[Outpost V] GM Silbeg SFS 3-99 Perils of the Past 3-4 (Inactive)

Game Master Silbeg

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Dark Archive

Fury's Toll | MotD

Tik gets fungus spores all over himself, but they don't seem to affect him, and he is able to move forward.

Buddy makes it past without issue, and is able to give Atu a bonus!

Amariel finally makes it past the dead end!

”You know, sometimes I amaze even myself.”
Atu, Vutrul is/are up.
Buffs/Adjustments: !

ONLY WAY OUT IS THROUGH: Round 3:


  • => Atu Vaeyo [FUNGUS]
  • x Tik [Unquiet Dead]
  • x Amariel FUNGUS]
  • x Elwin [FUNGUS]
  • x Buddy [Unquiet Dead]
  • => Vutrul [FUNGUS]

U = Unconscious
S = Surprised
D = Delay

Conditions:
- Amariel SP 24/24 HP 28/28 RP 4/4
- Atu Vaeyo. SP 18/18 HP 21/21 RP 5/5
- Buddy. SP 31/31, HP 30/30 RP 5/5
- Elwin SP 20/20 HP 24/24 RP 6/6
- Tik. SP 18/18 HP 20/20 RP 5/5
Enemies:

Obstacle 2: Dead End
DC 14 Perception or Survival or DC20* Physical Science or Athletics

Obstacle 3: Mysterious Fungus
DC 17 Life Science or Medicine

If you fail or cannot roll:

Fort save as you get spores all over you.

You still move forward.

Chase Rules

Don't forget your preparation bonuses from Slide #6!

Round to progress: 10 March 2022, 0800 CST (UTC -6)

Second Seekers (Ehu Hadif)

Operative (Magical Assassin) 7 |SP 0/49|HP 42/45|RP 9/9|EAC 19; KAC 19|Fort +5; Ref +11; Will +9|Init +9|Perc +17, SM: +17 |Speed 40ft|Active conditions: 3 Charisma damage.

Atu rolled and got a 20 result a few posts back

Dark Archive

Fury's Toll | MotD
Atu Vaeyo wrote:
Atu rolled and got a 20 result a few posts back

Sorry... got it. Dealing with prod support issues all day and rushed my post

Atu moves forward as well... leaving just Vutrul to move forward.

Exo-Guardians

male |SP 32/32|HP 34/34|RP 6/6|EAC 20; KAC 22|Fort +5; Ref +3; Will +5|Init +9|Perc +1, SM: +1 |Speed 40ft|Active conditions: None.

Fort save: 1d20 + 5 ⇒ (15) + 5 = 20

Dark Archive

Fury's Toll | MotD

Vutrul just pushes past the fungi, which don't seem to affect him.

Obstacle 4: Unquiet Dead
As you turn 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, you must succeed at a DC17 Mysticism check to calm the spirits or an DC14 Stealth check to sneak past them. Succeeding at the Mysticism check removes the obstacle for everyone!

”everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?”
Atu, Vutrul is/are up.
Buffs/Adjustments: !

ONLY WAY OUT IS THROUGH: Round 4:


  • => Atu Vaeyo [Unquiet Dead]
  • => Tik [Unquiet Dead]
  • => Amariel FUNGUS]
  • => Elwin [Unquiet Dead]
  • => Buddy [Unquiet Dead]
  • => Vutrul [Unquiet Dead]

U = Unconscious
S = Surprised
D = Delay

Conditions:
- Amariel SP 24/24 HP 28/28 RP 4/4
- Atu Vaeyo. SP 18/18 HP 21/21 RP 5/5
- Buddy. SP 31/31, HP 30/30 RP 5/5
- Elwin SP 20/20 HP 24/24 RP 6/6
- Tik. SP 18/18 HP 20/20 RP 5/5
Enemies:

Obstacle 3: Mysterious Fungus
DC 17 Life Science or Medicine
Fort save as you get spores all over you.
You still move forward.

