier 1-2
Repeatable
Starship


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Second Seekers (Jadnura)

Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

The Darkness readies his weapons before moving with ʀːi˧i˩ro towards the front of the ship. "We should drift together, so we don't get pulled apart," he offers in response to Zint's question.

The Darkness took the Tight Fit feat, so he is not entangled while squeezing, and only loses 5 feet of movement instead of having it halved.


4-99 MAPS:

The party advances throught the hallway.
I have revealed more corridor, let me know if you open any doors.

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5

\

"The Darkness" wrote:
"You know, it doesn't really matter much whether you're on a planet, an asteroid, a space station or a ship. All you have to do is just go up a little bit and you're dangling in the weightless nothingness of space. Solid ground is just an illusion, man," the sarcesian quips as Durlock complains about going on yet another starship voyage

" 'Weightless nothingness of space' is why I prefer not going up," Durlock replies. "And as for 'solid ground', I'd be happy to hit you wiht a rock sometime, just to show you how real it is."

ʀːi˧i˩ro wrote:
I wonder if we could modify the ship sensor to scan the inside of the ship. We will have to look through the whole ship. Keep a look out for smuggler’s caches.” As they say that, the advance slowly toward the forward of the ship.

"Wouldn't trust'em if we could," replies the dwarf. "Now, if ye intend to scry on the other hand, that could work."

The dwarf heads to the nearest door, gives it a look over for any traps or hazards.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11

Assuming he finds none... he attempts to open the door.
Engineering to Disable lock, if necessary: 1d20 + 5 ⇒ (2) + 5 = 7


4-99 MAPS:

Durlock has found a restroom.

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5
XperimentalDM wrote:
Durlock has found a restroom.

"We may be needin' that later," Durlock mutters as he closes the door. He turns to his allies, "Yer welcome to search it, if you'd like."

He heads to the next room, repeating his tactics.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Engineering to Disable Lock, if necessary: 1d20 + 5 ⇒ (2) + 5 = 7


4-99 MAPS:

That is a cargo airlock, it looks like it leads to one of the cargo bays.

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5
XperimentalDM wrote:
That is a cargo airlock, it looks like it leads to one of the cargo bays.

"Cargo airlock. This seems more likely to lead to somethin' worth inventoryin'." Durlock declares. He enters the airlock and heads to the next door, repeating his tactics.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Engineering to Disable Lock, if necessary: 1d20 + 5 ⇒ (9) + 5 = 14

Second Seekers (Jadnura)

Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

"This looks like a cargo bay. Makes sense to check it out, right?"

Acquisitives

(they/them) Quorlu Mechanic 2 | SP 14 HP 18 | RP 4 | EAC 11 KAC 13 | Fort +4 Ref +2 Will 0 | Init −1 | Perc +5, SM: +0 | Speed 20 ft.| Darkvision 60 ft., low-light vision

In the restroom, the quorlu takes the time to look around, trying to find anything suspicious.

Perception: 1d20 + 5 ⇒ (2) + 5 = 7

They move in the cargo bay and go on searching.

Perception: 1d20 + 5 ⇒ (11) + 5 = 16


4-99 MAPS:

This loading dock is filled with an assortment of crates. You spend at 20 minutes going through these crates, they find one filled with credsticks.

dc12 enginner or relevant profession:

You can tell that the credsticks are fraudulent. They appear to work, but no actual credits can be transferred from them.

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5

Engineering: 1d20 + 5 ⇒ (11) + 5 = 16

"These cred gadgets, like most so-called tech, have no value," Durlock notes. "Guess we should write that down for the inventory."

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

Zint follows along, keeping an eye out for anything suspicious... well, other than the group of starfinders themselves.

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5

Disappointed in the find, Durlock moves to the next closed door he can find that doesn't appear to exit into space.

He looks it over. Once satisfied it is safe, he tries to open it.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Engineering to Disable Lock, if necessary: 1d20 + 5 ⇒ (3) + 5 = 8


4-99 MAPS:

This area contains comfortable seating and leisure activities as a place for crew to relax on long missions. As the crew left abruptly, there are board games set up on the tables mid-play, and four glasses of alcoholic drinks rimmed with salt sit on a long table by the eastern edge.

DC 18 Perception:
You spots a secret smuggler’s compartment in this room.

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5

Perception: 1d20 + 5 ⇒ (6) + 5 = 11

"Now, this looks to be of more interest," notes Durlock as he enters the room. He picks up one of the drinks, gives it a sniff and then a taste.

Acquisitives

(they/them) Quorlu Mechanic 2 | SP 14 HP 18 | RP 4 | EAC 11 KAC 13 | Fort +4 Ref +2 Will 0 | Init −1 | Perc +5, SM: +0 | Speed 20 ft.| Darkvision 60 ft., low-light vision

The false credstick are quite certainly illegal.

