Hmm's SFS 3-99: Perils of the Past [Outpost V] (Inactive)

Game Master Hmm

Perils of the Past Maps
RPG Chronicles
Success Reporting
Success Tracking

Preparation Rewards:
CLEAR THE WAY REWARD

The group does an amazing job of clearing away rubble! Appreciative of your assistance, Radaszam gives you tips on using leverage against an enemy.

Hard Once during the adventure, when rolling a combat maneuver check, a Strength based skill check, or a Strength-based attack roll, each PC can choose to roll the check twice and take the higher result.

COORDINATE COMMUNICATIONS REWARD

While working on the communications equipment, you gain valuable experience tinkering with machinery.

Hard Once during the adventure, each PC gains a +2 bonus to an Engineering check, a Sleight of Hand check, or a Reflex save against an analog trap or hazard.

EXPLORE AND REPORT REWARD

You gain some insight into the site's layout and recognize some patterns in its construction.

Hard Once during the adventure, each PC can roll twice and take the better result on a Survival or Perception check.

INTERVIEW LOCALS REWARD

You hear rumors from the locals about the dangers of the ruins.

Average The PCs hear several tales of people going into the ruins and not returning, or of people returning after months or even years had passed thinking they'd only been gone a few moments. Ghosts and spirits in peculiar clothing are also said to inhabit the ruins. Some of the locals take an interest in the PCs' investigations and gift them each a brown nanite hypopen that must be used during this adventure. A PC can use a brown nanite hypopen as a standard action on themselves or a willing or unconscious living creature to grant the benefits of lesser remove condition (Starfinder Armory 106).

RALLY THE RANKS REWARD You inspire your fellow Starfinders, and the experience buoys your own sprits.

Hard Once during the adventure, each PC can roll twice and take the higher on a Charisma-based skill check.

SUPPLY LINES REWARD

The supply teams are grateful for your assistance and grant them each a vial of magically-infused broth that heals the body and steels the mind.

Average Once during the adventure, a PC can consume this broth to gain the effects of a mk 3 serum of healing and a +1 bonus to Will saves for a number of minutes equal to their character level.


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The comm units of the Starfinders present chime in unison, and a hologram of Ehu appears as his message plays. “Good work, Starfinders! Reports indicate you’ve almost reached the site’s inner sanctum. All strange temporal fluctuations we’ve recorded center around this point. All teams, please rendezvous at these coordinates so we can try to find a way in.”

An unusual crate of equipment has appeared in the Sanctum.

The Supply Cache condition is in effect.

Table GMs, Part Two has begun.

Second Seekers (Luwazi Elsebo)

female kish ally of Kneepuncher | Master Hireling Access | Computers +17, Engineering +17, Physical Science +17

"I've heard that one before," Kinbara responds with undisguised fondness.

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher climbs back into his armor and does pre-flight checks. "Excellent work, as always. I'll try not to scratch the pain this time."


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THE CIPHER DOOR

Numerous entrances converge on this semi-circular hall, which curves around another chamber within, surrounding it on three sides. The only entrance to the inner room is an immense door built of pitch-black stone. Scrawled on this door’s sliding panels are six glowing glyphs, their light pulsing in a steady pattern. The door into the inner sanctum is made of magically-treated stone, which is extremely hard and cannot be physically broken.

DC 23 Culture:
You note that the glyphs on the door don’t match any known language. The symbols appear to serve more as mystical notations than an actual written language.

To open the door, you must arrange the glyphs into a specific pattern. The door is trapped with several other defenses that you need to bypass to safely open it. You can take one of several roles to help open the cipher door.

You must fill all four roles simultaneously in order to attempt to open the door. For groups of more than four people, additional PCs can attempt to Aid their allies. The roles each require a DC 23 skill check of the type noted.

Calculate Cipher Solutions: Computers
Decipher the Glyphs: Culture
Disable Mundane Traps: Engineering
Nullify Magical Defenses: Mysticism

Who's doing what?

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher will send his hireling to do Computers or Engineering at +15, whichever the party prefers.

Acquisitives

Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

Srurdez could have his hireling do Mysticism at +13, otherwise I could maybe Aid one of the others.

Culture: 1d20 + 5 ⇒ (16) + 5 = 21

Wayfinders

Male Human Divine Champion Ghost Operative 10: Spd:50, Init:9, SP:120/120, HP:82/82, RP:11/11, EAC:27, KAC:28, 7 Piercing Resistance, Fort:11(toughness), Ref:13, Will:8, Per:18, Darkvision, Electrolocation

computers and engineering +13, culture +10.

