Zoomba's Rasheen Run [SFS 1-35, 2-22 and 4-14] (Inactive)

Game Master Zoomba

Maps/Slides


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Second Seekers (Jadnura)

Female Halfling (Corporate Agent) Operative 9 SP 81 / 81 | HP 56 / 56 | RP 9 / 9 EAC 21 KAC 21 | Fort +8; Ref +12; Will +8 (Evasion)| Invisibility 10 / 10 | Active conditions: none

Mahari keeps the Sythe pointed in-system and steady while the rest of the team pours over the sensor readouts.

"I don't like that transponder echo. In my line of work, coincidences like that are always a bad sign. Could be a another Corpse Fleet ship way out here, or someone trying to make us think it's "just a sensor glitch." Either way, I'm thinking we've got company that doesn't want us to know they're here."

She puts the Sythe into orbit around Aratosim until Nimh gives her exact coordinates for landing, then takes her in when everyone is ready.

Dataphiles

Male NG ysoki scholar technomancer 8 | SP 56/56 HP 42/42 | RP 9/9 | EAC 23; KAC 24 | Fort +7; Ref +7; Will +7 | Init: +5 | Perc: +10|Active Conditions: None | Speed: 30 ft | Spells: Lvl 1: 5/6 Lvl 2: 5/5 Lvl 3: 3/3

I hate coincidences. They are just so hard to arrange. I'm not sure I want to find out who arranged that one, but I'm afraid we probably will

Nimh passes the coordinates to Mahari, and starts checking his equipment to make sure it is ready for the cold.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

"Corpse fleet? That can't be right" says Croaker looking at the readings

Then he looks at the moon "Maybe there is nothing there, maybe there is. We should check the moon, see what happens"


The End Awakens | The Day the River Died

Croaker and Nimh are able to recheck the readings and scans around the anomalous finding but are unable to find any trace again of a Corpse Fleet signal. Maybe it was just a sensor glitch…

The rest of you can prep for a cold snap while Mahari steers the Sythe I like it :) down in an approach towards the moon Aratosim. The crashed ship’s readings become clearer as you enter the moon’s atmosphere, but the icy terrain nearby isn’t exactly stable – at least not for a vessel as cumbersome as a Crypt Warden. The halfling is able to land safely a ways away from your target, but its going to be a bit of a hike in the frigid outdoors.

As you prepare to exit the Syhte, light from the distant sun and the dark turquoise gas giant Aratros cast the moon in blue-green twilight. It reflects from deep cracks in the icy crust so that in places the moon appears to glow from within. Stars shine in the patches of sky not obscured by blue-gray clouds. Fog wafts in a column from a distant hill. The thin air is eerily quiet, with no wind.

I am going to assume your environmental seals are on (if they aren’t, let me know; don’t mean to take away your decision if one of you has crazy mods or just a particularly daring persona :p

I will also need someone to help guide your party across the rock, snow, and ice towards the other ship with a Survival check (Aids allowed, and your earlier good scans will give the leader another +2 to their check)

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Croaker turns on the seals "Anyone particularly good with tracking? No? Ok, my skills are a bit rusty, but I can manage." says Croaker and looks around, then on the map and localization where the ship should have been.

Survival: 1d20 + 11 ⇒ (19) + 11 = 30

That is a nice roll! @GM do we know the topography of the planet? As said before Croaker has a vehicle that we could use to make our travel faster, and potentially safer ;) If it is roughly flat, we could use it. If you don't want to or the topography is ups and downs, then I will not bother to pull the car out ;)


The End Awakens | The Day the River Died

It is relatively flat. I had thought we’d discovered the vehicle in question required animals to pull it though: do you have those or am I thinking of a different non-‘drawn’ vehicle?

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

As Kat steps out of the ship to take in the surroundings on the moon. Her chest stops it's usual cycle of rising and falling as she disengages her air cycling procedures. While she doesn't breathe she finds that it makes people around her more comfortable, and uses a rate of 10 respirations per minute to take and analyse air samples.

She watches as Croaker humbly but efficiently searches for a trail and decides to keep her security subroutines running and on the lookout for any possible corpse fleet soldiers. She keeps her eyes on the middle distance and rifle at the ready.