Perception DC 18: 1d20 + 5 ⇒ (1) + 5 = 6

The quorlu looks around without finding anything of interest.

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

Seeing something interesting in the room in general Zint also takes a look...
perception: 1d20 + 5 ⇒ (3) + 5 = 8

He also sees nothing but some bad housekeeping.

Second Seekers (Jadnura)

Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

Perception: 1d20 + 0 ⇒ (8) + 0 = 8

"Looks like they were boarded in the middle of the game. I wonder who was winning," the Darkness says, picking up a game piece to examine it.

Wayfinders

Male Kasathan Xenoseeker Envoy 3 | SP 24 HP 22 RP 4 | EAC 15 KAC 15 | F 2 R 4 W 6 | Init +1 Percept +5 SenseMotive +7(+1d6) Darkvision 60' in armor

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

What are the odds that we all miss that roll or roll under 10?

Kadef records his teammates observations by typing on his comm unit. He sees nothing besides the obvious.


4-99 MAPS:

Having found nothing of interest in this room, you are free to continue your search.

Wayfinders

Male Kasathan Xenoseeker Envoy 3 | SP 24 HP 22 RP 4 | EAC 15 KAC 15 | F 2 R 4 W 6 | Init +1 Percept +5 SenseMotive +7(+1d6) Darkvision 60' in armor

Kadef returns to the hallway and tries the first door on the left.

Moved token to new position.

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

Zint follows along... Looking at everything..
percpet: 1d20 + 5 ⇒ (3) + 5 = 8
...and seeing little to nothing. :)

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5

Durlock follows the others out of the room. He, too, looks over the door where the kasathan stopped.

Once satisfied it is safe, he tries to open it.
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Engineering to Disable Lock, if necessary: 1d20 + 5 ⇒ (2) + 5 = 7


4-99 MAPS:

This room contains seating for over a dozen people. There are hand-drawn electronic diagrams on the walls.

DC 15 Engineering:
You determine that these are plans to improve the counterfeit credstick design.

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5

Engineering: 1d20 + 5 ⇒ (10) + 5 = 15

"Seems the writin' on the wall is plans to improve the junk cred sticks," Durlock notes. Then he instructs, "Write that down."

Second Seekers (Jadnura)

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Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

"Durlok, if you don't have a pencil and paper on you, then nobody else is likely to either."

The Darkness instead takes several pictures of the diagrams with his comm unit.

Acquisitives

(they/them) Quorlu Mechanic 2 | SP 14 HP 18 | RP 4 | EAC 11 KAC 13 | Fort +4 Ref +2 Will 0 | Init −1 | Perc +5, SM: +0 | Speed 20 ft.| Darkvision 60 ft., low-light vision

That’s one more things to add to the list of illegal contents.

The quorlu watch the designs a bit before taking a look at the room.
They feel ready to move on.

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

Zint nods. "Good, we find bad stuff! Not good for crew, but good for us! Yes, let's go on..."

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5

Seeing the sarcesian employing some device, Durlock follows Zint to another door. He glances at it.

Once satisfied it is safe, he tries to open it.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Engineering to Disable Lock, if necessary: 1d20 + 5 ⇒ (14) + 5 = 19


4-99 MAPS:

These living quarters were abandoned suddenly. Dirty laundry has been piled up on one of the beds.

Second Seekers (Jadnura)

Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

The Darkness sifts through the clothes on the bed telekinetically; so that he doesn't have to touch them with his hands. "Maybe they left something behind in their dirty laundry."

Perception: 1d20 + 0 ⇒ (6) + 0 = 6


4-99 MAPS:

the Darkness finds nothing of interest in the laundry.

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

Zint once again checks out a new room. He squints in concentration this time...
perception: 1d20 + 5 ⇒ (12) + 5 = 17


4-99 MAPS:

For a moment Zint thinks the laundry might be possesed by the spirits of the damned, but no no that's just a sweat stain.

Second Seekers (Jadnura)

Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

"We've gotta be close to the bridge. They usually put those in the front of the ship, right? Maybe these ones right here?"

The Darkness quickly scans the doors on the west side of the hall before opening them up telekinetically.

Perception: 1d20 + 0 ⇒ (15) + 0 = 15


4-99 MAPS:

The Darkness might have not seen much in the laundry, but he as indeed located the bridge. The computer systems seem operational and can be accessed.

DC 14 Computers or Piloting Check:
You access the navigation systems and recover the last several routes that the ship took. This information could help the Stewards find the smugglers’ suppliers.

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

Zint looks over the pilot's chair, sits down, spins it once, checks the controls and...
piloting: 1d20 + 2 ⇒ (6) + 2 = 8
Hops back up.
"Don't see nothing here..."

