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

Game Master Silbeg

Maps & Handouts | RPG Chronicles Sign In |Success Tracking


1 to 50 of 368 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Dark Archive

Fury's Toll | MotD

A Starfinder Society Scenario designed for levels 1-8 (subtiers 1-2, 3-4, 5-6, & 7-8) 3-4!

Delve deep into frozen ruins on the planet Akiton as part of a major Starfinder Society expedition to chart the area and investigate its temporal anomalies. Encounter strange creatures, powerful artifacts, and help two time-lost companions reunite! Content in this interactive special ties in to Pathfinder Society Special #3-99: Fate in the Future.

Written by Kendra Leigh Speedling

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.

A ysoki in dusty tan second skin armor enters the briefing room, carrying a pack almost as big as he is. A new-looking sniper rifle is strapped to the top of the pack. He finds an open spot and doffs the backpack, then perches on it. "Hi, all. I'm T|, but I'll answer to Tik if you can't manage the tongue click. I'm from Akiton, so it's good to be home."


The sun shines brightly over the ice fields of Akiton, the snow sparkling in the light. On the outskirts of a complex of ruined buildings ahead are numerous portable shelters emblazoned with the Starfinder Society’s symbol. Starfinders hurry in and out, ferrying supplies and calling instructions to one another.

A loud chime sounds from the largest shelter, positioned at the center of a cluster of others, and First Seeker Ehu Hadif emerges. As he holds up his hand for attention, the hubbub around dies down, and everyone pauses their activities to look at him.

“Good morning, Starfinders, and thank you all for joining me on this expedition. It’s my hope that today, we will not only investigate this site, but uncover the truth behind the rumors of hauntings here. We have some final preparations to make before we begin our mission, and I ask that no one advance into the ruins until I give the all-clear. Never fear, you’ll get your chance to explore—but first we need to ensure we’re ready. If you’d all please check in at your assigned location, we can direct you to tasks where we still need assistance.”

Dark Archive

Fury's Toll | MotD

Please make sure to fill out slides #3 and #4 with your information and tokens.

Also, you must fill out the sign in sheet on RPG Chronicles.

I will post the "Preparations" checks as soon as everyone has checked in, as per normal mustering

We are waiting on:

Quote:


John Woodford T| "Tik" Fiver Operative 3 67750 701
Josepg Martin#681 Elwin Technomancer 4 73425 702
garmon#4238 vutrul soldier 4 195819 702

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, already aware of the tent number his group is assigned to, heads there quickly. He walks in, finds a middle seat and waits for anyone else to show. He nods and smiles at anyone who is already there.

He is a tall elf with topaz blue eyes and is completely bald. He wears light armor, has a pistol and survival knife at his belt and various bags and packs with techno gear and a small computer with him. His cold weather gear is partially donned already.

Dark Archive

Fury's Toll | MotD

Radaszam, leader of the Acquisitives, seeks volunteers to clear away rubble and debris blocking access to portions of the site. “Be careful when you’re moving things around,” Radaszam says gruffly. “Don’t want to destroy anything valuable in the process. That goes double for those of you using vehicles—choose your targets carefully.”
Athletics, Physical Science, or Piloting

Celita, leader of the Dataphiles, looks up from her datapad and nods to you as you approach. “Good morning,” she says. “We’ve identified some weaknesses in our mobile communication infrastructure, given the remoteness and temperature of our location. Your help in patching these vulnerabilities will ensure all agents can stay in contact during the mission.”
Computers, Engineering, or Profession (maintenance worker)

Fitch, leader of the Wayfinders, asks the PCs to aid in a preliminary survey mapping the site. “The more research we do now,” she says with a wide grin, “the more we’ll be able to orient ourselves once we go down into the depths. Oh—if you’d all pose there for a second?” She holds up her datapad to show you her camera app. “I promised the kiddos I’d send them pictures!”
Perception, Stealth, or Survival

You find Ixthia, leader of the Exo-Guardians, issuing orders to some Starfinder teams. “Hello!” Ixthia nods to you as you approach. “Looking for a way to help? There are a few settlements to the south that might know more about these ruins. Most of the locals don’t venture up this way... but the rumors come from somewhere.”
Culture, Diplomacy, or Sense Motive

As you approach, Venture-Captain Arvin is giving a pep talk to a cluster of nervous-looking Starfinders. “Ah!” he says, as he spots you. “Perhaps hearing from your peers would be helpful.” He steps aside, gesturing for you to follow, and murmurs, “It’s their first mission, and they’re a bit skittish. I have some things I need to attend to, so would you mind giving them some advice?”
Diplomacy, Intimidate, or Mystic

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.