Second Seekers (Jadnura)

Female Halfling (Corporate Agent) Operative 9 SP 81 / 81 | HP 56 / 56 | RP 9 / 9 EAC 21 KAC 21 | Fort +8; Ref +12; Will +8 (Evasion)| Invisibility 10 / 10 | Active conditions: none

Mahari smiles at her decent landing and runs the Secure Systems checklist so they can safely leave the Star Scythe unattended. She heads for the hangar bay, sealing up her armor and checking her gear as she goes.

"Croaker, you've got all the coolest toys," she whistles admiringly at the cruiser and its paired wagon. She gives the vehicle train a quick walk-around inspection, checks the tow connection for security and stability, and then climbs into the driver's seat without hesitation.

"I mean, we are taking these, right?" she asks rather assuredly.

Dataphiles

Male NG ysoki scholar technomancer 8 | SP 56/56 HP 42/42 | RP 9/9 | EAC 23; KAC 24 | Fort +7; Ref +7; Will +7 | Init: +5 | Perc: +10|Active Conditions: None | Speed: 30 ft | Spells: Lvl 1: 5/6 Lvl 2: 5/5 Lvl 3: 3/3

Croaker, I've got to admit this is riding in a style I don't normally get to experience.

Nihm would climb into the back of the War Wagon, pull out his Thunderstrike Sonic Pistol and use the attached Sniper Scope while he watches for trouble.

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

Assuming the coast is clear, Kat waves the war rig out of the bone ship and down the cargo bay ramp. just an awesome sentence and visual. She boards the tow vehicle with Mahari with the intention of protecting her while she drives.

"If you watch the road, I'll watch the horizon. Got ya covered"


The End Awakens | The Day the River Died

So, riding in style is going to make some of this a bit amusing :p

stuff: 6d100 ⇒ (100, 60, 75, 100, 99, 86) = 520

Though not as odd as it could have been

With Croaker creating a map and setting a course, he rides with Mahari and Kat5e in the lead cruiser while the rest move along in the amroered War Rig. Outside the air is a balmy –32° PF that's Fahrenheit but the vehicles allow you to cruise across the desolate terrain with relative protection. The slightly uneven and slick surface prevents either car from ramping up to full speed, but you manage to still move much faster than the six of you could have on foot.

At one point a thick fog bank shifts into your path, while minutes later a stretch of especially icy terrain forces you to takes things extra slow for several minutes to avoid losing traction. But all in all, the journey isn't too long or too bad and after about 20 minutes you come to your destination.

DC 26 Perception as you're driving:
The moon's surface is dimly lit by the distant star, but you also notice some illumination coming from glowing blue lights moving below the thick ice as you travel

Lodged just in front of you between two sets of jutting ice mounds lies an immense red and dark gold starship. The name 'Bliss of Pursuit' is visible in stylized Common above a set of identification numbers. External damage to the hull, including laser burns and missile impacts, demonstrate that the ship took damage in some intense combat, but the fact that the ship is in one piece indicates that the pilot managed to bring the vessel down in a controlled manner. The starboard side of the ship is partially buried under a large collection of ice and snow. The port remains relatively clear: its airlock showing signs of forced entry but has been since re-sealed.

Engineering or Culture DC 16 (5 lower if you're an Ace Pilot):
The frame of the crashed ship is an AbadarCorp Explorer model, a ship type most often used by mid-ranking diplomats, upscale merchants, and other influential people desiring comfort in long-distance travel

If that above check result was 20+ (15+ for Ace Pilots):
Explorers are well-known and an old brand, but not that old. This model wasn't in service back when Jelev Rasheen was known to travel: this ship must have crashed here after she visited the system.

Dataphiles

Male NG ysoki scholar technomancer 8 | SP 56/56 HP 42/42 | RP 9/9 | EAC 23; KAC 24 | Fort +7; Ref +7; Will +7 | Init: +5 | Perc: +10|Active Conditions: None | Speed: 30 ft | Spells: Lvl 1: 5/6 Lvl 2: 5/5 Lvl 3: 3/3

Perception while we're driving

Perception: 1d20 + 9 ⇒ (5) + 9 = 14

Engineering when we arrive

Engineering: 1d20 + 17 ⇒ (10) + 17 = 27

That was quite a drive. Very distracting

Unfortunately, this can't be Jelev Rasheen's ship. Thus model isn't old enough to have been hers. It is, however, a ship that was used by a lot of travelers who wanted comfort on long journeys, so we may get some good salvage here.

