GM Bret’s Outpost V Perils of the Past (Tier 7-8) (Inactive)

Game Master BretI

Maps and handouts
Success tracking


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Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Computers, Round 3
1d20 + 19 ⇒ (3) + 19 = 22

((T-shirt reroll))
1d20 + 19 ⇒ (20) + 19 = 39


The Festering Blot | Tarnbreaker’s Trail

Round 2.

Alistair still hasn’t quite figured out the mystical defenses,

All of the other parts of the project are going well. If you could unlock the mysticism, you could get past this.

Successes: Computers 2, Engineering 2, Culture 2

Failures: 2

Still need mysticism for Round 3
Everyone give me checks for Round 4 please
Might want to swap things around so someone can Aid Mysticism.
You still need somone on each of the four roles.

Exo-Guardians

Male LN Human Spacefarer Solarion 7 | SP 29/56 HP 53/53 | RP 9/9 | EAC 26 KAC 27 | Fort +6; Ref +6(+1); Will +5 | Init +8 | Perc +6, SM +4| speed 40 ft, fly 40 ft | resist 5 cold | Reroll used | Mode: graviton 1 | Active conditions: +1 attack

Alistair is frustrated that his sense of gravitational forces has not helped against these magical defenses. Although he is rarely in tune with the photon side of the universe, Alistair has not sworn it off entirely. He opens his senses to the flows of energy around him.

round 3
Mysticism: 1d20 + 9 + 1d6 ⇒ (4) + 9 + (6) = 19

round 4
Mysticism: 1d20 + 9 + 1d6 ⇒ (9) + 9 + (5) = 23


The Festering Blot | Tarnbreaker’s Trail

Round 3:

Alistair still hasn’t quite gotten the hang of the magical defenses. Even with Teddington’s Aid, your control of the mundane defenses slips this time.

Total of four failures

The defenses activate, doing damage to everyone and causing you to lose some progress.
Force damage: 3d6 ⇒ (6, 1, 6) = 13

Successes: Computers 2, Engineering 1, Culture 2.

Going to need at least Round 5. Need two successes in each.
Each time the trap goes off, you lose one success in each.

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Round 4: computers: 1d20 + 19 ⇒ (12) + 19 = 31
Round 5: computers: 1d20 + 19 ⇒ (6) + 19 = 25

Exo-Guardians

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NG Female Elf Soldier 9 |SP: 45/81, HP: 67/67, RP: 9/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

It might benefit us to maybe have Patrick and Alistair tag team for Mysticism at some point since I think Dov and Persephone can both do Culture and Dov has Computers? But it looks like Ted and I only have Engineering out of the options so I'm just going to assume the two of us will just keep doing that together for now...

Round 4: Engineering with Coordinate Communications: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20

Round 5: Engineering: 1d20 + 12 ⇒ (1) + 12 = 13

Round 5 Reroll Engineering with 2 Novas: 1d20 + 12 + 2 ⇒ (7) + 12 + 2 = 21

Don't mind me, just screaming internally here...

Manifold Host

| SP 56/56 | HP 52/52 | RP 10/10 | EAC 24 KAC 26 CMD 34 | Fort +3, Ref +12, Will +8 | Init +9 | Perception +15 [/b] | Active Effects: None | Armor Environmental Seals: Inactive (8 days remaining) | Female Screedreep (Street Rat) Operative (Thief) 8

[ooc] Sadly, the only one of these that Pheobe can do is Culture, and Dov is better than she is at it because of the translator thing he has. [/oo]

Pheobe will continue looking up ideas on her datapad, attempting to aid Dr. Dov for rounds 4 and 5.