T|'s whiskers twitch. "I'm fair at a lot of things, so I should be able to help out most of the leaders."

Any restrictions on how many checks we can make total? I assume it's one per faction.

Dark Archive

Fury's Toll | MotD

one for each

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.

Piloting check for Radaszam: 1d20 + 12 ⇒ (11) + 12 = 23

The ysoki climbs into a construction crawler, sets the seat at the right height, and fires up the engine. "I used to drive these for Five Tines when I was a pup!" He carefully and expertly moves rubble away from the delicate remains being excavated.

Engineering check for Celita: 1d20 + 11 ⇒ (6) + 11 = 17

He's a little more tentative with the comms equipment, though. "Good thing we have a mechanic and a technomancer on the team!"

Stealth check for Fitch: 1d20 + 15 ⇒ (19) + 15 = 34

Whiskers twitching, the operative skulks around the site, drawing detailed survey maps. "It's what I do best...."

Culture check for Ixthia: 1d20 + 9 ⇒ (7) + 9 = 16

Talking to people in the nearby settlements, T| has less success. "Sorry, boss. I don't think they liked my accent."

Untrained Mysticism check for Arvin; Aid Another to someone else, if possible: 1d20 + 5 ⇒ (8) + 5 = 13

The ysoki is hard to see among the elves and vesk, but he does his best to explain some of the basic elements of mysticism he's picked up. Unfortunately, his focus on disarming magical traps leaves him lacking in more generalized knowledge. "Ahh, you want to hear from the technomancer or Atu. They know waaaay more about this stuff than I do."

Acquisitives

Male Elf Mercenary Mechanic 12 | SP 108/108 HP 76/76 | RP 12/12 | EAC 28; KAC 30 | Fort +11; Ref +12; Will +6 | Init: +4 (Win ties, 1/day reroll) | Perc: +21, SM: +9 | Speed 30ft | Comprehend Languanges 1/1 | Active conditions: none

Amariel is a relatively brawny elf with black hair, with a bushy mustache that he must have paid to have his elfen genes modified to allow him to grow. He's got several pipes and wrenchs on his person, and he has a cobbled-together gun of his own creation.

In the proud tradition of any skilled tradesman, Amariel finds a way of directing other people doing the difficult work of moving stuff around. He guides them around and rotates shapes in three dimensions to clear the debris. Physical Science: 1d20 + 10 ⇒ (19) + 10 = 29

Amariel does some quick diagnostics of the communications outlay. Computers: 1d20 + 11 ⇒ (5) + 11 = 16

Amariel flexes his biceps for Fitch's picture. Perception: 1d20 + 10 ⇒ (8) + 10 = 18

Occasionally, he has to deal with clients who are unhappy with his bill or think that the construction job is taking too long. He knows how to talk to people, at least a little bit. Diplomacy: 1d20 + 4 ⇒ (7) + 4 = 11

"Uhh, yeah, y'know, you got training, and uh, yeah, the Starfinders gonna do the thing out in the field, and most of us will survive" Diplomacy: 1d20 + 4 ⇒ (10) + 4 = 14

So when I play Amariel in person, I do my best to do an impression of Nick Kroll's impression of Slyvester Stallone. you can hear it here, but not in front of kids or coworkers

Second Seekers (Ehu Hadif)

Operative (Magical Assassin) 6 |SP 42/42|HP 39/39|RP 9/9|EAC 19; KAC 19|Fort +5; Ref +11; Will +9|Init +8|Perc +15, SM: +15 |Speed 40ft|Active conditions: None.

A figure in green and gold-colored armor approaches Elwin, Tik, and Amariel. Or what you at first think is a figure: it's movmeent is a bit erratic and its tricky to quite make out the details of its features. As it nears its apparant why: the humanoid armor-clad form is in fact composed of thousands of beige and grey bug-like creatures each continually flying, skittering, and flowing over and around the others.

