Outpost V: GM S's "Perils of the Past" [Tier 3-4] (Inactive)

Game Master Chris Marsh

TACTICAL MAP | Handouts | Session Resources

Quickposts:

INITIATIVE:
[dice=Hostiles]d20[/dice]
[dice=Damorisovitch]d20+0[/dice]
[dice=Gletch]d20+0[/dice]
[dice=Helios-4]d20+2[/dice]
[dice=Shaan Poloo]d20+10[/dice]
[dice=Vyecmuraf]d20+2[/dice]

PERCEPTION:
[dice=Damorisovitch]d20+7[/dice]
[dice=Gletch]d20+2[/dice]
[dice=Helios-4]d20+4[/dice]
[dice=Shaan Poloo]d20+0[/dice]
[dice=Vyecmuraf]d20+7[/dice]


101 to 150 of 267 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Both Damorisovitch and Vyecmuraf move forward, but both misidendtify some of the fungus. FORT or be Sickened for the remainder of the mission.

RUN! T-54? Seconds
Helios-4: Go
Damorisovitch: Fail
Vyecmuraf: Fail
Shaan Poloo: Go

Gletch: Success!

-----------------------------------------------------

RUINED FLOOR PIT
No one

FALLING RUBBLE
Try an Acrobatics check to scramble over the rubble or an Athletics check to push the rubble aside.
Shaan Poloo

DEAD END
Broken! You automatically pass this obstacle.

MYSTERIOUS FUNGUS
Make either a Life Science or Medicine check to identify the fungus.
Helios-4
Damorisovitch
Vyecmuraf

???
???
Gletch
Damorisovitch

Acquisitives

N Kasatha Envoy 4 | Stamina 28/28 HP 28/28 | EAC 17 KAC 18 | CMD 26 | F: +3, R: +6, W: +4 | Init: +2 | Perc: +7, SM: +7+d6 | Speed 30ft | Resolve 5/5 | Active conditions: None

Fortitude vs Sickened: 1d20 + 3 ⇒ (14) + 3 = 17

“You’d think the environmental seals on this fancy armor would be advanced enough to block a simple fungus, but apparently that is putting too much faith in the manufacturers…”

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan tries to get past the rubble and catch up with the others.

Athletics: 1d20 + 10 ⇒ (15) + 10 = 25


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Shaan has no problem gaining ground. Meanwhile Vyecmuraf plows through without inhaling!

RUN! T-54? Seconds
Helios-4: Go
Damorisovitch: Fail
Vyecmuraf: Fail
Shaan Poloo: Success!
Gletch: Success!

-----------------------------------------------------

RUINED FLOOR PIT
No one

FALLING RUBBLE
No one

DEAD END
Broken! You automatically pass this obstacle.
Shaan Poloo

MYSTERIOUS FUNGUS
Make either a Life Science or Medicine check to identify the fungus.
Helios-4
Damorisovitch
Vyecmuraf

???
???
Gletch
Damorisovitch

Wayfinders

"Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
bot:
[dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

Apologies for the delay

Life Science: 1d20 + 12 ⇒ (16) + 12 = 28

Helios quickly identifies the fungus and, based on Gletch's pathing, manages to find a way forward.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

No problem!

Helios-4 easily plots a course, and makes it easier for others to do the same. Anyone traveling through gets a +2 to the check.

As the front line turns down another corridor, a host of restless spirits emerge. Although they’re too weak to damage you, they hamper your progress. To move to the next zone, pass a Mysticism check to calm the spirits or an Stealth check to sneak past them.

RUN! T-48? Seconds
Helios-4: Go
Damorisovitch: Go
Vyecmuraf: Go
Shaan Poloo: Go
Gletch: Go

-----------------------------------------------------

RUINED FLOOR PIT
No one

FALLING RUBBLE
No one

DEAD END
Broken! You automatically pass this obstacle.
Shaan Poloo

MYSTERIOUS FUNGUS
Make either a Life Science or Medicine check to identify the fungus.
Damorisovitch
Vyecmuraf

THE UNQUIET DEAD
To move to the next zone, pass a Mysticism check to calm the spirits or an Stealth check to sneak past them.
Gletch
Damorisovitch
Helios-4


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

In the interest of time, I'll bot Shaan, since there's no check to make, but it still takes a turn.