Round 4 Persephone Aid Culture: 1d20 + 10 ⇒ (5) + 10 = 15

Round 4 Persephone Aid Culture: 1d20 + 10 ⇒ (15) + 10 = 25

Second Seekers (Jadnura)

| SP 25/42 | HP 48/48 | RP 9/9 | EAC 22 KAC 23 CMD 31 | Fort +5, Ref +7, Will +4; +1 vs poison/disease +1 vs Radiation +2 vs mind-affecting | Init +5 | Perception +16 (60': Darkvision, Blindsense: Thought, 30': Blindsight: Life) | Active Effects: Limited Telepathy 60', Radiation Badge | Armor Environmental Seals: Active (7 days) | Biohacks 6/7 used, Field Dressing 0/6 used, Treat Condition 0/6 used | CG Male Uplifted Bear (Battle Medic) Biohacker 7

Dov's tries to be smarter than the average bear...so his computers, culture, and engineering are all at +16, but the linguist's kit for deciphering is a nice +4 on that one. I'll just roll without labels and you can direct him to where you need him:

Round 4: 1d20 + 16 ⇒ (12) + 16 = 28

Round 5: 1d20 + 16 ⇒ (1) + 16 = 17

T-Shirt reroll with novas:

Round 5: 1d20 + 16 + 5 ⇒ (15) + 16 + 5 = 36

Exo-Guardians

Male LN Human Spacefarer Solarion 7 | SP 29/56 HP 53/53 | RP 9/9 | EAC 26 KAC 27 | Fort +6; Ref +6(+1); Will +5 | Init +8 | Perc +6, SM +4| speed 40 ft, fly 40 ft | resist 5 cold | Reroll used | Mode: graviton 1 | Active conditions: +1 attack

round 5
Mysticism: 1d20 + 9 + 1d6 ⇒ (9) + 9 + (3) = 21

Yes, i could really use some help here

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Alistair. You seem to be in difficulties. Are you able to take over here, while I continue in your role? Or am I the only one here well versed in computers


The Festering Blot | Tarnbreaker’s Trail

It hasn’t mattered because of his good rolls, but the bonus from the Linguist Kit doesn’t apply here. It is for translating writing and they specified these are symbols, not writing. Had you tried a Comprehend Languages spell that would have also failed.
Sorry I failed to mention that.
If it had worked, you could have just handed it to someone else.

Round 4

Patrick continues to update the calculations, Dr. Dov continues to decipher the glyphs, and Alistair manages to suppress the mystic defenses.

Unfortunately even with Teddington’s help Mel can’t suppress the mundane traps.

Successes: Computers 3, Engineering 1, Culture 3, Mysticism 1.

Failures 1

Round 5

Patrick continues to update the computational model. Working together, Mel and Teddington manage to suppress the mundane traps. Dr. Dov continues to decipher the patterns of the glyphs.

Alistair struggles again with the mystic defenses.

Successes: Computers 4, Engineering 2, Culture 4, Mysticism 1
Failures 2

Alistair has missed by 1 or 2 twice so far. Lots of poor rolls.
I believe you need to swap three roles in order to get two people on Mysticism — one lead and one Aid.
Note: You need a total of 2 successes in each. You need someone on each skill. You do not need to succeed at all four skills the same round.
You can do this!

Give me two more rounds. Hopefully the trap doesn’t discharge again.

Exo-Guardians

Male Large Uplifted Bear Soldier (Guard) 6 |SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

Teddington grabs the wrench from Corporal Melisende, "It's un-bear-able to watch you at work m'lady"

Round 6:
Engineering: 1d20 + 10 ⇒ (16) + 10 = 26

------------------------------
Round 7:
Engineering: 1d20 + 10 ⇒ (12) + 10 = 22

Exo-Guardians

NG Female Elf Soldier 9 |SP: 45/81, HP: 67/67, RP: 9/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

So it's looking like Dov should be on Computers and Persephone can do Culture so that we can have 2 on Mysticism (Patrick and Alistair) and 2 on Engineering (Mel and Teddingon). Since those are the ones we need successes on.

"The devices we practiced on at the academy were never this bizarre. Alright, you take point then."

I can also auto aid Ted with my +12 and it seems the dice hate him less than me so happy to do so.

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Patrick sighs and spends the next round helping Alistair hoping someone else can look after the computers.

mysticism: 1d20 + 16 ⇒ (11) + 16 = 27
Alistair ends up getting a lesson on the mystical properties of sub-atomic particles at the quantum level.