Obstacle 4: Unquiet Dead
DC 17 Mysticism or DC14 Stealth
Mysticism success clears for all!

Chase Rules

Don't forget your preparation bonuses from Slide #6!

Round to progress: 10 March 2022, 1700 CST (UTC -6)

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Round 4:

Tik eels noiselessly past the unquiet dead.

Stealth check: 1d20 + 15 ⇒ (7) + 15 = 22

Second Seekers (Ehu Hadif)

Operative (Magical Assassin) 7 |SP 0/49|HP 42/45|RP 9/9|EAC 19; KAC 19|Fort +5; Ref +11; Will +9|Init +9|Perc +17, SM: +17 |Speed 40ft|Active conditions: 3 Charisma damage.

Seeing wisps and tethered souls in pain around them, Atu Vaeyo pauses in their escape and turns to the undead.

Friends who could have been, rest. We do not yet know what has trapped you here, but know we mean you each no further harm, and will discover what cruel fate befell you so that no more will share that fate. We shall return with respite and resolution: until then be calm and know that the Forever Queen sees you, and will welcome you to her embrace once what binds you in limbo to this world is severed.

Mysticism: 1d20 + 13 ⇒ (10) + 13 = 23

Second Seekers (Ehu Hadif)

Male Skittermander Icon Soldier/5 | SP: 45/45 | HP: 37/37 | RP: 6/6 | EAC:22 KAC:25 | Fort +6/Ref +5/Will +4 | Init +4 | Perception +0

Stealth: 1d20 + 3 ⇒ (20) + 3 = 23

I am seriously scared now. My rolls are amazing in this chase, which means that 1's are around the corner

Buddy is not known for his stealth mode, but man this time he sneaks around the dead. Giving +2 to Amariel

Dataphiles

Male NG Elf Scholar technomancer 4 | SP 0/20 HP 20/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Spell ave DC 16 |Active conditions: None.

mysticism: 1d20 + 10 ⇒ (20) + 10 = 30

"Be at peace. Move on and be restless no more...", he says with conviction.

Fully agree, Buddy. However, I have another game where I can barely roll above a 4 or so.. :)

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

I think Atu's success obviated the need for anyone else to make checks; I'd posted before them, though.

Dark Archive

Fury's Toll | MotD

Atu is able to dismiss all of the unquiet dead, making there no check to pass Obstacle 4!

Obstacle 5: Reconfigure Door Mechanism
The route ends in a locked door, its mechanisms extremely rusty. To escape the final chase zone, you must each must succeed at an DC14 Engineering or Sleight of Hand check to maneuver the door. After each successful check, the door stays open only long enough for one of you to get through.

Special After a successful skill check to open the door, you can choose to remain in this zone holding the door open with a successful DC17 Athletics or Engineering check. This allows anyone who hasn’t yet succeeded at their checks in this zone to move through on their turns, but for each round that you keeps the door open, you must attempt a new Athletics or Engineering check.

”You’re all clear, kid. Now let’s blow this thing and go home!”
Party is/are up.
Buffs/Adjustments:

ONLY WAY OUT IS THROUGH: Round 5:


  • => Atu Vaeyo [Rusty Door]
  • => Tik [Rusty Door]
  • => Amariel Unquiet Dead]
  • => Elwin [Rusty Door]
  • => Buddy [Rusty Door]
  • => Vutrul [Rusty Door]

U = Unconscious
S = Surprised
D = Delay

Conditions:
- Amariel SP 24/24 HP 28/28 RP 4/4
- Atu Vaeyo. SP 18/18 HP 21/21 RP 5/5
- Buddy. SP 31/31, HP 30/30 RP 5/5
- Elwin SP 20/20 HP 24/24 RP 6/6
- Tik. SP 18/18 HP 20/20 RP 5/5
Enemies:

Obstacle 4: Unquiet Dead
Clear - no check to pass

Obstacle 5: Reconfigure Door Mechanism
DC14 Engineering or Sleight of Hand
- May choose to not go through, and hold door open, with a DC17 Athletics or Engineering check

Chase Rules

Don't forget your preparation bonuses from Slide #6!