Is this where we are supposed to meet? A voice echoes out in Common, with a slight buzzy accent. If so, we greet you. We are Atu Vaeyo, as a colony. The creatures Spathinae move to give their composite form a slight bow. Their head turns particularly towards Amariel and the voice speaks happily. Amariel, it is a great joy to work alongside you. Early in our training we read of your exploits during the Datch Offensive. Atu got the Last Bite GM Credit from the same table Amariel played at :)

--
Seeing the rest of the party move to assist the Faction leaders, Atu does what they can to prepare for the mission too.
Piloting for Radaszam: 1d20 + 10 ⇒ (17) + 10 = 27
Of course. We will take the utmost care to keep the Society's resources intact.

Perception for Fitch: 1d20 + 12 ⇒ (5) + 12 = 17
Surveying the basic area for Fitch goes all right, but they see that Tik appears to be much more experienced at it.

Sense Moive for Ixthia: 1d20 + 12 ⇒ (3) + 12 = 15
Similarly, Atu tries to assist the copaxi's agents with interviewing the locals, but not being a native of Akiton they find it somewhat difficult to sort useful insights from basic info.

Mysticism for Arvin: 1d20 + 13 ⇒ (18) + 13 = 31
Luckily as Arvin asks for some encouraging words, Atu Vaeyo is more in their element. Of course. Please, let us focus. The spathinae remains as still as possible to try and lessen any excess noise of their shifting constituents as they invoke: We do not know what may lie below. But a choice has already been made: to explore. And all around you are others who have made that same choice. So we move together, to learn from the lessons of the past so that we can in turn leave those guide for those to come. Looks to your comrades today, and know that they will in turn be looking out for you. As it harms none, we will discover the unknown together.

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

Soon a small, furry and six hand figure comes in. He carries two large cannons at his back and walks holding doshko. On his belt there are number of bags and pockets, one of which holds a very unstable looking web grenade He is a grenadier so can make one.

His fur is blue, but on his head he has a mohawk of green color. He looks at you and says "Buddy, it is pleasure to meet you! Can I hug you?" he asks at the same time hugging each and every one of you "Starfinder HR told me that I can't hug without asking for permission, it was a fascinating conversation teaching me so much about cultural sensitivity." Buddy keeps on talking like the world would end in 10 minutes.

Radaszam, piloting: 1d20 + 10 ⇒ (18) + 10 = 28

Buddy jumps to another piloting seat, despite low height he know his way while driving any vehicle.

Celita, Engineering: 1d20 + 3 ⇒ (2) + 3 = 5

"I learned a thing or two about tinkering, you know it was in a magazine how to fix your drum set."

Fitch, Stealth: 1d20 + 3 ⇒ (11) + 3 = 14

Hearing about making pictures while being hidden Buddy is so excited. He lowers his head and tries to run in a way to not be seen.

Ixthia, Sense Motive: 1d20 + 1 ⇒ (13) + 1 = 14

"I am great in first contact missions. One hug and they would die to help us" says Buddy all excited, he really is full of energy.

Arvin, Intimidate: 1d20 + 5 ⇒ (5) + 5 = 10

When Arvin tells them what to do, Buddy recalls the angry faces that rock bands are doing to the cameras. He tries to mimick then going to do what needs to be done.

As he looks at Elwin "Hey haven't I seen you with Bamboozle, Garcon, Joe and a few others? You were investigating that Bacon thing right?" Buddy also has chronicle from the same table as Elwin ;)

Dark Archive

Fury's Toll | MotD

Oops... I missed one
Venture-Captain Naiaj, looking harried, is coordinating with workers outside the supply tents. “If you’re here to assist,” she tells the PCs, “You can help organize these supply lines. We don’t know what we’ll find down there, so we want all our teams well-equipped with rations and medicinal supplies. Can’t have anyone getting trapped without adequate equipment.”

Dark Archive

Fury's Toll | MotD

Radaszam is extremely impressed with the efforts from Amariel, Tik, and Buddy!
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. Noted on Slide #5
Max level, no more rolls needed

Celita reports that Tik, Amariel, and Atu performed as expected, but that there is room for improvement.
Once during the adventure, each PC gains a +2 bonus to an Engineering or Sleight of Hand check. Noted on slide #5
will take additional rolls

Fitch is ecstatic about Tik's hiding, and even presents him with a picture of his hiding. Notably, Tik cannot be seen in the picture!
Max Result
Once during the adventure, each PC can roll twice and take the better result on a Survival or Perception check.