Wayfinders

Female CG Ysoki Themeless Envoy 7 | SP 0/49 HP 27/44 | RP 5/6 | EAC 25, KAC 26 | Fort +3, Ref +11, Will +7 | Init: +5 | Perc: +10

Culture: 1d20 + 13 ⇒ (10) + 13 = 23

After a bit of examination of the glyphs Teka tells the others, "I don't believe these are words or letters from any language, but are rather are mystical symbols. I don't think there will be a nice little word we can rearrange them into."

"I think I could take on most of the bits of these, although the nature of the mystical isn't something I've picked up on. I could pick up on trying decipher what these glyphs mean. I have been rather slow at it before though, still I hope I may have picked up a little now."

Computers +14+d6
Culture +13
Engineering +16+d6

Unless someone has an ally in the waiting for culture, I might be able to tackle culture since we have multiple people that are very good at computers and engineering.

Wayfinders

Male Human Divine Champion Ghost Operative 10: Spd:50, Init:9, SP:120/120, HP:82/82, RP:11/11, EAC:27, KAC:28, 7 Piercing Resistance, Fort:11(toughness), Ref:13, Will:8, Per:18, Darkvision, Electrolocation

Max will try the computers, to get this moving. computers: 1d20 + 13 ⇒ (12) + 13 = 25

Exo-Guardians

Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

"So ahm a gonna guess that ah can't just magic em into making sense with that 'yo comprendo' spell.... hrmmm..."

Zargothrax looks closer...

Computers at +18 is my best of those. Engineering at +16, Mysticism is +12. I'm thinking that Zarg takes point on computers, Teka on Engineering, Scotty on Mysticism, and Daata on Culture. Then Kneepuncher and Max can assist with hopefully someone assisting on culture

Wayfinders

Female CG Ysoki Themeless Envoy 7 | SP 0/49 HP 27/44 | RP 5/6 | EAC 25, KAC 26 | Fort +3, Ref +11, Will +7 | Init: +5 | Perc: +10

"You would be correct Zargothrax." Nodding to Maxamax, Teka will pull out her datapad and begin taking notes on the glyphs. "Sometimes one has to buckle down and not take shortcuts, let me see if I can parse this bit by breaking down the little glyphs into smaller parts. Hopefully that will give us the direction we need."

I'll roll the Culture, the aids I think will be good no matter where they end up.

Culture: 1d20 + 13 ⇒ (18) + 13 = 31

Acquisitives

Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

"Scotty! Need to you figure out the magic shit again! These glyphs here..." Srurdez calls out for his dwarven compatriot, who grumbles in a surly manner before moving over to the door and having a look at the glyphs...

Mysticism: 1d20 + 13 ⇒ (9) + 13 = 22

Second Seekers (Luwazi Elsebo)

female kish ally of Kneepuncher | Master Hireling Access | Computers +17, Engineering +17, Physical Science +17

We're actually done here. Zarg can auto-aid Mysticism, and Daata's +20 Engineering with auto-aid from Kinbara will hit 23 guaranteed.

Kinbara will follow Daata to where the mechanical traps are and help pick out anything he missed.

Engineering, Aid Another.: 1d20 + 15 ⇒ (16) + 15 = 31

Exo-Guardians

Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

Zargothrax realizes that the computers seem pretty under control and decides to check out the spookiness instead. "So uh... scotty... nice ta meetcha! Ahm Zargothrax! What're deez..."

Mysticism (Aid): 1d20 + 12 ⇒ (7) + 12 = 19


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While everyone eagerly awaits Daata's engineering roll to help open the cipher door, a crate materializes right next to all of you!

CRATE EXPECTATIONS

It's a huge wooden crate that has been stamped with a circular mark.

DC 20 Culture:
Hey, isn’t that Glyph the mark of the ancient Pathfinder Society?

Inside are more wooden boxes!

BOX ONE

The first wooden box inside of the supply crate contains six thin bottles filled with blue liquid and stoppered with pieces of porous wood.

DC 18 Mysticism check (or just drink a bottle's contents):
You realize that this peppermint-flavored liquid is a type of medicine. The bottles function mk 3 serums of healing.

BOX TWO

A second wooden box holds six round-bottomed bottles filled with a red liquid.