Exo-Guardians

Male Ghibrani Witchwarper (Icon) / 8 SP 48 HP 44 RP 9 EAC 22 KAC 23 INIT +8 PER +2 FORT +3 REF +10 WILL +4

Teleemo settles into the war wagon, his environmental protections buttoned up thoroughly. He'll hope to find a seat with a good view for using his spells, as well as a bit of cover.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Croaker smiles with excitement about using the vehicles on this planet. He nods to Mahari and Nimh "Let us hope that they will provide some safety and speed, and not bring more troubles."

He aids Mahari in backing up with both vehicles and then he goes into Uran Cruiser. He puts his weapon into the slot in the front windshield, allowing him to shoot outside.

As we are traveling...

Perception: 1d20 + 13 ⇒ (10) + 13 = 23

Croaker see the desolated area before they arrive

"Ok, let us park this beast and go check the ship, maybe there are some hints on it. They could have found Rasheen ship before crashing."


The End Awakens | The Day the River Died

Approaching the ship, you see the port airlock is still functional, but re-sealed.

An Engineering or Athletics check will be required to open it to gain entry.

Wayfinders

Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |

Azara rides in the War Wagon. He watches out the window and even pulls his pistol, though he's not going to be much help with it if a fight comes. Despite the protection of the vehicle and his own environmental seals, he shivers as the frigid landscape goes by.

"Well, I suppose it would have been too good to be true for this to have been Rasheen's ship. I'll see if I can get us in."

He applies some muscular engineering to the problem.

Athletics: 1d20 + 12 ⇒ (11) + 12 = 23


The End Awakens | The Day the River Died

With some properly applied force, Azara is able to yet again unseal the ship's door to allow for entry within.

Inside you can see the crashed ship’s interior hallways bear signs of blast damage on the walls. Scorch marks of small fires long extinguished stain the floors. The air is somewhat warmer than outside and curiously dry, though a thin layer of frost covers every surface. Dull red emergency lighting provides the only illumination.

Feel free to place yourselves about on the new map slide.

Second Seekers (Jadnura)

Female Halfling (Corporate Agent) Operative 9 SP 81 / 81 | HP 56 / 56 | RP 9 / 9 EAC 21 KAC 21 | Fort +8; Ref +12; Will +8 (Evasion)| Invisibility 10 / 10 | Active conditions: none

Mahari thoroughly enjoys the drive, though like their Eoxian ship, these two linked vehicles drive like an Armada tug. Still it's fun to put them to their paces, and her passengers seem to enjoy it too. Well, at least most of them.

At the wreck, she concurs with Nimh's assessment of the ship's age with a quick glance whilst shutting the cruiser down. Like that weird scanner echo, though, she's concerned that this is too much of a coincidence to be a good thing.

"Nice job, big guy," she praises Azara as she slips past to scout out the interior. Pistol in hand, she quickly presses on to the t-junction.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

With the gun in his hand, he walks after the others. "Emergency light means that some sort of battery is still holding charges, dry air might mean that someone made a fire in here? But then they would suffocate to death ..." wonders Croaker

"Nice one Azara, simple but effective"

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

Perception while Driving: 1d20 + 11 ⇒ (6) + 11 = 17

Kat keeps an eye out for danger as they drive and doesn't spot anything.

When they dismount, she takes in the sight of the crashed vessel, then moves to the door with the crew. As Azara muscles the door open, she is ready with her rifle barrel, and moves into the ship.
Once inside she suggests "We should conduct a right hand search, let's move along the right wall and search room by room"
Start with the bottom right room?

Wayfinders

Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |

"There's a name for that?" Azara asks as he follows Kat5e's plan and heads for the first door.

Once everyone is set, he tries to open it.

Wayfinders

Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |

Before opening the door, Azara remembers something. He leans toward the door and activates part of the complex visor that he's wearing.

I have Ralveen's visor. It can act as an X-Ray Visor so I'm using that function. Here are the details - This grants sense through (vision) with a range of 60 feet, though it is blocked by materials one-fifth as dense as those that block normal sense through (2 feet of wood or plastic, 1 foot of stone, 2 inches of common metal, or 1 inch of lead or any starmetal) and limits you to black-and-white vision while in use.


The End Awakens | The Day the River Died

Mahari moves to the junction and looks down warily. The corridor stretches up towards the bow with two doors leading off of it, before curving towards the starboard at the end.