Ixthia seems a bit disappointed in the Starfinders, though a little less so by Tik, Atu, and Buddy. They 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.
Plenty of room for improvement!

Arvin, on the other hand, is quite impressed by Atu Vaeyo's inspirational speech.
Max result
Once during the adventure, each PC can roll twice and take the higher on a Charisma-based skill check.

Still need rolls for Naiaj, and several have not had successes at their max level!

Note that the factions leaders and VC Arvin are on slides #6 and #7

Second Seekers (Ehu Hadif)

Operative (Magical Assassin) 6 |SP 42/42|HP 39/39|RP 9/9|EAC 19; KAC 19|Fort +5; Ref +11; Will +9|Init +8|Perc +15, SM: +15 |Speed 40ft|Active conditions: None.
GM Silbeg wrote:

Oops... I missed one

Venture-Captain Naiaj, looking harried, is coordinating with workers outside the supply tents. “If you’re here to assist,” she tells the PCs, “You can help organize these supply lines. We don’t know what we’ll find down there, so we want all our teams well-equipped with rations and medicinal supplies. Can’t have anyone getting trapped without adequate equipment.”

What are the skill options for this? Survival? Medicine?

Dark Archive

Fury's Toll | MotD
Atu Vaeyo wrote:
GM Silbeg wrote:

Oops... I missed one

Venture-Captain Naiaj, looking harried, is coordinating with workers outside the supply tents. “If you’re here to assist,” she tells the PCs, “You can help organize these supply lines. We don’t know what we’ll find down there, so we want all our teams well-equipped with rations and medicinal supplies. Can’t have anyone getting trapped without adequate equipment.”
What are the skill options for this? Survival? Medicine?

Relevant Skills: Life Science, Medicine, or Profession (cook or herbalist)

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.

Radaszam,Physical Science: 1d20 + 12 ⇒ (2) + 12 = 14
Elwin manages to fumble around a bit and spend more time NOT accidentally destroying things...

Celita,Computers: 1d20 + 12 ⇒ (7) + 12 = 19
Smiling at the challenge, Elwin does a few upgrades on the firewall...

Fitch,Stealth: 1d20 + 4 ⇒ (19) + 4 = 23
Surprising himself, Elwin tiptoes around the area as quiet as a mouse...

Ixthia,Culture: 1d20 + 6 ⇒ (14) + 6 = 20
Finding that he shares a language with them AND that his baldness is a sign of intelligence to the tribe, Elwin actually gets a lot of info from them...

Arvin,Mystic: 1d20 + 10 ⇒ (12) + 10 = 22
Elwin looks to the new pathfinders. Using his most impressive pose and voice he speaks, Given all the inherent dangers of this area there is ONE, I repeat ONE golden rule that the Powers That Be suggest you comply with to help you survive. Don't eat yellow snow or ice."
It seems like th joke worked and many relaxed.

Naiaj,Life Science: 1d20 + 10 ⇒ (17) + 10 = 27
Elwin gets to work categorizing and correcting mislabeled items.

Before he headed out he looked at the large furry person and smiled.
"Of course i'll have a hug! It is good to see you! That was a challenge, wasn't it. I believe you are the first of that group i've seen since!"

Dark Archive

Fury's Toll | MotD

Ixthia is impressed with Elwin's knowledge of language. He learns that some of the locals take an interest your investigations and gift them each a brown nanite hypopen that must be used during this adventure.
Note: still room for improvement!

Naiaj sees Elwin categorizing. 'You method seems efficient."
The supply teams are grateful for your assistance and grant you each a vial of magically-infused broth that heals the body and steels the mind.
Acts as Type II Serum of Healing, but you can dismiss the bonus to Will saves while it’s in effect as a reaction to reroll a failed Will
save, after which the bonus immediately ends.

Dark Archive

Fury's Toll | MotD

I probably missesd in my cut and paste the fact that the serum of healing gives +1 to will saves.

Still waiting to see skill checks from Vutrul. He hasn't checked in for a long while, and I PMed them. If they don't show up before the next act starts, I guess we're going with 5!


“Attention, Starfinders!” First Seeker Ehu calls from in front of his shelter. The remaining hubbub quiets, and the Starfinders gather in lines for the briefing. “Our preparations are complete, so we can begin our exploration momentarily. Our first step is investigating the aboveground portions of the ruins and those accessible just below the surface.” He nods to Fitch, who’s tapping on the edge of her datapad. “Fitch, the surveys?”