DC 23 Engineering check (or drink or throw it):
You determine that the red liquid reacts violently to sudden impact, much like a grenade.

Should you try to drink it...
An unfortunate person who tries to drink the liquid takes fire damage before forcefully vomiting to expel the rest of the liquid. Spicy indeed!

Fire Damage: 3d6 ⇒ (1, 6, 5) = 12

These function as mk 3 incendiary grenades.

BOX THREE

A third wooden box holds three sacks made of a plant‑based cloth and secured with a plant-based rope. They smell vaguely pine-scented.

You open a bag and examine its contents:
You examine the contents of a sack and determine that it is filled with sticky tree resin and could be thrown at opponents to entangle them. This examination damages the mechanism for the sack to properly unfold upon impact, destroying one of the sacks unless you succeed at a DC 18 Sleight of Hand check.

Each of these sacks functions as a stickybomb grenade III.

BOX FOUR

The fourth box you find is tiny, velvet and hinged. Inside is a humming violet crystal ball that you soon identify as a Purple Sphere Aeon Stone.

THE OTHER CONTENTS OF THE CRATE

The crate also holds a bow, a hatchet, and a longsword that are well-balanced despite their archaic materials of wood, steel, and sinew. All three weapons are adorned with glowing magical runes.

These function as an advanced battlebow, a sintered handaxe, and a sintered longsword, respectively. I do not advise that you try to drink them.

Wayfinders

Female CG Ysoki Themeless Envoy 7 | SP 0/49 HP 27/44 | RP 5/6 | EAC 25, KAC 26 | Fort +3, Ref +11, Will +7 | Init: +5 | Perc: +10

Culture: 1d20 + 13 ⇒ (11) + 13 = 24

"Oh this is a lovely surprise. It looks like these bits gear are back from the Pathfinder Society. It looks like we found a supply of their gear."

Engineering to ID box two: 1d20 + 15 + 1d6 + 1 ⇒ (20) + 15 + (1) + 1 = 37

Teka begins examining the set of bottles as she notes, "it looks like these are a chemical-based grenade. This would create some nasty burns, although not as bad as what Zargothrax has been throwing out." Teka takes one of the explosive bottles and may scavenge some more once others had a chance to examine them.

Wayfinders

Male Human Divine Champion Ghost Operative 10: Spd:50, Init:9, SP:120/120, HP:82/82, RP:11/11, EAC:27, KAC:28, 7 Piercing Resistance, Fort:11(toughness), Ref:13, Will:8, Per:18, Darkvision, Electrolocation

wow, looks like we have everything.


I am the tool of the GM

Click. Whirr.

Botting Daata

Daata's Engineering on Cipher Door, Round one: 1d20 + 20 ⇒ (16) + 20 = 36

Daata's Engineering on Cipher Door, Round two: 1d20 + 20 ⇒ (9) + 20 = 29


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It looks like I misread the challenge on the Cipher Door, and so we'll need another round of successes on the door. I'm going to bot Daata, and then have us all make another attempt at this.


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Cipher Door, Round Two

Still needed:
Computers
Culture
Mysticism

Wayfinders

Female CG Ysoki Themeless Envoy 7 | SP 0/49 HP 27/44 | RP 5/6 | EAC 25, KAC 26 | Fort +3, Ref +11, Will +7 | Init: +5 | Perc: +10

Teka returns to to the glyphs as she attempts to run another pass of deciphering this layer of the symbols.

Culture: 1d20 + 13 ⇒ (15) + 13 = 28

Exo-Guardians

Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

"Hey! This glyph looks a turd. I wonder if it stands for number two?"

He tests his theory.

Mysticism: 1d20 + 12 ⇒ (9) + 12 = 21

Wayfinders

Male Human Divine Champion Ghost Operative 10: Spd:50, Init:9, SP:120/120, HP:82/82, RP:11/11, EAC:27, KAC:28, 7 Piercing Resistance, Fort:11(toughness), Ref:13, Will:8, Per:18, Darkvision, Electrolocation

Max will try computers: 1d20 + 13 ⇒ (19) + 13 = 32

Acquisitives

Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

As is typical, Srurdez has light up a smoke in this enclosed underground space while waiting for results from Scotty.

Scotty meanwhile is dealing with the slightly less annoying vesk, trying to direct the Lizard Wizard down the correct avenues of inquiry.

Auto-aid Mysticism for Zarg to get a 23.

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher stands around and looks pretty, as is his wont.