Perception DC 27:
As you move through the halls and look around, you occasionally see faint flashes of blue light in addition to the deep red of the emergency lighting. The temperature in here also sometimes varies - while noticeably warmer than the surface of the moon, you feel slight drafts of colder air every so often.

Just before he opens the first door on the right, Azara uses a bit of extra caution and activates his prototype visor. On the other side of that door is a small bathroom - seemingly functional but not all that interesting.

The next door is another airlock chamber. This one once lead to an aft exit from the ship Currently inoperable due to snow and ice blocking the exterior section but also leads to a sizable cargo hold. There are multiple boxes and crates here but the space is in disarray: boxes are tipped over all around while containers labelled as containing emergency supplies and medical equipment are open and depleted.

Perception DC 24:
Searching the hold, you notice an unopened freight box that sits undisturbed under a grouping of toppled crates. Inside there are several pieces of foot-tall stone figurines displaying humanoid figures with two thumbs on each hand and an eye in the back of their head. The figures wear baroque gothic armor inlaid with fine brass trim. Also nestled amongst them in the box is a set of clearsight goggles

Wayfinders

Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |

Perception: 1d20 + 9 ⇒ (14) + 9 = 23

Azara is glad he bought this thing. It makes exploring places a lot easier.

He relays what he sees before opening the door and heading in.

"Maybe there's some supplies we can use. Or we can find out what ransacked the place," he comments.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Perception: 1d20 + 13 ⇒ (2) + 13 = 15

Croaker follows others listening every now and then. When they get to the cargo hold he begins to search the place. Using his military training to try to do it a bit faster and safer

Perception: 1d20 + 13 ⇒ (19) + 13 = 32

"Hey look at that" 2nd spoiler

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

First Perception Check: 1d20 + 11 ⇒ (15) + 11 = 26 So close!

Kat stands guard and watches out for danger while the crew searches the cargo hold.

Dataphiles

Male NG ysoki scholar technomancer 8 | SP 56/56 HP 42/42 | RP 9/9 | EAC 23; KAC 24 | Fort +7; Ref +7; Will +7 | Init: +5 | Perc: +10|Active Conditions: None | Speed: 30 ft | Spells: Lvl 1: 5/6 Lvl 2: 5/5 Lvl 3: 3/3

First Perception: 1d20 + 9 ⇒ (9) + 9 = 18

Nimh follows the group, trying to keep his eyes peeled for danger.


The End Awakens | The Day the River Died

Once you feel the hold has been properly examined Kat5e's 'keep to the right' searching pattern brings you to a new door.

Opening it reveals a large space whose every available surface - and parts of the floor - is covered with scattered spare parts. What appears to be a transmitter dish has been partially disassembled on one of the desks here along with a blinking computer terminal. Wrinkled printouts with frantic notes written in the margins cover another, with cups of long-frozen tea holding a set of blueprints flat. There are several dents in wall at human shoulder height, as though someone punched the wall in frustration.

Based on the ship's layout this would have been the engineering room.

GM:
[spoiler=Perception]
Nimh Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Teleemo Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Croaker Perception: 1d20 + 13 ⇒ (13) + 13 = 26
Kat Perception: 1d20 + 11 ⇒ (1) + 11 = 12
Mahari: 1d20 + 15 ⇒ (4) + 15 = 19
Azara Perc: 1d20 + 9 ⇒ (11) + 9 = 20

Dataphiles

Male NG ysoki scholar technomancer 8 | SP 56/56 HP 42/42 | RP 9/9 | EAC 23; KAC 24 | Fort +7; Ref +7; Will +7 | Init: +5 | Perc: +10|Active Conditions: None | Speed: 30 ft | Spells: Lvl 1: 5/6 Lvl 2: 5/5 Lvl 3: 3/3

We should be able to get a little more information here.

Nimh will make the computer terminal his first priority, but does intend to look at the Transmitter dish as well as the blueprints, notes and spare parts.

Computers to start: 1d20 + 17 ⇒ (16) + 17 = 33

Wayfinders

Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |

"Looks like someone was trying really hard to fix this," Azara says, pointing to the transmitter.

"Without much luck," he continues, pointing to the dents in the wall.

He does what little he can to help Nimh, though the ysoki clearly doesn't need it.

Computers (Aid): 1d20 + 6 ⇒ (19) + 6 = 25


The End Awakens | The Day the River Died

Nimah and Azara move into the ransacked but empty space to begin seeing what can be found on the ship's systems. As the two of them enter to room, they now notice strange writing on the walls by the doorway they just passed through: magical writing that seems to have started glowing...