Fitch quickly tucks her datapad away and hops into position next to him. “Right! Our preliminary surveys indicate there are five main sites that might provide access to the lower levels. To better organize the expedition, we ask that each team choose a site to investigate. Once you decide, the leader in charge of that site can provide you the details we know... though in most cases, that isn’t much. After you’ve secured a site and verified whether it leads further down, report back here and we’ll determine our next moves.”

Fitch steps aside, and Ehu takes her place, glancing over the assembled crowd.

“Some of you have been with us for years,” he says, “while others are new recruits. Whatever your level of experience, I have every confidence that your skills will be invaluable to our efforts here. Exploration and discovering forgotten secrets are what we Starfinders do best, after all. I expect all of you to work hard to achieve our goal, take care of each other, and report anything you find. Now, without further ado, let’s begin!”

Table GMs, Part 1 has begun.

★ ---- ★ ---- ★ ---- ★

The efforts of Pathfinder Society agents in the distant past were successful!

To represent their triumphs and heroism, you will receive additional beneficial conditions during this adventure.

In tinkering with time, Pathfinder agents have spun off a temporal anomaly that may help you in dangerous situations.

The Advantageous Anomaly condition is in effect.

Pathfinders were careful to rescue their agents from peril whenever they could.

The Survivors condition is in effect.

Dark Archive

Fury's Toll | MotD

Looks like we're going with 5.

See slide #2 for the current announced conditions. Not all have effects you will know about, many are just for me, but I will remove them as they happen.

There are several exploration missions available for the Starfinders! See slide #3 for the list... I will move you to one as soon as you get a couple of folks chiming in!

Acquisitives

Male Elf Mercenary Mechanic 12 | SP 108/108 HP 76/76 | RP 12/12 | EAC 28; KAC 30 | Fort +11; Ref +12; Will +6 | Init: +4 (Win ties, 1/day reroll) | Perc: +21, SM: +9 | Speed 30ft | Comprehend Languanges 1/1 | Active conditions: none

"Yeah, uh, lets go rimerunning."

I am interested in what Escape and Survival means

Second Seekers (Ehu Hadif)

Operative (Magical Assassin) 6 |SP 42/42|HP 39/39|RP 9/9|EAC 19; KAC 19|Fort +5; Ref +11; Will +9|Init +8|Perc +15, SM: +15 |Speed 40ft|Active conditions: None.

That could work. Atu says. Though we are not entirely certain what it means.

The reports of pillars that are 'singing' does sound quite intriguing however.
First choice would be the pillars IC, but no problem with rimerunning instead.

Dark Archive

Fury's Toll | MotD

Rimerunning it is!

Venture-Captain Naiaj gathers her team inside the central tent, ushering them into an unoccupied corner away from the supply teams packing equipment. “You’re in luck,” she says. “We’ve found a route for you leading straight down into the ruins: a trapdoor leading to a staircase. It looks like there was once a building atop it, but the only remains of it are some broken walls. Of course, a direct route down is no\ excuse to get sloppy.”

She pauses, glancing at the supply teams. “Don’t forget the comm units in those packs!” she barks. A half-elf setting a pack aside jumps, blushing, and quickly tucks a comm unit into the pack’s side pocket.

“Now, where was I?” Naiaj continues. “The trapdoor is on the south side of the ruins. We’ve determined that it’s not itself hazardous, but we have no idea what’s beneath, so proceed with caution. Dismissed.”

Venture-Captain Naiaj directs you to head down the stairs and secure the route leading further in. She has little other information about the passageway, as survey teams simply verified the trapdoor was functional without going through it.

Before you set out, Venture-Captain Naiaj tells you to double-check their supplies and make any last-minute purchases at the commissary before ordering, "Starfinders, watch each other's backs. I don't wnat to have to write any letters to grieving mothers, partners, or children today!"

The staircase descends 50 feet and ends in a short tunnel opening into a wider cavern. Ice and frost covers the carved rock walls of this cavern. Several sconces on the walls likely once provided illumination but are now rusted over and filled with snow. Tunnels branch off in several directions from the main cavern, and a thick coating of ice covers the floor, making it impossible to see the stone beneath.

As Buddy steps forward on to the cavern floor, it suddenly shatters into a web cracks, and gives way! Just as it looks like the skittermander soldier is going to fall 20' down into a pit covered with sharp ice shards!