Round to progress: 10 March 2022, 1700 CST (UTC -6)

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik tries the door after removing a toolkit from his capacious pack.

Engineering check, including scenario bonus: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29

Ever the team player, he holds the door for the others.

DC 17 Engineering check, including scenario bonus: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20

"GO GO GO!"

Second Seekers (Ehu Hadif)

Operative (Magical Assassin) 7 |SP 0/49|HP 42/45|RP 9/9|EAC 19; KAC 19|Fort +5; Ref +11; Will +9|Init +9|Perc +17, SM: +17 |Speed 40ft|Active conditions: 3 Charisma damage.

Happy that their words seems to have quelled the spirits (along with Elwin So good to have another spiritual party member) Atu looks at what is hopefully the last obstacle standing between the party and safety.

Alright. Jiosh, Vius, Llallall, Xidra, Nekijim, Piori, see if there is a weakness to be found they muse to themselves. The spathinae colony steps towards the lock as several of their constituents shift and slip into the cracks and openings of the entry mechanism.

Sleight of Hand: 1d20 + 12 ⇒ (9) + 12 = 21

Dataphiles

Male NG Elf Scholar technomancer 4 | SP 0/20 HP 20/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Spell ave DC 16 |Active conditions: None.

engineering: 1d20 + 11 ⇒ (5) + 11 = 16

Elwin will quickly pass through and if there is room, will assist Tik from the other side.
If able to, will auto assist him..

Dark Archive

Fury's Toll | MotD

With Tik holding the door open, everyone that is at the door can move on though.

This includes everyone except Tik and Amariel

Amariel moves up just as Tik loses control of the door.

Round 6, same deal, Tik and Amariel!

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Engineering check, including scenario bonus: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16

Tik barely gets the door open.

"Amariel, you got this?"

Acquisitives

Male Elf Mercenary Mechanic 13 | SP 117/117 HP 82/82 | RP 13/13 | EAC 33; KAC 34 | Fort +11; Ref +14; Will +6 | Init: +6 (Win ties, 1/day reroll) | Perc: +22, SM: +19 | Speed 30ft | Comprehend Languanges 1/1 | Active conditions: none

Amariel huffs and puffs past the unquiet dead.

I still have to spend a round getting through it, right? So I can attempt an engineering next turn?

If I'm misunderstanding and can attempt an engineering check:
Engineering, holding the door open for tik: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22

Dark Archive

Fury's Toll | MotD

Amariel made it up round 5... no check

Tik barely gets through, but Amariel has no problems!

As Amariel makes it through the door, you hear the sounds of a massive collapse. The door slams shut in time to prevent the rubble from making it through!

Success!!

You have time for a 10 minute rest, if you'd like.

Where to next? See slide #3

Second Seekers (Ehu Hadif)

Male Skittermander Icon Soldier/5 | SP: 45/45 | HP: 37/37 | RP: 6/6 | EAC:22 KAC:25 | Fort +6/Ref +5/Will +4 | Init +4 | Perception +0

Buddy breathes heavily "That was fun obstacle course, have you seen how Tik hold the doors and Elwin just slid through the opening? That was awesome!"

I actually have no opinion, Buddy will struggle with most skill checks, which is fine, So he would vote: Memory of Water: fight and exploration

Dataphiles

Male NG Elf Scholar technomancer 4 | SP 0/20 HP 20/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Spell ave DC 16 |Active conditions: None.

In these case I alwys say go with whatever someone mentions first. Or jsut go in reverse order. :)

Elwin nods and smiles at Buddy. "Good teamwork all."