Second Seekers (Jadnura)

| SP 25/42 | HP 48/48 | RP 9/9 | EAC 22 KAC 23 CMD 31 | Fort +5, Ref +7, Will +4; +1 vs poison/disease +1 vs Radiation +2 vs mind-affecting | Init +5 | Perception +16 (60': Darkvision, Blindsense: Thought, 30': Blindsight: Life) | Active Effects: Limited Telepathy 60', Radiation Badge | Armor Environmental Seals: Active (7 days) | Biohacks 6/7 used, Field Dressing 0/6 used, Treat Condition 0/6 used | CG Male Uplifted Bear (Battle Medic) Biohacker 7

Huh, given the prompt I figured a kit that helps "decipher writing" would have been perfect. Ah well. I was already assuming that a trapsmith's kit (gives bonus to engineering/mysticism to disable traps) also doesn't work, since that's not what our PCs are actually working on.

Dov will switch to computers. If there's time (i.e. if the GM allows it), he'll shoot Phoebe with a Basic Booster biohack before handing off the Culture to her, though:
+2 Enhancement Bonus to Skills (6 Rounds)

Computers: 1d20 + 16 ⇒ (7) + 16 = 23
Computers: 1d20 + 16 ⇒ (16) + 16 = 32


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.


The Festering Blot | Tarnbreaker’s Trail

The good news is you would have unlocked it yourselves if I had gotten in within the two hour window. Even if you failed the Culture check, it would have opened.
The bad news, I didn’t come in within the two hour window where I could have botted the last roll and declared victory. Slept in too long.

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.

Who are you and why are you here?

New slides with map of the room and pictures on the next slide.
I have just put you entering the room, you can move yourselves to where you want to be.

Exo-Guardians

NG Female Elf Soldier 9 |SP: 45/81, HP: 67/67, RP: 9/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

Mel steps out to get a look at the ryphorian woman. She quickly scans over her appearance and raises an eyebrow.

"We're Starfinders. Been tasked with exploring and documenting this area here. But... why are you here? I can't say we've run into too many talkative faces in these ruins..."


The Festering Blot | Tarnbreaker’s Trail

I suppose not. Starfinders, huh? So you like exploring?

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.

She gestures at the crystalline structure. “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.

With a hopeful look, she says “Want to help?


The Festering Blot | Tarnbreaker’s Trail

I am going to assume some more conversation happens and then you decide that you are going to help.

Felise suggests a number of ways that you could help. You each have enough time to attempt one of the following tasks.

Repairs and Attunement

You can help Felise with repairing and attuning the Eternity Arch. You may use Engineering or an appropriate profession to do physical repairs to the device. You may use Mysticism to make the energetic attunement.

Complications:
While working with the Arch, an unexpected ripple in time exposes you to a temporal hazard.

DC 16 Fortitude save to resist or:

Spoiler:
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 they adjust to their new forms. The effect lasts for 24 hours.

Benefit:

If you succeeded at a DC 23 skill check:
Spoiler:
You are infused with a touch of temporal energy. Once during Part 3, you can gain the benefit of haste for a number of rounds equal to your level.

Secure the Perimeter

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

Complications:
You stumble across some hostile creatures dwelling in the ruins. Although too weak to pose a serious threat, the creatures attempt to steal some of your gear.

DC 16 Reflex save to avoid:

Spoiler:
One item of your level or lower (your choice) is stolen. The society can recover these items, but not until the end of the adventure.

Benefit:
If you succeeded at a DC 23 skill check:
Spoiler:
You ready yourself for combat and gain a +2 bonus to initiative for the duration of Part 3.

Component Scouting

Felise doesn’t have all the correct components for the task. Use Life Science or Physical Science to find components or Mysticism to attune the components found.

Complications:
While scouting, you encounter another temporal anomaly.

DC 16 Will save or:

Spoiler:
You temporarily forget an ability you have as a portion of your mind regresses. You cannot access the benefit of one feat you possess (your choice) for 24 hours.

Benefit:
If you succeeded at a DC 23 skill check:
Spoiler:
You find some materials to enhance a weapon temporarily. Once during Part 3, you can choose one weapon to gain the effect of any weapon fusion of your level or lower for a number of rounds equal to your level.