RUN! T-48? Seconds
Helios-4: Go
Damorisovitch: Go
Vyecmuraf: Go

Shaan Poloo: Pass
Gletch: Go

-----------------------------------------------------

RUINED FLOOR PIT
No one

FALLING RUBBLE
No one

DEAD END
No one

MYSTERIOUS FUNGUS
Make either a Life Science or Medicine check to identify the fungus.
Damorisovitch
Vyecmuraf
Shaan Poloo

THE UNQUIET DEAD
To move to the next zone, pass a Mysticism check to calm the spirits or an Stealth check to sneak past them.
Gletch
Damorisovitch
Helios-4

Acquisitives

N Kasatha Envoy 4 | Stamina 28/28 HP 28/28 | EAC 17 KAC 18 | CMD 26 | F: +3, R: +6, W: +4 | Init: +2 | Perc: +7, SM: +7+d6 | Speed 30ft | Resolve 5/5 | Active conditions: None

Medicine, Circumstance: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15

“We don’t have time for this. Does anyone have a flamethrower?”

Fortitude if needed:
Fortitude: 1d20 + 3 ⇒ (15) + 3 = 18


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Vyecmuraf quickly navigates the fungi, indeed as time is running short.

RUN! T-48? Seconds
Helios-4: Go
Damorisovitch: Go

Vyecmuraf: Pass
Shaan Poloo: Pass
Gletch: Go

-----------------------------------------------------

RUINED FLOOR PIT
No one

FALLING RUBBLE
No one

DEAD END
No one

MYSTERIOUS FUNGUS
Make either a Life Science or Medicine check to identify the fungus.
Shaan Poloo

THE UNQUIET DEAD
To move to the next zone, pass a Mysticism check to calm the spirits or an Stealth check to sneak past them.
Gletch
Damorisovitch
Helios-4
Vyecmuraf

Exo-Guardians

Male LN Vesk Priest Overlord Mystic 3, Soldier 1 | SP 21/29 HP 31/31 | RP 5/5 | EAC 15; KAC 17 | Fort +4; Ref +1; Will +8 | Init: +0 | Perc: +7, SM: +7 | Speed 20ft | n/a | Spells: 1st: 4/4; Healing Touch 1/1 | Active conditions:

fort: 1d20 + 4 ⇒ (6) + 4 = 10

The vesk priest rubs up against the mysterious fungus, which apparently has a deleterious affect on his physiognomy. He looks a little greener than normal after this room.

Assuming I am sickened

He then tries to help out against the unquiet dead.
mysticism: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26

"Begone, you unquiet dead! <cough> There is no valor in conquering you again, so Damorisovitch <cough> needs you to go away!"


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Damorisovitch's will and knowledge is more than the unquiet dead can withstand. They retreat to the Beyond, leaving a clear path forward!

Another dead end! The route ends in a locked door, its mechanisms extremely rusty. To escape the final chase zone, each of you make either a Engineering or Sleight of Hand check to maneuver the door. After each successful check, the door will only stay open only long enough for one of you to get through though!

I botted Vyecmuraf as there is a required action with no roll.

RUN! T-42? Seconds
Helios-4: Go
Damorisovitch: Go

Vyecmuraf: Autopass
Shaan Poloo: Go
Gletch: Go

-----------------------------------------------------

RUINED FLOOR PIT
No one

FALLING RUBBLE
No one

DEAD END
No one

MYSTERIOUS FUNGUS
Make either a Life Science or Medicine check to identify the fungus.
Shaan Poloo

THE UNQUIET DEAD
Quieted! You automatically pass

RECONFIGURE DOOR MECHANISM
Engineering or Sleight of Hand check to maneuver the door.
Gletch
Damorisovitch
Helios-4
Vyecmuraf

Wayfinders

"Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
bot:
[dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

Helios stops his sprint for a moment upon getting to the door. He glances back and sees Shaan struggling to get past the fungus.