Acquisitives

Male Elf Mercenary Mechanic 13 | SP 117/117 HP 82/82 | RP 13/13 | EAC 33; KAC 34 | Fort +11; Ref +14; Will +6 | Init: +6 (Win ties, 1/day reroll) | Perc: +22, SM: +19 | Speed 30ft | Comprehend Languanges 1/1 | Active conditions: none

"Yeah, its great, lets see what water remembers, yeah." Amariel mumbles.

sure lets do some combat

Dark Archive

Fury's Toll | MotD

Done deal!

Celita takes her team into a large tent emblazoned with the symbol of the Dataphiles. As the Starfinders follow her in, she takes a position next to a map of the ruins projected onto the wall. She surveys everyone for a moment before nodding in satisfaction.

“There’s no point wasting time on preambles,” she says. “Our early surveys of these ruins identified an intact section of the structure at its eastern corner.” She taps a pointer to the map, where an area is highlighted in red. “Judging from pictures taken of its exterior, it appears it was once some sort of shrine. A structural analysis indicates there’s likely a basement or passage below the main floor, but we need you all to verify that theory and to ensure it’s safe to proceed.”

She pulls up an image on her datapad of a crumbling stone structure, displaying it in hologram form at the center of the tent. “This is the site. If you learn who or what this shrine was once dedicated to, let me know.”

Celita provides you with directions to the shrine and warns them to take care not to damage the site. She encourages them to ensure they’re well-supplied before setting out, including making any last-minute purchases from the commissary.

The shrine is a crumbling complex of stone buildings connected by corridors; at its center is a large domed chamber. The stone walls have worn away in spots, though not enough to be passable from the outside, and ice coats the exterior.

A double door leads into this stone-walled chamber, one of the few portions of the complex that appears intact. Three pillars, carved with geometric designs and weathered with age, stand on either side of the room. Rubble that might have once been additional wall carvings lays scattered across the floor, and two windows look out onto the ice fields. A door across from the entrance leads further in.

As you start looking around, the weather-beaten walls flicker and then reform into elaborately carved stone arching up to the dome above. Outside the shrine’s windows, a sparkling lake has replaced the once icy fields surrounding the building, which now sits at the center of a small island. The lake’s waves lap gently against the shore. Through the door walks a robed figure, its features covered. It passes through the chamber to the door across from the entrance.

Will saves from everyeone.

Note: I have blocked off the places that are rubble in blue. White is areas you will be going to

Exo-Guardians

male |SP 32/32|HP 34/34|RP 6/6|EAC 20; KAC 22|Fort +5; Ref +3; Will +5|Init +9|Perc +1, SM: +1 |Speed 40ft|Active conditions: None.

i cant see the map

Acquisitives

Male Elf Mercenary Mechanic 13 | SP 117/117 HP 82/82 | RP 13/13 | EAC 33; KAC 34 | Fort +11; Ref +14; Will +6 | Init: +6 (Win ties, 1/day reroll) | Perc: +22, SM: +19 | Speed 30ft | Comprehend Languanges 1/1 | Active conditions: none

"Yeah, its great.

Will Save: 1d20 + 1 ⇒ (12) + 1 = 13

Second Seekers (Ehu Hadif)

Operative (Magical Assassin) 7 |SP 0/49|HP 42/45|RP 9/9|EAC 19; KAC 19|Fort +5; Ref +11; Will +9|Init +9|Perc +17, SM: +17 |Speed 40ft|Active conditions: 3 Charisma damage.

This is a curious place. Atu Vaeyo says as they approach the shrine and see the structure appears to shift upon observation. Holograms? Or a divine manifestation? Elwin: if noticed in the tunnels you too appear quite adept as the metaphysical. Tell us, if not too personal, is there a Being you too are called to serve?

Will: 1d20 + 6 ⇒ (3) + 6 = 9 +2 if vs a mind-affecting, stunning, paralysis, or sleep effect

Dataphiles

Male NG Elf Scholar technomancer 4 | SP 0/20 HP 20/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Spell ave DC 16 |Active conditions: None.

will: 1d20 + 4 ⇒ (16) + 4 = 20
"Ah, my interest and knowledge is more academic."