Exo-Guardians

Male LN Human Spacefarer Solarion 7 | SP 29/56 HP 53/53 | RP 9/9 | EAC 26 KAC 27 | Fort +6; Ref +6(+1); Will +5 | Init +8 | Perc +6, SM +4| speed 40 ft, fly 40 ft | resist 5 cold | Reroll used | Mode: graviton 1 | Active conditions: +1 attack

Alistair put on his most charming smile, "Of course we would like to help. Please, what seems to be the matter?" Alistair's attunement to the sidereal influence of gravity gives him an enhanced sense of the temporal energies involved.

Mysticism, Repairs and Attunement: 1d20 + 9 + 1d6 ⇒ (18) + 9 + (2) = 29

"And who, may I ask, are we attempting to bring through?"

Fortitude: 1d20 + 6 ⇒ (15) + 6 = 21


The Festering Blot | Tarnbreaker’s Trail
Alistair wrote:

"And who, may I ask, are we attempting to bring through?"[/spoiler]

Felise looks wistful for a moment, then sighs. “My dragonkin partner, Heraxia.

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.

Alistair has no problems helping with the attunement of the Eternity Arch.

Exo-Guardians

NG Female Elf Soldier 9 |SP: 45/81, HP: 67/67, RP: 9/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

"Lost Golarion? How did she get from here on Akiton to all the way on Golarion through just a temporal passageway? And... how did you find this place, anyway?"

Mel does, however, start taking a walk around the perimeter, despite her suspicions. At the very least if something is about to happen, best not to have some nonsense from the outside interfering with taking down whatever is going to pop into this room.

Engineering, Secure the Perimeter: 1d20 + 12 ⇒ (19) + 12 = 31

She quickly tries to roll away from the obnoxious creatures trying to squeeze into the room.

Reflex: 1d20 + 8 ⇒ (15) + 8 = 23

Exo-Guardians

Male Large Uplifted Bear Soldier (Guard) 6 |SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

"Lost Golarian!? Hounds of Tindalos?! Sounds like you've been through a hell of a lot already. We'll help you"

Engineering, Repairs and Attunement: 1d20 + 10 ⇒ (3) + 10 = 13

Uh-oh

Fortitude Save: 1d20 + 7 ⇒ (13) + 7 = 20

Second Seekers (Jadnura)

| SP 25/42 | HP 48/48 | RP 9/9 | EAC 22 KAC 23 CMD 31 | Fort +5, Ref +7, Will +4; +1 vs poison/disease +1 vs Radiation +2 vs mind-affecting | Init +5 | Perception +16 (60': Darkvision, Blindsense: Thought, 30': Blindsight: Life) | Active Effects: Limited Telepathy 60', Radiation Badge | Armor Environmental Seals: Active (7 days) | Biohacks 6/7 used, Field Dressing 0/6 used, Treat Condition 0/6 used | CG Male Uplifted Bear (Battle Medic) Biohacker 7

Keeping mum since I've GM'd this several times :P

Dr. Dov hems and haws and gets busy putting his custom microlab to work!

Component Scouting - Life Science: 1d20 + 21 ⇒ (12) + 21 = 33

But, what's this??

Complication! Will Save: 1d20 + 4 ⇒ (17) + 4 = 21 (+2 insight vs. mind-affecting)

Dov clears his throat and everything is juuust fine.

GM:
With all of my running around, did I miss if there were any breaks in-game longer than 10 minutes? I'm afraid I may have lost track of which victory conditions we've hit / had announced so far. Thank you in advance!


The Festering Blot | Tarnbreaker’s Trail

Dr. Dov:
The Advantageous Anomaly condition is in effect.

The Survivors condition is in effect.

Coalescent Chronology

Preternatural Insight condition is in effect.

We also had Unfinished Business so you should have regained one resolve.

No rest periods longer than 10 minutes yet. Get that after this section,

Mel gets several traps in place.

When Teddington tries to help with the repairs to the device, he gets distracted by parts that make no sense. The design is unlike any he has seen before and he spends too much time trying to make sense of it.