Azara and Nimh, please make a Fortitude save

If you get a 16 or lower:
Suddenly you feel ill, nauseous, and your skin is prickling. You're suffering from radiation poisoning! Checking your armor shows the radiation protections have turned themselves off somehow: and they don't seem to be able to be reset right now!
You lose 7 HP, and are currently Weakened (-2 to Fort saves, and other Con-based checks and DCs. Failing more saves could cause you to lose more HP and get even further impaired and affected...

As they notice this and before they can even start the hack Though I'll keep those nice rolls 'logged' for after this, a blue light appears as a shadowy form emerges from the floor at the other end of the room. As its shape begins to take on more detail - coalescing into an aged human male. His transluscent face contorts in anger as he says in Common: "Why are you here? Interrupting our important plans. Go! Be gone! Die!"

GM:
Nimh Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Teleemo Initiative: 1d20 + 8 ⇒ (18) + 8 = 26
Croaker Initiative: 1d20 + 5 ⇒ (11) + 5 = 16
Kat Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Azara: 1d20 + 2 ⇒ (17) + 2 = 19
Mahari: 1d20 + 8 ⇒ (9) + 8 = 17

H: 1d20 + 6 ⇒ (1) + 6 = 7
Q: 1d20 + 3 ⇒ (12) + 3 = 15

N armor: 1d4 ⇒ 4
[dice=A armor]1d4[dice]

Initative

Teleemo
Azara
Kat5e
Mahari
Croaker

Spectral thing
Nimh

BOLD are up!

Mysticism could ID the incorporeal thing before you. Also the glowing runes - now more clearly visible and active though unfortunately none of you noticed them before entering - are also some sort of trap around the chamber that could likely be Dsiabled and countered with a Mysticism check (as a stadnard action)

Dataphiles

Male NG ysoki scholar technomancer 8 | SP 56/56 HP 42/42 | RP 9/9 | EAC 23; KAC 24 | Fort +7; Ref +7; Will +7 | Init: +5 | Perc: +10|Active Conditions: None | Speed: 30 ft | Spells: Lvl 1: 5/6 Lvl 2: 5/5 Lvl 3: 3/3

That's what I get for charging in without the rest of the party.

Fortitude Save: 1d20 + 6 ⇒ (4) + 6 = 10

This seems like a good place to use my promotional reroll.

Fortitude Save: 1d20 + 6 ⇒ (7) + 6 = 13

Oh, well

Second Seekers (Jadnura)

Female Halfling (Corporate Agent) Operative 9 SP 81 / 81 | HP 56 / 56 | RP 9 / 9 EAC 21 KAC 21 | Fort +8; Ref +12; Will +8 (Evasion)| Invisibility 10 / 10 | Active conditions: none

I'm going to presume that you did an automatic Perception check for Mahari's trap spotter with +3 extra.

Mahari waits for someone to deal with the trap and tell her what they're up against.


The End Awakens | The Day the River Died

I did: rolled Perception checks in the earlier post when you opened the door and were seeing what's in the room. Unfortunately, the dicebot was on the low end for Mahari this time.

Exo-Guardians

Male Ghibrani Witchwarper (Icon) / 8 SP 48 HP 44 RP 9 EAC 22 KAC 23 INIT +8 PER +2 FORT +3 REF +10 WILL +4

Teleemo flies into the room, and seeing the spectral form, casts wisp ally.

This will last 7 rounds. Using harrying fire, so the next attack gets a +2 to hit. Oh, while I'm at it, here's a mysticism check. Does Teleemo know what this is?

mysticism to ID Scooby Doo ghost: 1d20 + 12 ⇒ (6) + 12 = 18


The End Awakens | The Day the River Died

Teleemo does recognize the spirit as some sort of ghost. Incorporeal Undead whose spirits linger after death due to powerful emotional needs or trauma, ghosts can retain some of their abilities they had in life while often manifesting a number of new supernatural abilities. As this one continues to cry out louder and louder, the ghibrani fears this specter might be able to emit a Frightful Moan to frighten you all.

As he flies into the room, Teleemo's spell gets cast but the runes along the doorframe and walls glow a bit brighter and the Starfidner feels a bit strange.

Teleemo: can you give me a Fort save?