"Shaan!"

Life Science: 1d20 + 12 ⇒ (6) + 12 = 18

At his current distance, Helios has some trouble discerning the organisms, but he tries to point at a spot of harmless fungi.

"Try taking this route! They shouldn't be dangerous! I think?"


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Helios-4 gives up precious time to get Shaan through the fungi! Moving him up and then botting as there is only one option.

RUN! T-42? Seconds
Helios-4: Help
Damorisovitch: Go
Vyecmuraf: Autopass
Shaan Poloo: Autopass
Gletch: Go

-----------------------------------------------------

[ooc]RUINED FLOOR PIT
No one

FALLING RUBBLE
No one

DEAD END
No one

MYSTERIOUS FUNGUS
No one

THE UNQUIET DEAD
Quieted! You automatically pass

RECONFIGURE DOOR MECHANISM
Engineering or Sleight of Hand check to maneuver the door.
Shaan Poloo
Gletch
Damorisovitch
Helios-4
Vyecmuraf

Exo-Guardians

Male LN Vesk Priest Overlord Mystic 3, Soldier 1 | SP 21/29 HP 31/31 | RP 5/5 | EAC 15; KAC 17 | Fort +4; Ref +1; Will +8 | Init: +0 | Perc: +7, SM: +7 | Speed 20ft | n/a | Spells: 1st: 4/4; Healing Touch 1/1 | Active conditions:

Damorisovitch can make neither of those checks. They are both Trained only

"This is not Damorisovitch's specialty."

If he can, he will ready to hold the door open when Gletch opems it.

Wayfinders

"Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
bot:
[dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

As Helios turns back from helping Shaan, he speaks to Vyecmuraf and Gletch.

"Let's help the uh... non-scientific people before going."

If I'm not mistaken, Shaan cannot do those checks either, so we'll have to roll for them before going ourselves.

Dataphiles

Male CG bleachling gnome roboticist technomancer 4/precog 1 | SP 12/29 HP 29/29 | RP 7/7 | EAC 14; KAC 15 | Fort +3; Ref +4; Will +8 | Init: +0 | Perc: +8, low-light, SM: +6 | Spell Slots 1st: 4/5, 3/4, 2nd: 2/3 | Paradoxes: --, 2 | Speed 30ft | Active conditions: None

Stumbling along, his cybernetic left leg twitching nervously, as he encounters the spirits. Once quelled, the leg seems to control itself a bit. He nods in agreement with Helios-4. "Indeed." He pulls out a set of thieves' tools, to begin working on the rusty locking mechanism.

Engineering(for Shaan) w/ thieves' tools: 1d20 + 10 + 4 ⇒ (12) + 10 + 4 = 26

This may be one of those where a success just gets the whole group through, unless the door swings shuts and locks behind each person.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Gletch manages to get the door open. He's skilled enough to consistently keep the door from closing, but it requires that he be the last one out. Heroically, he stays behind, keeping it open for the others.

Moments before the entire thing comes crashing down, he dives through!

You emerge into a small room, far enough away from the epicenter to be unaffected. A hole in the ceiling 10 feet above provides an exit point to the surface.

Once free of the danger, you check in with command. It looks like you've got a few options.

If I may recommend missions 2, 3, or 4


Starfinders exploring the chambers below the shrine have discovered corpses of people who seemed to be recently deceased, wielding archaic weaponry and bearing the symbol of an ancient organization known as the Pathfinder Society. Tread carefully; it appears that—somehow—we’re not alone down here.

Table GMs, Delve Mission 1 is complete, and the Coalescent Chronology condition is now in effect.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Once before the end of the adventure, each PC can reroll a failed saving throw within the ruins. The tracker doesn't like adding a column, so I added it to the bottom of the slide.

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan grins at Gletch - "Thanks, much obliged - I'm not much with all those engineering doodads If y' know what I mean!"

Vote for Mission 3


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Second vote will be enough!