It is easy enough to quickly move by the broken ice, an ominous rumbling echoes from the ceiling, and the chamber begins to shake. Before you can react, the ceiling of the passageway leading to the surface cascades down in a clatter of stone, completely blocking the way out. Given time, you could probably dig their way out, but it’s apparent that you can’t afford to wait, as the ceiling begins collapsing around you! To escape, you will need to hurry further in to find another way back to the surface.

Buddy reflex: 1d20 + 4 ⇒ (12) + 4 = 16

More coming...

Dark Archive

Fury's Toll | MotD

You have several zones you need to get through to get out

Chase Rules
Each zone of the chase has an obstacle that you must overcome.
- Except where otherwise noted, succeeding against an obstacle requires a successful skill check of one of the indicated types and moves you to the next zone.
- If you get an exception success against the obstacle you can give another PC in the same zone a +2 bonus on their check.
- You can also choose to give up their own action in the round to assist a companion, rolling the check on behalf of another PC with their own modifiers; if they succeed, their ally moves to the next zone, but the assisting PC remains where they are.

Listing these here to help you know if you can grant the +2. Note that the other PC must be in the same zone.
Success: DC17 (Unless otherwise stated)
Exception Success: DC20

Dark Archive

Fury's Toll | MotD

Zone 1: Falling Rubble
The path ahead is blocked by rubble continually showering from above. Although it doesn’t completely prevent passage like the rubble blocking the way to the surface, it’s difficult to move through. To move to the next zone, each PC must succeed at a DC14 Acrobatics check to scramble over the rubble or an DC14 Athletics check to push the rubble aside.

init:

Amariel init: 1d20 + 3 ⇒ (4) + 3 = 7
Atu init: 1d20 + 6 ⇒ (6) + 6 = 12
Buddy init: 1d20 + 3 ⇒ (2) + 3 = 5
Elwin init: 1d20 + 2 ⇒ (3) + 2 = 5
Tik init: 1d20 + 6 ⇒ (4) + 6 = 10

”I have a bad feeling about this!”
Party is/are up.
Buffs/Adjustments:

ONLY WAY OUT IS THROUGH: Round 1:


    - Atu Vaeyo
    - Tik
    - Amariel
    - Elwin
    - Buddy

U = Unconscious
S = Surprised
D = Delay

Conditions:
- Atu Vaeyo
- Amariel
- Buddy
- Elwin
Enemies:

Zone 1: Falling Rubble
DC14 Acrobatics or DC14 Athletics

Chase Rules

Acquisitives

Male Elf Mercenary Mechanic 12 | SP 108/108 HP 76/76 | RP 12/12 | EAC 28; KAC 30 | Fort +11; Ref +12; Will +6 | Init: +4 (Win ties, 1/day reroll) | Perc: +21, SM: +9 | Speed 30ft | Comprehend Languanges 1/1 | Active conditions: none

"Aw, yeah, this is, this is great," Amariel mumbles as he starts hoisting out chunks of icy rubble.

Athletics: 1d20 + 8 ⇒ (13) + 8 = 21

So if I'm understanding correctly, I can give my ally a +2? Let's go with Elwin, since I'm assuming a scholar technomancer isn't super into cardio.

Dark Archive

Fury's Toll | MotD

You got it right!

Amariel rushes forward!

Dark Archive

Fury's Toll | MotD

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

The PCs reach a dead end. To move to the next zone, a PCs must succeed at a Perception or Survival check to double back and find an alternate route. Alternatively, a PC succeeding at a Hard Physical Science or Athletics check finds a weakness in the wall to break through, removing the obstacle for all other PCs.

Dark Archive

Fury's Toll | MotD

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

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 looks at the floor breaking and his eyes are getting bigger and bigger "Ehhh Nufiends?" he says silently like he does not want to make the floor to break.

Then he rushes to avoid the stones "Run nufriends! Run!"

Acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27 I would give +2 to Tik, unless I can give it to Elwin as well!

The dangerous situation must have inspired Buddy as he moves like he never moved before. His six hands look for support as his small furry body wrapped in heavy armor rolls through obstacles.

================

Buddy sees the wall and keeps on running straight at it. "No wall will stop me! Watch this!"