Second Seekers (Ehu Hadif)

Male N dwarf themeless mystic 1| EAC 12; KAC 12 (-3 w/shield )| | SP 7/7 HP 10/12 RP 1/2 | | Fort +1; Ref +2; Will +3; +2 against poisons, spells, and spell-like abilities Speed 20 ft. | Spells: 1st (1/3)
Skills:
Culture +4, Engineering +5 (1 rank), Mysticism +5, Perception +5 (+7 to notice unusual stonework), Sense Motive +7, Survival +5
XperimentalDM wrote:
For a moment Zint thinks the laundry might be possesed by the spirits of the damned, but no no that's just a sweat stain.

Durlock gives the laundry a poke and a sniff in an effort to spot any possible contraband or items of note.

Perception: 1d20 + 5 ⇒ (10) + 5 = 15

XperimentalDM wrote:
The Darkness might have not seen much in the laundry, but he as indeed located the bridge. The computer systems seem operational and can be accessed.

"Nothin' to see here," he shrugs.

Acquisitives

(they/them) Quorlu Mechanic 2 | SP 14 HP 18 | RP 4 | EAC 11 KAC 13 | Fort +4 Ref +2 Will 0 | Init −1 | Perc +5, SM: +0 | Speed 20 ft.| Darkvision 60 ft., low-light vision

As soon as they see the bridge, Rlee-eelo get to the computers “Exactly what I was looking for”.

Computers: 1d20 + 9 ⇒ (14) + 9 = 23

I found out the navigation log. That should help the Stewards.

Afterwards, the quorlu tries to see if there is a way to use the ship’s scanner toward the inside of the hull.


4-99 MAPS:

The ships scanners are not very good and are likely to be fooled by any countermeasures the alleged smugglers have in place, but you can give it a try with a computers check.

Wayfinders

Male Kasathan Xenoseeker Envoy 3 | SP 24 HP 22 RP 4 | EAC 15 KAC 15 | F 2 R 4 W 6 | Init +1 Percept +5 SenseMotive +7(+1d6) Darkvision 60' in armor

Kadef follows the others from quarters unto the bridge, still faithfully recording.

"Very good, ʀːi˧i˩ro . They should be pleased."

Perception: 1d20 + 5 ⇒ (1) + 5 = 6 Totally absorbed by stenographic duties.

Acquisitives

(they/them) Quorlu Mechanic 2 | SP 14 HP 18 | RP 4 | EAC 11 KAC 13 | Fort +4 Ref +2 Will 0 | Init −1 | Perc +5, SM: +0 | Speed 20 ft.| Darkvision 60 ft., low-light vision

The quorlu tap on the computer interface, trying to get the sensors to do as they want.

Computers: 1d20 + 9 ⇒ (13) + 9 = 22


4-99 MAPS:

You don't scan any hidden compartments but your confirm the layout of the ship and get some life signs from the Starboard cargo hold. Not enough to determine what it is though, the sensors really are cut rate garbage.

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

"Life signs in the hold? Well, that doesn't sound right. We should go check it out and hope it's friendly."

Wayfinders

Male Kasathan Xenoseeker Envoy 3 | SP 24 HP 22 RP 4 | EAC 15 KAC 15 | F 2 R 4 W 6 | Init +1 Percept +5 SenseMotive +7(+1d6) Darkvision 60' in armor

"Interesting. It could be contraband, some kind of infestation, or a hidden smuggler. In either case you are correct. We should check it out. Activating environmental seals on our armor would be a simple precaution."

Kadef will close up his suit, draw his pistol and a smoke grenade, and holding his staff ready, approach the door to the hold.

I've moved him over by the hold. I'll go in first if you guys want, but first entry is probably more in one of your idioms.

Second Seekers (Jadnura)

Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3

The Darkness might be an appropriate PC to go in first.

The Darkness crouches his way through the tight corridors, following Kadef to the starboard hold's door.


4-99 MAPS:

You will have to enter through the cargo airlock.


4-99 MAPS:

Assuming everyone is ok with their position and that you open the airlock cargo doors after the usual procautions
This loading dock is filled with pieces of plastic from the remains of large shipping crates, as well as strange shards of metal. There’s a glass panel on the wall just inside the door labeled “Break glass in case of emergency” with two pistols visible inside.

Acquisitives

(they/them) Quorlu Mechanic 2 | SP 14 HP 18 | RP 4 | EAC 11 KAC 13 | Fort +4 Ref +2 Will 0 | Init −1 | Perc +5, SM: +0 | Speed 20 ft.| Darkvision 60 ft., low-light vision

The quorlu looks around wondering aloud “Where is that life sign? Did they go away?

Exo-Guardians

|Skittermander Vanguard 1 |SP 0/10 HP 1/9 RP 4/4| Spd 45 (40 in armor); EAC 14 KAC 16 ; Fort +5 Reflex +5 Will +0 | Perc +5 SM +0

Zint looks at the contents of the emergency locker, looks back to the group. "OK, that bother anyone else?"

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