Wayfinders

"Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
bot:
[dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

Helios acquiesces the location being pointed by Shaan on the datapad.

Mission 3 works for me


"Starfinders, an exploration team has followed the trail of some sort of spirit from the past to a false treasure vault. The trap within the vault looks to have proven fatal to this long-ago explorer, but we’ve learned some valuable things about the hazards present in the ruins."

Table GMs, Delve Mission 5 is complete, and the Warning of Peril condition is now in effect.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Venture-Captain Naiaj briefs you, leading the way across the ruins to a hole in the ice. A sturdy ladder descends through the hole to a chamber ten feet below. “As you found out the hard way, the passageway we were scouting collapsed,” she explains, “so we won’t be getting in that way. Fortunately you discovered a room down there right as you got out. Excellent work agents. Not only did it get you a way back to the surface, but you found those stairs leading down as well.” She gestures to the ladder. “We set that up for easy access. Take a look and see if you can find a route to the center of the ruins.”

Venture-Captain Naiaj warns you to be careful, as many of the strange energy readings the other Starfinders have picked up emanate from that central area. There's a fair amount of comms chatter. Each PC gains a +1 bonus to Reflex saves and Perception checks until the end of this mission

Dataphiles

Male CG bleachling gnome roboticist technomancer 4/precog 1 | SP 12/29 HP 29/29 | RP 7/7 | EAC 14; KAC 15 | Fort +3; Ref +4; Will +8 | Init: +0 | Perc: +8, low-light, SM: +6 | Spell Slots 1st: 4/5, 3/4, 2nd: 2/3 | Paradoxes: --, 2 | Speed 30ft | Active conditions: None

Gletch pulls out his broad-spectrum scanning kit and begins trying to get readings as they move through the tunnel to the center of the ruins.

Perception w/ kit and bonus: 1d20 + 2 + 4 + 1 ⇒ (11) + 2 + 4 + 1 = 18

He begins moving toward the center of the ruins, but will stop if alerted to any danger.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

This was once a grand library, but most of its materials have been lost to the ravages of time. As you arrive you notice that the library’s appearance flickers back and forth from its current state, to fully functional and in good repair, to even more decrepit and decayed. Though possibly unsettling, the effect seems harmless.

Within this area are a quartet of very strange creatures hybrid flesh and tech-four-armed, gray-skinned figures with pointed ears and three eyes stand guard over this library. These guardians remain silent and communicate with gestures and signs. Upon seeing you they move in to defend the library!

Culture DC 17:

This species is NOT from the pact-worlds

Round 1:
???: Close distance
Shaan: Go
Helios-4: Go
Vyecmuraf: Go
Gletch: Go
Damorisovitch: Go

INITIATIVE:

Hostiles: 1d20 + 2 ⇒ (17) + 2 = 19
Damorisovitch: 1d20 + 0 ⇒ (1) + 0 = 1
Gletch: 1d20 + 0 ⇒ (7) + 0 = 7
Helios-4: 1d20 + 2 ⇒ (13) + 2 = 15
Shaan Poloo: 1d20 + 10 ⇒ (6) + 10 = 16
Vyecmuraf: 1d20 + 2 ⇒ (9) + 2 = 11

Dataphiles

Male CG bleachling gnome roboticist technomancer 4/precog 1 | SP 12/29 HP 29/29 | RP 7/7 | EAC 14; KAC 15 | Fort +3; Ref +4; Will +8 | Init: +0 | Perc: +8, low-light, SM: +6 | Spell Slots 1st: 4/5, 3/4, 2nd: 2/3 | Paradoxes: --, 2 | Speed 30ft | Active conditions: None

Gletch tries to see if he can figure out what these strange technological creatures are.

Engineering (Identify Creatures): 1d20 + 10 ⇒ (3) + 10 = 13

As he considers them, the circuitry along Gletch's cybernetic leg begins glowing. Along the toes of the foot, the glow emanates up like from a holoprojector, digits swirling through the air. "With proper calibration, I will be able to synthesize a consciousness connected with the Plane of Air ... it will just take a few moments to stabilize the neural matrix configuration."