If DC 16 or lower:
Suddenly you feel ill, nauseous, and your skin is prickling. You're suffering from radiation poisoning! Checking your armor shows the radiation protections have turned themselves off somehow: and they don't seem to be able to be reset right now!
You lose 7 HP, and are currently Weakened (-2 to Fort saves, and other Con-based checks and DCs. Failing more saves could cause you to lose more HP and get even further impaired and affected...

Initative

Teleemo
Azara
Kat5e
Mahari
Croaker

Ghost, with harrying wisp
Nimh

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Croaker runs into the room and looks at the ghost "It's a ghost!" says Mr Obvious. He reaches for the power and looks at the creature

"Since you seem to not be on top of things, let me spill the beans for you. You are dead, and you are haunting a ship, we are not your enemies, but if you will attack us it will not break your way"

Using 1 RP to Cosmic Truth Will save DC 18 or the creature is confused for 1d4 rounds.

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 up, and levels her new rifle for its first shot.

Static Arc Rifle vs EAC: 1d20 + 9 ⇒ (19) + 9 = 28
Damage, E: 1d10 + 5 ⇒ (9) + 5 = 14 /2=7


The End Awakens | The Day the River Died

Will: 1d20 + 9 ⇒ (17) + 9 = 26

As the wisp distracts the ghost, Kat's shot lands true. Croaker then tries to lay some harsh truths on the ghost, but he does not seem to be swayed.

"No, no, nonononoNO!"

And as Kat and Croaker enter the room, they see a sudden red light on their armor gauges and start feeling strange...

Fort save please

If you get a 16 or lower:
Suddenly you feel ill, nauseous, and your skin is prickling. You're suffering from radiation poisoning! Checking your armor shows the radiation protections have turned themselves off somehow: and they don't seem to be able to be reset right now!
You lose 7 HP, and are currently Weakened (-2 to Fort saves, and other Con-based checks and DCs. Failing more saves could cause you to lose more HP and get even further impaired and affected...

Initiative

Teleemo, need Fort save
Azara, need Fort save
Kat5e, need Fort save
Mahari
Croaker, need Fort save
Ghost, 7 damage, with harrying wisp
Nimh

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

Fort Save: 1d20 + 5 ⇒ (18) + 5 = 23
Starting on a high note, which means I can only go down for the rest of the adventure.

Exo-Guardians

Male Ghibrani Witchwarper (Icon) / 8 SP 48 HP 44 RP 9 EAC 22 KAC 23 INIT +8 PER +2 FORT +3 REF +10 WILL +4

Fort save: 1d20 + 3 ⇒ (8) + 3 = 11

"I don't feel so good...and my environmental protections are OFF!"

Wayfinders

Korasha Lashunta Solarian 10th | INIT + 3, Senses Perception +12 Darkvision 60' | EAC 26 KAC 28 DR 11/B or S| Fort +9, Ref +6, Will +9 | [THP]5[SP] 98/98 [HP]75/75| Resolve: 6/9 |

Fort: 1d20 + 7 ⇒ (11) + 7 = 18

"We didn't mean to disturb you, Sir! But if you're going to be rude about it, we don't have much choice but to reply in kind," Azara says.

He can't do much against an incorporeal creature but he will do what he can.

He rushes toward it, drawing his stellar mote into a solar weapon shaped like an ankh and tapping into the photonic song of the universe.

Solar Weapon: 1d20 + 11 ⇒ (14) + 11 = 25
Slashing: 2d6 + 1d6 + 15 ⇒ (6, 2) + (4) + 15 = 27

I have a fusion on my solar weapon so it is considered magical. Photon attuned 1.

Second Seekers (Jadnura)

Female Halfling (Corporate Agent) Operative 9 SP 81 / 81 | HP 56 / 56 | RP 9 / 9 EAC 21 KAC 21 | Fort +8; Ref +12; Will +8 (Evasion)| Invisibility 10 / 10 | Active conditions: none

So no one who could do the Mysticism on the trap did so?

Mahari joins her teammates in the room and fires her binding blaster at the ghost.