Dr. Dov finds a biological sample of something…it doesn’t look quite right, but Felise says “Perfect!” when shown the data on it.

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

So .. you and your bonded partner got separated in time and space? Patrick replied, pondering the problem. Must be some mystical quantum entangling going on that that allows you to communicate in different timestreams. And Lost Golarion hm? So, the communication is through the Gap .... Fascinating.

He paces while pondering the problem, not actually looking at the Rhyphorian woman, before stepping to the Arch.

What we need to do is try to follow that quantum entanglement in order to lock on to the correct time and place. Now, where's my blue box

He extracts a blue Null Space Chamber and pulls various devices from it before going over to the Arch and attuning to it.

mysticism: 1d20 + 15 ⇒ (10) + 15 = 25
fort: 1d20 + 5 ⇒ (1) + 5 = 6

He then pats himself down, before searching the box. That's odd ... I thought I had it .... oh well

I, ah, do not suppose you have any of your partner's DNA or a device that is deeply personal do you please ma'am?


The Festering Blot | Tarnbreaker’s Trail

We are psychically linked. It has allowed me to briefly contact them at times. Very erratic.

Felise thinks a moment, then says “Can’t think of anything physical linked to them. Sold a lot of our stuff to get money so I could make the various rescue attempts. Would the data from their DNA sequencing work?

As this conversation is going on, Patrick manages to help tune the arch. While he is doing this, it looks like he gets a little younger? This would normally be quite remarkable, but by this point you’ve left normal so far behind that it is only a minor oddity.
1d2 ⇒ 1

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

As long as it is their DNA .... yes. We will be able to invoke at least two Laws of Magic: Like begets Like and Once Together, Always Together.

The DNA sequencer is hooked up to Patrick's ruby sphere aeon stone which is also hooked up to a Data Core containing the position of every mapped star in the sky, controlled by a Tier 2 compact computer running a tracking program usually used to slew telescopes and display simulations of the sky above. The only thing missing is the programmer's plushie on top of the computer. Even his Starfinder Insignia is in the network for extra processing power as well as a bowl of meta physical ectoplasm.

It's a bit crude but .. this may be able to help us ... erm ... slew the arch to the correct time by running the stars back in time. Once we can get a lock on your partner's DNA and empathic signature we .... theoretically should get a lock. You will also need to put your hands in this goo and concentrate on your partner. Alastair, if you could be so kind, I could use your assistance to fine tune the meta-magic equations.

If this Heath Robinson lashup works he thinks to himself. The theory is sound but .... I have no idea what will happen at the time of the Gap

Yes, he could be described as a Mad Man with a Blue Box.


The Eternity Arch begins to glow as Felise completes her final attunements, the carvings across its surface shifting and twisting around each other. Turning to the Starfinders, Felise nods in satisfaction. “That should do it,” she says. “Thank you all for your assistance. The ritual is taxing, and we’ve all had a long day, so I suggest we get some rest and make preparations before I fully activate it.”

You are allowed an 8-hour rest.

Morning dawns bright in the Winterlands, and as the Starfinders gather in the inner sanctum, Felise stands in front of the Eternity Arch, excitement and trepidation warring on her face. “This is it,” she says. “Whatever happens, I want to thank you for your help. I can’t tell you how much this means to me. This will probably cause some temporary time rifts, so be ready.” She takes a deep breath to compose herself, then steps up to the ritual circle drawn in front of the arch.

As she begins to chant, the light flickering over the arch shifts from golden to black, and back again, the symbols on the archway writhing about of their own accord. Brief rips appear throughout the chamber, displaying scenes of innumerable time periods for only seconds before vanishing. One rip, however, is growing. An arid wasteland of rolling sand dunes stretches within the rift. Suddenly, a host of many-legged arthropods scuttle through, headed straight for the Arch.

The arrow of time moves forward, and in this ruin, it can travel at unimaginable speeds.

The Arrow of Time condition is in effect.


The Festering Blot | Tarnbreaker’s Trail

The barrier between past and present temporarily drops, letting in creatures from Akiton's distant past when the Winterlands were warm.