Full action: cast summon creature for level 1 air elemental

Acquisitives

N Kasatha Envoy 4 | Stamina 28/28 HP 28/28 | EAC 17 KAC 18 | CMD 26 | F: +3, R: +6, W: +4 | Init: +2 | Perc: +7, SM: +7+d6 | Speed 30ft | Resolve 5/5 | Active conditions: None

Culture vs DC 17: 1d20 + 11 ⇒ (11) + 11 = 22

“Fascinating, but problematic.” A pistol appears in three of the kasatha’s hands, while the fourth points at the red-tinted guardian. “Dispose of that one first.” Two pistols point towards the blue-tinted creature, but only the third fires a beam of laser fire at the first guardian.

Bluff to Feint vs Red: 1d20 + 10 ⇒ (1) + 10 = 11
Laser Pistol, Get ‘Em vs Red: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Fire damage: 1d4 + 2 ⇒ (1) + 2 = 3

Swift action to Quick Draw, Move action to Get ‘Em vs Red, Standard action to use Clever Attack improvisation (rule text below) vs Red.

Clever Attack:
As a standard action, you can make a single attack against a target within 60 feet and gain the benefits of clever feint (attempting a Bluff check against the target as normal). Apply the effects of clever feint before resolving your attack. You must have the clever feint envoy improvisation to choose this improvisation.

Clever Feint:

Spoiler:
As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Both Gletch and Vyecmuraf find themselves stymied trying to figure out what the heck they're facing off against.

Gletch opts for a complex spell while Vyecmuraf fails to get the creature to bite on the feint. Regardless his shot isn't that far off target!

Round 1:
???: Close distance
Shaan: Go
Helios-4: Go

Vyecmuraf: Miss
Gletch: Cast
Damorisovitch: Go

Exo-Guardians

Male LN Vesk Priest Overlord Mystic 3, Soldier 1 | SP 21/29 HP 31/31 | RP 5/5 | EAC 15; KAC 17 | Fort +4; Ref +1; Will +8 | Init: +0 | Perc: +7, SM: +7 | Speed 20ft | n/a | Spells: 1st: 4/4; Healing Touch 1/1 | Active conditions:

"These do not look like anything Damorisovitch's spells will work against. So its time for very big gun."

The vesk priest moves forward, drawing his reaction cannon. He then shoots at blue.
light reaction cannon vs blue: 1d20 + 4 ⇒ (16) + 4 = 20
Piercing: 1d10 ⇒ 10


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Damorisovitch's gun works like a charm! He blasts a rather large hole in the first of the defenders, and it should only take a couple more hits like that to put it down.

Round 1:
???: Close distance
Shaan: Go
Helios-4: Go

Vyecmuraf: Miss
Gletch: Cast
Damorisovitch: Hit

DM:

Blue: 10

Wayfinders

"Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
bot:
[dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

Helios takes the laser rifle holstered ostensibly at his hip and takes aim with a grin.

"Finally. I was dying to get some target practice!"

Azimuth Laser Rifle: 1d20 + 5 ⇒ (16) + 5 = 21
Damage, F: 1d8 + 4 ⇒ (5) + 4 = 9

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

Shaan advances forward, unslinging a bulky cannon as he does, and then shoots out a blast of sound at the nearest enemies.

First, is Starfinder like Pathfinder 1e in allowing me to combine drawing a weapon as part of a move action (as long as I have a BAB of at least +1)? If not, this won't work.

Second, this is the first time I've actually used this weapon (I purchased it at the advice of a friend but soon discovered that Shaan is really best at melee) so it's possible that I'm interpreting its usage incorrectly.

The harmonic dirge cannon has the antibiological property - it only affects living targets - from the description it sounds like there's a chance that these guys might be living? But if they are straight up robots then ignore everything - it has no effect. From the picture they look robot-ish but from the description it sounds like they might be a little bit alive-ish? Anyway, Shaan doesn't have the skills to know.