Dark Archive

Fury's Toll | MotD

It is not mind-effecting, stunning, paralysis or sleep effect

Amariel and Atu are disoriented by the temporal warps which make it hard to tell if difficult to tell between past and present (–1 circumstance penalty to Will saves for 1 minute)

init:

Amariel init: 1d20 + 3 ⇒ (15) + 3 = 18 5
Atu init: 1d20 + 6 ⇒ (14) + 6 = 20 3
Buddy init: 1d20 + 3 ⇒ (16) + 3 = 19 4
Elwin init: 1d20 + 2 ⇒ (2) + 2 = 4 7
Tik init: 1d20 + 6 ⇒ (14) + 6 = 20 2
Vutrul init: 1d20 + 9 ⇒ (19) + 9 = 28 1

Echoes of Eternity: 1d20 + 10 ⇒ (4) + 10 = 14 6

”a big ball of wibbly-wobbly, timey-wimey stuff}
Vutrul, Tik, Atu, Amariel, Buddy is/are up.
Buffs/Adjustments: Will needed: Vutrul, Tik, Buddy

ONLY WAY OUT IS THROUGH: Round 5:


  • => Vutrul [WILL NEEDED]
  • => Tik [WILL NEEDED]
  • => Atu Vaeyo [-1 Will]
  • => Amariel [-1 Will]
  • => Buddy [WILL NEEDED]
  • Echoes of Eternity
  • Elwin [WILL NEEDED]

U = Unconscious
S = Surprised
D = Delay

Conditions:
- Amariel SP 24/24 HP 28/28 RP 4/4
- Atu Vaeyo. SP 18/18 HP 21/21 RP 5/5
- Buddy. SP 31/31, HP 30/30 RP 5/5
- Elwin SP 20/20 HP 24/24 RP 6/6
- Tik. SP 18/18 HP 20/20 RP 5/5
- Vutrul SP 18/18 HP 20/20 RP 4/4
Enemies:

Hazard can be disabled with Mysticism to stabilize temporal energies

Round to progress: 12 March 2022, 1700 CST (UTC -6)

Acquisitives

Male Elf Mercenary Mechanic 13 | SP 117/117 HP 82/82 | RP 13/13 | EAC 33; KAC 34 | Fort +11; Ref +14; Will +6 | Init: +6 (Win ties, 1/day reroll) | Perc: +22, SM: +19 | Speed 30ft | Comprehend Languanges 1/1 | Active conditions: none

"Aw yeah, its great, let's follow that dude" Amariel says, his head a little cloudy. He walks forward and opens the door.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Will save: 1d20 + 4 ⇒ (12) + 4 = 16

Is this effect able to be disarmed with the aid of a trapsmith's kit?

Dark Archive

Fury's Toll | MotD

Tik is able to avoid the worst of the time distortions.

This is a magical effect, so only mysticism will work. It is not a physical trap.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

The ysoki stands ready to assist one of the more accomplished mystics in the party.

Mysticism Aid Another, if possible: 1d20 + 5 ⇒ (17) + 5 = 22

Second Seekers (Ehu Hadif)

Male Skittermander Icon Soldier/5 | SP: 45/45 | HP: 37/37 | RP: 6/6 | EAC:22 KAC:25 | Fort +6/Ref +5/Will +4 | Init +4 | Perception +0

Will save: 1d20 + 4 ⇒ (14) + 4 = 18

"That is awesome. I feel a bit dizzy and I am not sure why, but this place is great."

He grabs his unstable grenade into one of his hands, a small part falls to the ground "I don't think that part was needed. "

Second Seekers (Ehu Hadif)

Operative (Magical Assassin) 7 |SP 0/49|HP 42/45|RP 9/9|EAC 19; KAC 19|Fort +5; Ref +11; Will +9|Init +9|Perc +17, SM: +17 |Speed 40ft|Active conditions: 3 Charisma damage.