Your group picks out four of the largest multi-legged insect-like things to fight.

Initiative:

Alistair Calipse: 1d20 + 8 ⇒ (7) + 8 = 15
Corporal Melisende: 1d20 + 3 ⇒ (11) + 3 = 14
Dr. Dov Delano: 1d20 + 5 ⇒ (5) + 5 = 10
Patrick Messier: 1d20 + 2 ⇒ (20) + 2 = 22
Persephone Briarus: 1d20 + 8 ⇒ (13) + 8 = 21
Teddington: 1d20 + 6 ⇒ (17) + 6 = 23

Blue multipede: 1d20 + 5 ⇒ (1) + 5 = 6
Green multipede: 1d20 + 5 ⇒ (9) + 5 = 14
Red multipede: 1d20 + 5 ⇒ (9) + 5 = 14
Yellow multipede: 1d20 + 5 ⇒ (15) + 5 = 20

Round 1:

Bolded may act

Life Science to identify exactly what these multipedes are.

Teddington
Patrick
Persephone

Yellow Multipede
Alistair
Green Multipede
Red Multipede
Mel
Dr. Dov
Blue multipede

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

life science: 1d20 + 17 ⇒ (8) + 17 = 25


The Festering Blot | Tarnbreaker’s Trail

Patrick knows these are larger than normal thasteron khefak. They can climb and burrow. They also radiate radiation.

Game Mechanics:
Giant Prehistoric Thasteron Khefaks
Variant tharteron khefek
N Large vermin

Speed 30 ft., burrow 5 ft., climb 30 ft.
Aura of Radiation (Ex) A thasteron khefak's aura is an emanation of low radiation.

Exo-Guardians

Male Large Uplifted Bear Soldier (Guard) 6 |SP: 56/66, HP: 48/48, RP: 9/9|EAC: 21, KAC: 23, DR: 6 vs Piercing, Cold Resist: 7|Fort: +7, Ref: +4, Will: +5|Init: +6|Perception: +0|Speed: 40ft (35ft in Armour) Land, 20ft Climb|Senses: Low-Light Vision, Limited Telepathy (30ft)

Teddington knows a little about Life Science

Life Science: 1d20 + 4 ⇒ (5) + 4 = 9

Teddington will take a full round action to move twice while calling his Doshko in his hand and end up next to Yellow.


The Festering Blot | Tarnbreaker’s Trail

Teddington moves tow@rods the multipedes, calling his current favorite weapon to paw.

Round 1:

Bolded may act

Life Science to identify exactly what these multipedes are.

Teddington
Patrick
Persephone

Yellow Multipede
Alistair
Green Multipede
Red Multipede
Mel
Dr. Dov
Blue multipede

Exo-Guardians

Male LN Human Spacefarer Solarion 7 | SP 29/56 HP 53/53 | RP 9/9 | EAC 26 KAC 27 | Fort +6; Ref +6(+1); Will +5 | Init +8 | Perc +6, SM +4| speed 40 ft, fly 40 ft | resist 5 cold | Reroll used | Mode: graviton 1 | Active conditions: +1 attack

Earlier

Patrick Messier wrote:
Alastair, if you could be so kind, I could use your assistance to fine tune the meta-magic equations.

"Of course, Patrick. Time magics can be especially tricky, we will have to account for dilation due to both mass and speed of the stars as well as our subjects." Alistair turns to Felise, "I believe I can reinforce the connection between you two. Gravitation, the attraction between two bodies, is my focus afterall."

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Patrick fires full round magic missiles at Yellow
mm: 3d4 + 3 ⇒ (3, 1, 2) + 3 = 9


The Festering Blot | Tarnbreaker’s Trail

Patrick, please update your header for spells used. Everyone got an eight our rest here so you should only be down 2 first level spells; the one just cast and your spell capacitor.

A set of missiles streak across the room and hit Yellow.

Round 1:

Bolded may act

Life Science to identify exactly what these multipedes are.