The dirge cannon also has the blast property with a range of 20'. I think that means the cone will hit Red and Blue but Green is unaffected. As I understand it, I roll the attack separately for each target (with a -2 penalty) but just roll the dmg once and apply the same dmg to everyone it hits.

harmonic dirge cannon, blast penalty, vs Red: 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
harmonic dirge cannon, blast penalty, vs Blue: 1d20 + 4 - 2 ⇒ (16) + 4 - 2 = 18
Sonic dmg: 1d8 + 4 ⇒ (5) + 4 = 9


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

The Starfinders open fire! Shaan quickly finds out that these things are more machine than anything, and his weapon, while on target for both shots, doesn't seem to do anything. Helios-4's weapon definitely burns some of the mechanics. It looks like "skin" is a bit of an exaggeration.

As mentioned in the Discussion tab, yes it's like PF1. Cool weapon. I always struggle with weapons in Starfinder. So many choices that I feel like I'm always behind the instant I buy something.

The guardians converge on Shaan. The two closest hold on to spears as they jab at the vesk. The other two hurl their tactical spears from afar while closing:
Blue: 1d20 + 10 ⇒ (18) + 10 = 28 for P DMG: 1d6 + 6 ⇒ (2) + 6 = 8
Red: 1d20 + 10 ⇒ (18) + 10 = 28 for P DMG: 1d6 + 6 ⇒ (3) + 6 = 9
Green: 1d20 + 8 ⇒ (10) + 8 = 18 MISS
Black: 1d20 + 8 ⇒ (14) + 8 = 22 for P DMG: 1d6 + 6 ⇒ (4) + 6 = 10

Round 2:
???: ATK
Shaan: Go
Helios-4: Go
Vyecmuraf: Go
Gletch: Go
Damorisovitch: Go

DM:

Blue: 19

Acquisitives

N Kasatha Envoy 4 | Stamina 28/28 HP 28/28 | EAC 17 KAC 18 | CMD 26 | F: +3, R: +6, W: +4 | Init: +2 | Perc: +7, SM: +7+d6 | Speed 30ft | Resolve 5/5 | Active conditions: None

Ever the opportunist, Vyecmuraf quickly changes targets. “That one, that one, here, I’ll demonstrate how you point your gun at something and pull the trigger.”

Bluff to Feint vs Blue: 1d20 + 10 ⇒ (14) + 10 = 24
Thunderstrike Pistol, Get ‘Em vs Blue FF EAC: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Sonic damage: 1d8 + 2 ⇒ (3) + 2 = 5

Same as last time, but this time direct your ire at Blue. If the feint is successful, Blue is flat-footed to everyone - otherwise, it’s flat-footed to only Vyecmuraf.

Dataphiles

Male CG bleachling gnome roboticist technomancer 4/precog 1 | SP 12/29 HP 29/29 | RP 7/7 | EAC 14; KAC 15 | Fort +3; Ref +4; Will +8 | Init: +0 | Perc: +8, low-light, SM: +6 | Spell Slots 1st: 4/5, 3/4, 2nd: 2/3 | Paradoxes: --, 2 | Speed 30ft | Active conditions: None

The glowing energy from Gletch's spell coalesces into an air elemental, though illuminated digits occasionally still swirl and transform in the spinning winds of its body. The air elemental darts forward, attacking at the one directed toward.

Slam attack w/ Get 'em vs. Blue's KAC: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Slam attack damage (bludgeoning): 1d6 + 3 ⇒ (1) + 3 = 4

Gletch moves down and pulls his pistol. Not able to get a clear shot on blue, he fires at red instead.

Static arc pistol attack vs. red's EAC: 1d20 + 2 ⇒ (11) + 2 = 13
Static arc pistol (nonlethal, electricity): 1d6 + 1 ⇒ (2) + 1 = 3
If that hits, I'd be looking to see if it looks like it has any effect, to see if I need to turn off the Stun setting next turn.

Exo-Guardians

Male LN Vesk Priest Overlord Mystic 3, Soldier 1 | SP 21/29 HP 31/31 | RP 5/5 | EAC 15; KAC 17 | Fort +4; Ref +1; Will +8 | Init: +0 | Perc: +7, SM: +7 | Speed 20ft | n/a | Spells: 1st: 4/4; Healing Touch 1/1 | Active conditions:

Vyecmuraf, isn't that 2 move actions and an attack action?