A shame. Atu Veayo says to Elwin. We are experiencing a...disagreement amongst ourselves as to the source here ourselves.

Wait Amariel they hold out a limb in caution as the elf just walks up. There are strange energies here. Give us a moment: perhaps the magic can be quelled like those spirits were. The sapthniae works with Tik to see if the distortions can become less..distorted.

Mysticism: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20

Dark Archive

Fury's Toll | MotD

Buddy is able to overcome the dizzying effects of the time stream.

elwin will: 1d20 + 4 ⇒ (18) + 4 = 22
vutrul will: 1d20 + 4 ⇒ (13) + 4 = 17

Both Save

Amariel moves up and opens the next door.

The floor of this oval-shaped room is carved with wave patterns, radiating outward from a statue of an androgynous humanoid figure at the room’s center. The statue’s face is so worn as to be nearly featureless, but it holds a hand outstretched toward the room’s western door. Another door, its stone crumbling, stands to the east.

Mysticism to investigate when in room

Atu tries to disperse the energies with Tik's help, but fails.

Again, the time distortions affect the party!
Amariel will: 1d20 + 1 - 1 ⇒ (20) + 1 - 1 = 20
Atu will: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Buddy will: 1d20 + 4 ⇒ (20) + 4 = 24
Elwin will: 1d20 + 4 ⇒ (18) + 4 = 22
Tik will: 1d20 + 4 ⇒ (14) + 4 = 18
Vutrul will: 1d20 + 4 ⇒ (1) + 4 = 5

All but Vutrul avoid the renewed effects. Vutrul is now (–1 circumstance penalty to attack rolls and skill checks for 1 hour)

”a big ball of wibbly-wobbly, timey-wimey stuff}
Party is/are up.
Buffs/Adjustments:

ONLY WAY OUT IS THROUGH: Round 5:


  • => Vutrul [-1 Circ to attacks & skills]
  • Tik
  • Atu Vaeyo [-1 Will]
  • Amariel [-1 Will]
  • Buddy
  • Echoes of Eternity
  • Elwin

U = Unconscious
S = Surprised
D = Delay

Conditions:
- Amariel SP 24/24 HP 28/28 RP 4/4
- Atu Vaeyo. SP 18/18 HP 21/21 RP 5/5
- Buddy. SP 31/31, HP 30/30 RP 5/5
- Elwin SP 20/20 HP 24/24 RP 6/6
- Tik. SP 18/18 HP 20/20 RP 5/5
- Vutrul SP 18/18 HP 20/20 RP 4/4
Enemies:

Second Seekers (Ehu Hadif)

Operative (Magical Assassin) 7 |SP 0/49|HP 42/45|RP 9/9|EAC 19; KAC 19|Fort +5; Ref +11; Will +9|Init +9|Perc +17, SM: +17 |Speed 40ft|Active conditions: 3 Charisma damage.

Atu is frustrated by the slippery nature of the magic suffusing the area, but they shift forwards to closer examine the worn statue and the chamber's markings.

Curious. Age makes the markings difficult to determine, but with two arms unlikely to be a shrine to Triune, Talavet, or Oras. Perhaps Eloritu? If so, the eroded face would be oddly appropriate. The wave patterns looks familiar...

Mysticism: 1d20 + 13 ⇒ (9) + 13 = 22 With DC reduced by 5 if the IDing is about Hylax's traditions or symbols

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik once again attempts to assist the spathina community with the magic suffusing the area.

Mysticism check to aid another: 1d20 + 5 ⇒ (18) + 5 = 23

Maybe I shouldn't use up all the good rolls doing this....