Dataphiles

Male Izalguun Roboticist Mechanic 7.1 SP 12/42, HP 48/48, RP 9/9; EAC 21, KAC 23; F +5, R +7, W +5 (+1); Spd 15/35 ft.; Init +4; darkvision 60 ft., low-light vision, Perception +13 (+15 vision, +17 scanner); Posture: quadruped; Active conditions: — ; Used:

Sorry, unexpectedly without internet for a couple days. Is Daata botted already? If not:

Computers: 1d20 + 20 ⇒ (3) + 20 = 23
Culture: 1d20 + 17 ⇒ (2) + 17 = 19


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Cipher Door Success!

You slide and work on the door like it was a puzzle box, while other Starfinder teams work on calculations to solve the other locks!

We are now waiting on other tables to open that door!

Exo-Guardians

Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

Zarg goes back to check out the loot crate.

"So uh... old paffinder stuff? Lemme see..."

Mysticism: 1d20 + 12 ⇒ (17) + 12 = 29

"Ooh! This one's medicine! Like a healing serum. Says 'cure moderate wounds' onnit... that's a weird way 'o puttin it."

Engineering: 1d20 + 16 ⇒ (18) + 16 = 34

"Yeeeup! Ah concur! Big badaboom juice! Dun drink that."

Sleight of Hand: 1d20 + 9 ⇒ (19) + 9 = 28

Zargothrax nearly glues his hands together but somehow deftly reassembles a bag.

"Glue bag! Prolly fer throwin... not openin'"


With a hum, the glyphs in the door flash blue as they realign, a wave of energy shimmering over them. The door swings open, revealing a massive chamber containing a tall archway made of red stone.

Table GMs, the Unlocked condition is now in effect.


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The chamber beyond the Cipher Door is enormous. Its most prominent feature is a round archway of luminous crystal set atop a red stone platform at its center. The arch crackles with veins of light, providing surprisingly bright illumination. Pillars arrayed beside the door lead in and around the arch, and an empty fountain stands to the right of the entrance. Next to the archway, carving symbols into the crystal, is a summerborn ryphorian woman dressed in a jaunty traveler's outfit. At the sound of the door opening, she turns around, surprise evident on her face. “Ah, hello,” she mumbles hesitantly. “Can I…help you?” She chuckles nervously, then shakes her head. “Sorry. I haven't been around people much lately.”

Her voice sounds familiar. Didn't you hear it echoing when you were in the time loop a while back?

There's a picture of her on SLIDE 22

Dataphiles

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Male Izalguun Roboticist Mechanic 7.1 SP 12/42, HP 48/48, RP 9/9; EAC 21, KAC 23; F +5, R +7, W +5 (+1); Spd 15/35 ft.; Init +4; darkvision 60 ft., low-light vision, Perception +13 (+15 vision, +17 scanner); Posture: quadruped; Active conditions: — ; Used:

Daata looks at the rhyphorian ponderously. "What is your name? How long have you been here?"

Exo-Guardians

Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

"I uh... thought ah might've herdja earlier... Ahm Zargothrax McDonald! Lookin inta some stuff 'bout time goin' bonkers. Seemed like this was the inner sanctum. Ya know anythin' bout that?"


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Daata wrote:
Daata looks at the rhyphorian ponderously. "What is your name? How long have you been here?"

“My goodness, you're a serious sort, aren't you? My name is Felise,” the ryphorian says with a mischievous smile. “Dimensional explorer extraordinaire—or at least, I was.” Her expression dims momentarily. “Lately I've been more focused on theoretical research. As for how long I have been here... that's a really hard one to answer right now. I could tell you with equal accuracy a few hours subjective time or goodness knows how many millennia objective time.”

Zarg wrote:
"I uh... thought ah might've herdja earlier... Ahm Zargothrax McDonald! Lookin inta some stuff 'bout time goin' bonkers. Seemed like this was the inner sanctum. Ya know anythin' bout that?"

“I should hope I do, or this has been an entire waste of -- er, time. This is the Eternity Arch. As far as I can tell, it's a portal to the Dimension of Time, built eons ago, though I have no idea who originally constructed it. Its primary purpose seems to be psychic transference, allowing people to communicate briefly across time, but I'm trying to modify it to physically bring someone through instead." Then she glances worriedly again at all of you. ”Wait. None of you are time travelers, right? Because I am trying bring someone completely different, and don't want to pull anyone else out of their time."