Teddington
Patrick
Persephone
Yellow Multipede 9 damage
Alistair
Green Multipede
Red Multipede
Mel
Dr. Dov
Blue multipede


Botting Persephone for Aid Felise

Persephone looks for weak spots in the perimeter. She finds several that she reinforces. She has to slap a creature on the nose to make it leave her equipment alone.

Perception: 1d20 + 15 ⇒ (20) + 15 = 35
Reflex: 1d20 + 12 ⇒ (10) + 12 = 22


…and now her attack

Persephone swaps her pistol back and forth, disguising where exactly it is as she moves and fires.
Sleight of Hand to Trick, Take 10 vs CR: 10 + 19 - 20 = 9
Called Thunderstrike Sonic Pistol: 1d20 + 12 ⇒ (15) + 12 = 27
Trick Damage: 4d8 ⇒ (1, 5, 1, 1) = 8
Sonic: 1d8 + 4 ⇒ (2) + 4 = 6

Make it off target


The Festering Blot | Tarnbreaker’s Trail

Yellow attempts to claw its way past Teddington. Only one claw connects.
claw, full attack, off target: 1d20 + 14 - 4 - 2 ⇒ (17) + 14 - 4 - 2 = 25
Slashing: 1d6 + 7 ⇒ (3) + 7 = 10
claw, full attack, off target: 1d20 + 14 - 4 - 2 ⇒ (4) + 14 - 4 - 2 = 12
Slashing: 1d6 + 7 ⇒ (5) + 7 = 12

Round 1:

Bolded may act

Life Science to identify exactly what these multipedes are.

Teddington 10 damage
Patrick
Persephone
Yellow Multipede 23 damage
Alistair
Green Multipede
Red Multipede
Mel
Dr. Dov
Blue multipede

Exo-Guardians

Male LN Human Spacefarer Solarion 7 | SP 29/56 HP 53/53 | RP 9/9 | EAC 26 KAC 27 | Fort +6; Ref +6(+1); Will +5 | Init +8 | Perc +6, SM +4| speed 40 ft, fly 40 ft | resist 5 cold | Reroll used | Mode: graviton 1 | Active conditions: +1 attack

Alistair summons dark matter to reinforce his armor plates, then flies swiftly into the midst of the creatures. He draws his whip as he moves.

graviton 1; DR 3/-


The Festering Blot | Tarnbreaker’s Trail

Alistair moves up, ready to whip it!

Green Multipede steps forward and stretches out a claw at Alistair. The claw hits hard! Fortunately Alistair has dark matter providing some protection from the hit.
claw: 1d20 + 14 ⇒ (20) + 14 = 34
Slashing: 1d6 + 7 ⇒ (6) + 7 = 13

Red strikes twice at Alistair. Neither claw hits.
claw, full attack: 1d20 + 14 - 4 ⇒ (6) + 14 - 4 = 16
Slashing: 1d6 + 7 ⇒ (4) + 7 = 11
claw, full attack: 1d20 + 14 - 4 ⇒ (5) + 14 - 4 = 15
Slashing: 1d6 + 7 ⇒ (5) + 7 = 12

Round 1:

Bolded may act

Life Science to identify exactly what these multipedes are.

Teddington 10 damage
Patrick
Persephone
Yellow Multipede 23 damage
Alistair 23 damage
Green Multipede
Red Multipede
Mel
Dr. Dov

Blue multipede

Exo-Guardians

NG Female Elf Soldier 9 |SP: 45/81, HP: 67/67, RP: 9/10|EAC: 23, KAC: 26|Fort: +7, Ref: +9, Will: +6| Init: +6|Perception: +0|Speed: 40ft Land in powered armor, 40ft Land, 15ft Climb in Powered Armor|Active Conditions: None|Reroll available

Mel rushes in and tries to get a clear line of fire on something. She manages to just get into position for a bit of laser fire.