Damorisovitch drops his cannon, and draws his doshko as he moves forward to attack.

flame dosho w/ get 'em vs Red EAC: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 fire: 1d8 + 2 ⇒ (8) + 2 = 10
Or not


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Vyecmuraf's gambit works. The guardian falls for it, giving up its tactical stance. Vyecmuraf's shot lands and it's followed up by Gletch's! The two shots drop the thing. [ooc]He has Clever Attack Improvisation, which essentially lets him roll both those actions into a single standard

Unfortunately, his follow up misses by a hair. Damorisovitch's doshko is off by many, many hairs.

Round 2:
???: ATK
Shaan: Go
Helios-4: Go

Vyecmuraf: Hit
Gletch: Kill
Damorisovitch: Miss

DM:

Wayfinders

Medium Male Neutral Vesk Soldier 4 | SP 36/36 HP 34/34 RP 6/6 | EAC 18 KAC 20 | F +6, R +3, W +5 (+2 vs fear) | Init +10 | Perc +0 | Speed 30' | Active Conditions: None | Constant:

With three spears sticking out of him, Shaan roars with anger, drops the useless cannon, and begins to flail about with his doshko.

ember flame doshko: 1d20 + 8 ⇒ (18) + 8 = 26
F dmg: 1d8 + 10 ⇒ (2) + 10 = 12

Then he steps back 5'.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Shaan finds them easy to hit with his weapon, and despite it being a weak hit for him, it deals considerable damage!

Round 2:
???: ATK
Shaan: Hit
Helios-4: Go

Vyecmuraf: Hit
Gletch: Kill
Damorisovitch: Miss

DM:

Red: 12

Wayfinders

"Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
bot:
[dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

Helios targets the enemy as directed by Vyecmuraf.

Azimuth Laser Rifle, Get 'Em vs. Blue: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Damage, F: 1d8 + 4 ⇒ (6) + 4 = 10


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Helios takes the shot, but goes wide in the thick of battle!

The remaining three guardians don't slow down in the least after one of their own is dropped.

Toe to toe with Damorisovitch, the first continues its assault:
ATK: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9 MISS
ATK: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23 for DMG: 1d6 + 6 ⇒ (2) + 6 = 8

The next closes for the same:
ATK: 1d20 + 10 ⇒ (16) + 10 = 26 for DMG: 1d6 + 6 ⇒ (6) + 6 = 12

The final guardian takes a risk in closing. Provoking from Damorisovitch.

Round 3:
???: ATK
Shaan: Go
Helios-4: Go
Vyecmuraf: Go
Gletch: Go
Damorisovitch: Go

DM:

Red: 12

Acquisitives

N Kasatha Envoy 4 | Stamina 28/28 HP 28/28 | EAC 17 KAC 18 | CMD 26 | F: +3, R: +6, W: +4 | Init: +2 | Perc: +7, SM: +7+d6 | Speed 30ft | Resolve 5/5 | Active conditions: None

"Yes yes, well done, now get that one next." Again the kasatha uses their many limbs to their advantage, pointing with two at one of the robotic guardians and firing at another with a third.

Bluff to Feint vs Black: 1d20 + 10 ⇒ (2) + 10 = 12
Thunderstrike Pistol, Get 'Em vs Black FF EAC: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Sonic damage: 1d8 + 2 ⇒ (1) + 2 = 3

Rinse and repeat. This time direct your ire at Black. If the feint is successful, Black is flat-footed to everyone - otherwise, it’s flat-footed to only Vyecmuraf.


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

the trick doesn't work, though it's enough for Vyecmuraf to find his own opening.