Exo-Guardians

male |SP 32/32|HP 34/34|RP 6/6|EAC 20; KAC 22|Fort +5; Ref +3; Will +5|Init +9|Perc +1, SM: +1 |Speed 40ft|Active conditions: None.

mysticism to aid: 1d20 + 1 ⇒ (8) + 1 = 9

Dataphiles

Male NG Elf Scholar technomancer 4 | SP 0/20 HP 20/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Spell ave DC 16 |Active conditions: None.

Elwin also helps to guide Atu
auto aid

Dark Archive

Fury's Toll | MotD
Vutrul wrote:
[dice=mysticism to aid]d20+1

Vutrul would have a -1 on that check, as listed above

If you are helping Atu, you need to move in to the next room, so I moved your tokens.

Ato determines that the markings do not appear to depict any known deity or demigod.
Buddy and Amariel?

Acquisitives

Male Elf Mercenary Mechanic 13 | SP 117/117 HP 82/82 | RP 13/13 | EAC 33; KAC 34 | Fort +11; Ref +14; Will +6 | Init: +6 (Win ties, 1/day reroll) | Perc: +22, SM: +19 | Speed 30ft | Comprehend Languanges 1/1 | Active conditions: none

"I think we gotta see what's inside here, yeah."

Amariel will stride forward to the next set of doors and first see if there's any evidence of a trap or something on it.

Perception: 1d20 + 10 - 1 ⇒ (11) + 10 - 1 = 20


Agents sent to investigate the pillars to the northeast have opened the passageway further in.

Table GMs, Delve Mission 2 is now available for selection.

Second Seekers (Ehu Hadif)

Male Skittermander Icon Soldier/5 | SP: 45/45 | HP: 37/37 | RP: 6/6 | EAC:22 KAC:25 | Fort +6/Ref +5/Will +4 | Init +4 | Perception +0

Buddy would follow the others. "Do you see anything interesting?" he asks going to the other doors

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

GM S, based on House GM T's post is there anything more we can do here?

Dark Archive

Fury's Toll | MotD

You can keep going. That announcement was that a different missions has been closed, but you can always continue ones you are on.

With everyone out of the front room, you don't have to worry about the Echoes of Eternity (which quickly calm down)

Out of initiative

Amariel does not notice anything out of sorts with the next door.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

Tik slinks along, peering around carefully while following Amariel and Buddy.

Perception check: 1d20 + 9 ⇒ (10) + 9 = 19

Thanks, GM. Is the map updated?

Dark Archive

Fury's Toll | MotD

The door was not opened yet. So nothing to update

Tik also thinks the door is safe to open.

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

The ysoki activates the environmental seals on his armor, then tries to open the door.

Dark Archive

Fury's Toll | MotD

At the far end of this circular room stands a peculiar clockwork telescope, pointed at a gap in the domed ceiling thirty feet above. To its left is an elaborate orrery, made of similar clockwork and frozen in place. Two towers on either side of the chamber contain spiral stairways, now collapsed. Rubble blocks all four doors leading into the room, save for the door to the west. The remains of several statues stand atop plinths near the walls.

When you move in, you may make a Mysticism check to investigate the iconography

Exo-Guardians

|SP 18/18|HP 20/20|RP 5/5|EAC 15; KAC 16|Fort +1; Ref +7; Will +4|Init +6|Perc +9, SM: +5 |Speed 40ft|Active conditions: None.

"Elwin, Atu, Amariel--this is probably more your area of expertise."

Dataphiles

Male NG Elf Scholar technomancer 4 | SP 0/20 HP 20/24 | RP 6/6 | EAC 15 ; KAC 16 | Fort +1; Ref +3; Will +4 | Init: +2 | Perc: +2, SM: +0 | Speed 40ft | Spells: 0th: 6 1st: 4/4 2nd 3/3 | Spell ave DC 16 |Active conditions: None.

"Interesting. Very interesting indeed..."
mysticism: 1d20 + 10 ⇒ (2) + 10 = 12

He looks at several items and finally turns back to the group.
"i'm at a complete loss.."

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