Wayfinders

Female CG Ysoki Themeless Envoy 7 | SP 0/49 HP 27/44 | RP 5/6 | EAC 25, KAC 26 | Fort +3, Ref +11, Will +7 | Init: +5 | Perc: +10

"Well I was going to ask you the same question dear. Most of the people we've met down here have been around quite a long time."

Teka holds her own hands as she looks up at the ryphorian, "we are here studying and researching the ruins. What are you doing there? If I might ask of course."


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Felise looks wistful for a moment, then sighs. “I want my dragonkin partner, Heraxia, back. Years ago, we were exploring a temporal passageway when we were attacked by hounds of Tindalos. We escaped but got separated in the process. I was able to get back home, but Heraxia wasn't so lucky. We've been able to stay in touch intermittently with empathic communication through our bond, and from what we can tell, she's in the distant past—on Lost Golarion, if you can believe that!” She glances to the archway, brow furrowing. “It's been a long time. I just want to get her back.”

She glances hopefully at all of you. "Studying and researching the ruins? Which school are you from? The Arcanirum? SENOT? U of Q?" She looks you all over, appraisingly. "Do you know anything about attuning an Eternity Arch?"

Exo-Guardians

Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

"Ahm from the Veskarium school 'o hard knocks! So ahv got me a pee-aych-dee in fakin' it 'till ah make it!"

He straightens out his party hat and beach towel archwizard apparel and waggles his fingers while he looks over at the Eternity Arch.

Detect magic and relevant skill checks

"So uh... ah hate ta say it but ahm a thinkin' that there's been lotsa things blipping 'round in time here. Prolly wanna get this thing attuned quick-like or shut 'er down... before we find ourselves dead in an hour last century."


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SANCTUM MISSION 1: REPAIRS AND ATTUNEMENT

"Oh, I'd love the help, but remember there can be side effects from messing with time."

Anyone assisting Felise with repairing and attuning the Eternity Arch can attempt an Engineering or relevant Profession check for the physical repairs or a Mysticism check for the energetic attunement.

Read this after making your attunement roll:
Please roll me a DC 16 Fortitude Save! If you fail, your form warps ten years (or the equivalent) backward or forward in time, determined randomly. The change is disorienting, and affected PCs take a –1 penalty to attack rolls and saves as you adjust to your new forms. The effect lasts for 24 hours.

Exo-Guardians

Vesk Technomancer 7 49/49 SP | 41/41 HP |9/9 RP EAC 22 KAC 23 Fort 4 Ref 4 Will 5 | Speed 20 | Init +2 | Perception +0

Zargothrax checks the cabling to make sure it's all up to mil spec. He hums as he works...

"The blue wire's connected to the... Green wire. The Green wire's connected to the... Black wire. The Black wire's connected to the... Red wire... and that's how we start a fire!"

Profession (Electrician): 1d20 + 16 ⇒ (20) + 16 = 36

Spoiler:
Fort: 1d20 + 4 ⇒ (8) + 4 = 12


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With Zarg's electrical expertise, you are a third of the way there. Is anyone else trying?

Zarg:
You're younger! It's very disconcerting. Aren't lizard wizards supposed to be mature with gravitas?

However, you also get this neat side benefit: A PC who succeeds at their skill check for sanctum mission 1 infuses themself with a touch of temporal energy. Once during Part 3, they can gain the benefit of haste for a number of rounds equal to their level.

Wayfinders

Female CG Ysoki Themeless Envoy 7 | SP 0/49 HP 27/44 | RP 5/6 | EAC 25, KAC 26 | Fort +3, Ref +11, Will +7 | Init: +5 | Perc: +10

"We are from the Starfinders and we would be delighted to help. Hopefully we can get this straightened up."

Teka takes a moment as she appraises the arch before beginning to pull out her tools and carefully working into Zargothrax's wiring.

Engineering: 1d20 + 15 + 1d6 + 1 ⇒ (13) + 15 + (2) + 1 = 31

Spoiler:
Fortitude Save: 1d20 + 3 ⇒ (13) + 3 = 16


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"Oh I've heard of the Starfinders! Keep going! Whatever you are doing is working!"

Teka:
You manage to keep control of your age, but you still get this neat side benefit: A PC who succeeds at their skill check for sanctum mission 1 infuses themself with a touch of temporal energy. Once during Part 3, they can gain the benefit of haste for a number of rounds equal to their level.