Round 3:
???: ATK
Shaan: Go
Helios-4: Go

Vyecmuraf: Fail, hit
Gletch: Go
Damorisovitch: Go

DM:

Black: 3

Wayfinders

"Helios-4" Male N Android Technomancer 4 (Ace Pilot) | SP 24/24 ; HP 24/24 ; RP 7/7 | EAC 15 ; KAC 14 | Ft +2 ; Rf +3 ; Wi +4 | Init. +2 ; Perc. +4; SM. -2 | Speed 30ft | Active conditions: None. |
bot:
[dice=Azimuth Laser Rifle]1d20+5[/dice][dice=Damage, F]1d8+4[/dice]

Helios changes target yet again.

"Bleh. Seems like I do need the practice."

Azimuth Laser Rifle, Get 'Em vs. Black: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage, F: 1d8 + 4 ⇒ (5) + 4 = 9

Exo-Guardians

Male LN Vesk Priest Overlord Mystic 3, Soldier 1 | SP 21/29 HP 31/31 | RP 5/5 | EAC 15; KAC 17 | Fort +4; Ref +1; Will +8 | Init: +0 | Perc: +7, SM: +7 | Speed 20ft | n/a | Spells: 1st: 4/4; Healing Touch 1/1 | Active conditions:

First, the aoo

Damorisovitch swings as the guardian tries to get pas him.
Flame doshko vs EAC: 1d20 + 6 ⇒ (10) + 6 = 16 fire: 1d8 + 2 ⇒ (3) + 2 = 5

now
The vesk priest swings again into black.
Flame doshko vs EAC: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 fire: 1d8 + 2 ⇒ (3) + 2 = 5

Dataphiles

Male CG bleachling gnome roboticist technomancer 4/precog 1 | SP 12/29 HP 29/29 | RP 7/7 | EAC 14; KAC 15 | Fort +3; Ref +4; Will +8 | Init: +0 | Perc: +8, low-light, SM: +6 | Spell Slots 1st: 4/5, 3/4, 2nd: 2/3 | Paradoxes: --, 2 | Speed 30ft | Active conditions: None

For ease, let's assume I delay until everyone's attacks this turn, so I don't mess up the locations for any attacks, if any of these creatures get moved.

Gletch fires at the nearest of the enemies.

Static arc attack vs. black's (flat-footed?) EAC w/ Get 'Em: 1d20 + 2 ⇒ (12) + 2 = 14
Static arc damage (electricity, nonlethal): 1d6 + 1 ⇒ (2) + 1 = 3

The elemental begins spinning, becoming a large cyclone, five feet wide at the base but extending up 20 feet to a 10-foot wide top of the cyclone. It moves forward, through the space that contains green, and then spirals away, dropping green out before going through red, trying to drag it off, and then looping back around to end in the space with the black creature.

DC 8 Fortitude save or take Bludgeoning damage: 1d6 + 3 ⇒ (3) + 3 = 6 and, if injured, a DC 8 Reflex save or be carried where indicated with the colored squares


| The Death of Kortos IV | Fly Free or Die | | Ship Roles |

Two hits from Damorisovitch and some energy from both Helios and Gletch bring down a second foe!

Green FORT: 1d20 + 2 ⇒ (9) + 2 = 11
Red FORT: 1d20 + 2 ⇒ (10) + 2 = 12

the remaining guardians barely manage to avoid the whirlwind!

Round 3:
???: ATK
Shaan: Go
Helios-4: Hit
Vyecmuraf: Fail, hit
Damorisovitch: Hits
Gletch: Hits

DM:


One of our teams made contact with creatures guarding a library and investigated the remains of its materials. They’ve found rituals and research materials related to temporal manipulation, suggesting this site was once used for such experiments.

Table GMs, Delve Mission 3 is complete, and the Preternatural Insight condition is now in effect.

Exo-Guardians

Male LN Vesk Priest Overlord Mystic 3, Soldier 1 | SP 21/29 HP 31/31 | RP 5/5 | EAC 15; KAC 17 | Fort +4; Ref +1; Will +8 | Init: +0 | Perc: +7, SM: +7 | Speed 20ft | n/a | Spells: 1st: 4/4; Healing Touch 1/1 | Active conditions:

"Glorious! Onward to victory, my friends!"

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