Holy Corona Artillery Laser vs Red EAC: 1d20 + 16 ⇒ (14) + 16 = 30
Fire Damage: 2d8 + 8 ⇒ (5, 4) + 8 = 17

Second Seekers (Jadnura)

| SP 25/42 | HP 48/48 | RP 9/9 | EAC 22 KAC 23 CMD 31 | Fort +5, Ref +7, Will +4; +1 vs poison/disease +1 vs Radiation +2 vs mind-affecting | Init +5 | Perception +16 (60': Darkvision, Blindsense: Thought, 30': Blindsight: Life) | Active Effects: Limited Telepathy 60', Radiation Badge | Armor Environmental Seals: Active (7 days) | Biohacks 6/7 used, Field Dressing 0/6 used, Treat Condition 0/6 used | CG Male Uplifted Bear (Battle Medic) Biohacker 7

Seeing Teddington taking hits up front as he is, Dr. Dov advances as fast as he can and then mixes his daily Spark of Ingenuity to help Teddington keep his bearings.

- Gain +2 Enhancement Bonus to Saves vs pain and DR 2/— (stacks with one other source of DR, to a maximum of DR 7/—).
- +1 Enhancement Bonus to AC.
(7 rounds)


The Festering Blot | Tarnbreaker’s Trail

Mel burns red.

Dr. Dov provides the benefits of better living through Science! to Teddington.

Blue shoves it’s way forward and claws at Alistair. It narrowly misses.
claw: 1d20 + 14 ⇒ (12) + 14 = 26
Slashing: 1d6 + 7 ⇒ (6) + 7 = 13

Round 1:

Bolded may act

Life Science to identify exactly what these multipedes are.

Teddington 10 damage +1 Enh AC, +2 Enh to Saves vs pain, DR 2/— (stacksmax DR/7) until Round 9
Patrick
Persephone

Yellow Multipede 23 damage
Alistair 23 damage
Green Multipede
Red Multipede 17 damage
Mel
Dr. Dov
Blue multipede

Manifold Host

| SP 56/56 | HP 52/52 | RP 10/10 | EAC 24 KAC 26 CMD 34 | Fort +3, Ref +12, Will +8 | Init +9 | Perception +15 [/b] | Active Effects: None | Armor Environmental Seals: Inactive (8 days remaining) | Female Screedreep (Street Rat) Operative (Thief) 8

"C'mon ya big lugs, look at me! Pheobe cries as she darts around the pillar to get a clear shot at Red.

Bluff to Trick: 1d20 + 19 - 20 ⇒ (1) + 19 - 20 = 0 CR 0
Called Thunderstrike Sonic Pistol: 1d20 + 12 ⇒ (3) + 12 = 15

Trick Damage: 4d8 ⇒ (6, 2, 6, 8) = 22
Sonic: 1d8 + 4 ⇒ (4) + 4 = 8

If all successful, Debilitating Trick to make it Flat-footed until the beginning of my next turn.

Pheobe doesn't have life science to make the check, and well that shot was... less than helpful.


The Festering Blot | Tarnbreaker’s Trail

Persephone misses with her shot at Red.

Round 1:

Bolded may act

Life Science to identify exactly what these multipedes are.

Teddington 10 damage +1 Enh AC, +2 Enh to Saves vs pain, DR 2/— (stacks max DR/7) until Round 9
Patrick

Persephone
Yellow Multipede 23 damage
Alistair 23 damage
Green Multipede
Red Multipede 17 damage
Mel
Dr. Dov
Blue multipede

Wayfinders

Male Human Technomancer - 9 | SP:54/54 HP:49/49, RP:10/10 | E23 K24 | F6 R5 W8 | Init:2 | Per:9, SM:4 | S/d 1:6/6 2:5/5 3:5/5 | NG | TSR:1 | Wayfinders | 124312-701

Patrick fires another volley of missiles at Red
mm: 3d4 + 3 ⇒ (4, 3, 2) + 3 = 12


The Festering Blot | Tarnbreaker’s Trail

Patrick uses his favorite spell on Red.

Round 1:

Bolded may act

Life Science to identify exactly what these multipedes are.

Teddington 10 damage +1 Enh AC, +2 Enh to Saves vs pain, DR 2/— (stacks max DR/7) until Round 9
Patrick
Persephone
Yellow Multipede 23 damage
Alistair 23 damage
Green Multipede
Red Multipede 29 damage
Mel
Dr. Dov
Blue multipede

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