Acquisitives

Male Vesk Envoy 7 | SP: 56/63 HP: 48/48 RP: 5/8, DR: 5/- | EAC: 22 KAC: 24 | F: +4, R: +6, W: +5 | Init: +1 | Perc: +4 (Low-Light Vision), SM: +13 | Speed 35ft | Active conditions: None.

"Sounds like you're up again Scotty!" Srurdez says with a wink at Felise, he struts up to the arch, claws resting confidently on his hips.

Mysticism: 1d20 + 13 ⇒ (13) + 13 = 26

Spoilery Stuff:

Fort Save: 1d20 + 4 ⇒ (2) + 4 = 6

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

"Pleasure to meet you, Felise," Kneepuncher says with as charming a bow as powered armor allows. "I'll admit that we are newer to this whole time manipulation thing, but if there's anything we can do to help, we will."

He turns to Kinbara. "And this thing to help is your bailiwick, I believe."

Second Seekers (Luwazi Elsebo)

female kish ally of Kneepuncher | Master Hireling Access | Computers +17, Engineering +17, Physical Science +17

"Indeed it is. May I, Felise?"

Engineering: 1d20 + 15 ⇒ (10) + 15 = 25

Spoiler:
Fortitude Save: 1d20 + 12 ⇒ (14) + 12 = 26

Dataphiles

Male Izalguun Roboticist Mechanic 7.1 SP 12/42, HP 48/48, RP 9/9; EAC 21, KAC 23; F +5, R +7, W +5 (+1); Spd 15/35 ft.; Init +4; darkvision 60 ft., low-light vision, Perception +13 (+15 vision, +17 scanner); Posture: quadruped; Active conditions: — ; Used:

Daata cracks his knuckles and tries to work the bizarre mechanism.

Engineering: 1d20 + 20 ⇒ (18) + 20 = 38

Spoiler:
Fortitude: 1d20 + 5 ⇒ (6) + 5 = 11


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

Kneepuncher:
You manage to resist the timewarping, and also get this neat side benefit: A PC who succeeds at their skill check for sanctum mission 1 infuses themself with a touch of temporal energy. Once during Part 3, they can gain the benefit of haste for a number of rounds equal to their level.

Srurdez:
Man, your smoking habit just caught up with you and aged you ten years.

However, you also get this neat side benefit: A PC who succeeds at their skill check for sanctum mission 1 infuses themself with a touch of temporal energy. Once during Part 3, they can gain the benefit of haste for a number of rounds equal to their level.

Daata:
You're ten years younger, and it's a little disconcerting to you.

However, you also get this neat side benefit: A PC who succeeds at their skill check for sanctum mission 1 infuses themself with a touch of temporal energy. Once during Part 3, they can gain the benefit of haste for a number of rounds equal to their level.

SANCTUM SUCCESS!

Wayfinders

Male Human Divine Champion Ghost Operative 10: Spd:50, Init:9, SP:120/120, HP:82/82, RP:11/11, EAC:27, KAC:28, 7 Piercing Resistance, Fort:11(toughness), Ref:13, Will:8, Per:18, Darkvision, Electrolocation

Alright guys, now what?


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ DA Duology Maps

Maxamas, if you still want a Sanctum Mission just for you, here we go:

SANCTUM MISSION 2: SECURE THE PERIMETER

You can help secure the surrounding outer chambers against intruders by attempting an Perception check to spot potential weak points in the defenses or a Stealth check to sneak around enemies or an Engineering or Survival check to set traps around the area.

Complication (Read this after making your roll):
You stumble across some hostile creatures dwelling in the ruins. Though too weak to pose a serious threat, the creatures attempt to pilfer your gear.

One item of your level or lower (PC’s choice) is stolen by the creatures unless you succeed at a DC 16 Reflex save.

The Society can recover these items, but not in time for Part 3; they are returned to the PCs at the end of the adventure. After Part 2 ends, the PCs have time to resupply at the commissary before Part 3 begins.

Wayfinders

Male Human Divine Champion Ghost Operative 10: Spd:50, Init:9, SP:120/120, HP:82/82, RP:11/11, EAC:27, KAC:28, 7 Piercing Resistance, Fort:11(toughness), Ref:13, Will:8, Per:18, Darkvision, Electrolocation

Sweet, a mission stealth: 10 + 19 = 29 take 10
reflex: 1d20 + 11 ⇒ (9) + 11 = 20

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