Fort save entering room? Toughness: 1d20 + 7 ⇒ (18) + 7 = 25

Trick attack: 1d20 + 11 ⇒ (7) + 11 = 18
Take 10 on the Bluff: tricks CR <= 16
Damage, Force, Trick: 1d6 + 4 + 4d8 ⇒ (5) + 4 + (8, 1, 3, 6) = 27


The End Awakens | The Day the River Died

GM stuff:
T rounds: 1d4 ⇒ 3
Coraker rounds (if needed): 1d4 ⇒ 2

Azara digs deep as the sigil's magic washes over him and while his armor's seals' lights flicker for a moment they remain intact. The lashunta then delivers a nice slice against the ghost while Mahari's force-emitting gun further destablizes its form.

"Go AWAY!!!!!!" the ghost moans out as it glide-steps back from Azara. It's words echo around you and threaten to shake you to your very souls.

Need a DC 17 Will save from Azara and Mahari. On a failure, you are frightened for rounds: 2d4 ⇒ (4, 2) = 6. Hearing, mind-affecting effect.

Initiative

Teleemo 32/39 HP, Weakened, need another Fort save from radiation poisoning
Azara, need Will save
Kat5e
Mahari, need Will save
Croaker, need Fort save (if 16 or less, will need a second for new round)

Ghost, 47 damage, with harrying wisp
Nimh 30/37, Weakened, need another Fort save from radiation poisoning at the end of your turn if you're in the room.

Dataphiles

Male NG ysoki scholar technomancer 8 | SP 56/56 HP 42/42 | RP 9/9 | EAC 23; KAC 24 | Fort +7; Ref +7; Will +7 | Init: +5 | Perc: +10|Active Conditions: None | Speed: 30 ft | Spells: Lvl 1: 5/6 Lvl 2: 5/5 Lvl 3: 3/3

I should have known an old abandoned ship would be haunted.

Nimh will start with a Mysticism check to disable the Runes around the room. Using the Trapsmith's Tools, because the description says it works on Mysticism checks for traps.

Mysticism, with Trapsmith's tools +4: 1d20 + 12 + 4 ⇒ (11) + 12 + 4 = 27

Hopefully, that is enough

For his move, he will either move just in sight of the Spectre if the trap is disabled, or out of the room if the Runes are not disabled. Either way, he pulls his Thunderstrike Sonic Pistol as he moves.

If he gets a look at the Spectre

Mysticism to identify Spectre: 1d20 + 12 ⇒ (16) + 12 = 28


The End Awakens | The Day the River Died

Nimh quickly moves to disable the runes before the situation gets worse. The ysoki manages to scratch away some key marks, and as he does the runes dim and he finds his armor's radiation protections stop glitching!
Trap disabled. Those of you who were affected by it's spell no longer have your armor protections glitching and are protected once again for now from further radiation exposure.

Then moving to get a better look at the ghost, Nimh notices its hands hold no weapons but flicker with necromantic energy. In addition to the supernatural aging touch all ghosts have, this one is able to Drain ability scores away from the living to heal itself. The lack of complex armor or any weaponry also makes the ysoki fear this may have been a spellcaster in life.

Initiative

Teleemo 32/39 HP, Weakened
Azara, need Will save
Kat5e
Mahari, need Will save
Croaker, need Fort save form last round (when runes may have caused your armor to glitch and expose you to radiation)

Ghost, 47 damage, with harrying wisp
Nimh 30/37, Weakened

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Fort save, DC16: 1d20 + 4 ⇒ (2) + 4 = 6

"Ok chap, you want to do it the hard way, I am all in!"

Croaker reaches for magic, his whole body begins to glow as he moves his paws in complex symbols. Finally all of the light flies towards the ghost crashing into him like a wave of mystical energy

Mind Thrust: 4d10 ⇒ (8, 9, 7, 9) = 33 Will save DC18 for half


The End Awakens | The Day the River Died

As an undead, it is immune to mind-affecting spells. (You would have IC known that and can take a different action if you’d like)

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Ups! :D

Croaker before sending one of the most powerful magical attack of his life, realizes something, that creature is immune to his attack.
He keeps the magic but reaches for his rifle

He aims and fires

Nova rifle: 1d20 + 10 ⇒ (14) + 10 = 24
Damage, e+f, line: 2d6 + 6 ⇒ (4, 3) + 6 = 13

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 advances with her crew to the corner of the room and prepares to do what she does best, blast away at anything that moves.

Static Arc Rifle vs EAC: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d12 + 5 ⇒ (8) + 5 = 13
Crit Damage: 1d12 + 5 ⇒ (8) + 5 = 13 /2 is 13

Edited post, was rolling d10's instead of d12's. At least my crit allowed me to keep a full damage roll.

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