Athletics, DC20: 1d20 + 6 ⇒ (14) + 6 = 20

He smashes into the wall and nothing happens... but soon the wall begins to collapse "I think I did it!"

Second Seekers (Ehu Hadif)

Operative (Magical Assassin) 6 |SP 42/42|HP 39/39|RP 9/9|EAC 19; KAC 19|Fort +5; Ref +11; Will +9|Init +8|Perc +15, SM: +15 |Speed 40ft|Active conditions: None.

We did not realize 'rimerunning' would involve so much running Atu states as they squeeze through the initial rubble.

Acrobatics: 1d20 + 12 ⇒ (11) + 12 = 23 Also have the Compression ability if that would be relevant to this sort of Acrobaticsing
Would also give a bonus to Elwin if they stack

---
For second step, unsure if Buddy manage to clear a path. If not, Atu would look around for a way out.

Perception: 1d20 + 12 ⇒ (10) + 12 = 22
[ooc]the aid to Elwin here if relevant[ooc]

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 wobbles a little bit and tries to follow the group. Amariel's quick gesture and 'jump here' seems smart to him so he follows her...
acrobatics: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
He surprisingly gets through rather nimbly. Must ahve been the advice! "Whew! Thanks!"

Faced with the wall, Elwin looks for cracks and faults...
physical science: 1d20 + 12 ⇒ (5) + 12 = 17
"Maybe here? No... that's not it... here? No... There HAS to be a critical fault here somewhere!"
Hello low rolls my old friend

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.

Anyone need a +2 from Elwin for either or should I hold it for something coming up...

Dark Archive

Fury's Toll | MotD

Bonuses do not stack
And are only for the current round
Also, only 1 check per round, and you only have to make one of the ones listed. I am just posting the new ones opening up for the next round.

All of the Starfinders so far have been able to make it past. Will Tik be able to follow suit?


<Clearly Tik weaves through rubble>

Acrobatics: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27

Dark Archive

Fury's Toll | MotD

Everyone makes it past the falling rubble with flying colors!

”Great, kid. Don’t get cocky.”
Party is/are up.
Buffs/Adjustments: !

ONLY WAY OUT IS THROUGH: Round 2:


    - Atu Vaeyo
    - Tik
    - Amariel
    - Elwin
    - Buddy

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 1: Falling Rubble
DC14 Acrobatics or DC14 Athletics

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

Chase Rules

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

Round to progress: 9 March 2022, 0800 CST (UTC -6)

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

We already rolled for the Dead End part right? Or do we still have to? Since Buddy made the Athletics DC20 he removed the obstacle for all right?

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.

Sorry; busy couple of days at work.

Tik peers around the dead end.

Perception check: 1d20 + 9 ⇒ (14) + 9 = 23

"There! I see a way through!"

Dark Archive

Fury's Toll | MotD

Buddy could not roll turn 1 on dead end, but I will take his roll for turn 2. Same for Atu and Elwin.

BUT for a chase type scene, everyone still needs to roll... you are just clearing for yourself. Mechanically, you are rolling to move to the next zone.

From now on, though, please only make a single check per turn. Otherwise I will get lost

Buddy smashes his way through the dead end, and Atu spots a different way through, but Elwin is not able to figure out a weakness. Tok also finds a way through! ”Never tell me the odds!”
Amariel is/are up.
Buffs/Adjustments: !

ONLY WAY OUT IS THROUGH: Round 2:


  • x Atu Vaeyo
  • x Tik
  • => Amariel
  • x Elwin
  • x Buddy

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

Chase Rules

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

Round to progress: 9 March 2022, 0800 CST (UTC -6)

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.

Vutrul is a trained soldier adapted for all enviroments and this time isnt a exception

Obstacle 1: Falling Rubble
Survival check DC14: 1d20 + 9 ⇒ (15) + 9 = 24

Obstacle 2: Dead End
Survival DC14: 1d20 ⇒ 19

Acquisitives

Male Elf Mercenary Mechanic 12 | SP 108/108 HP 76/76 | RP 12/12 | EAC 28; KAC 30 | Fort +11; Ref +12; Will +6 | Init: +4 (Win ties, 1/day reroll) | Perc: +21, SM: +9 | Speed 30ft | Comprehend Languanges 1/1 | Active conditions: none

Amariel, plumber for hire, knows something about clearing out clogs.

Physical Science: 1d20 + 10 ⇒ (2) + 10 = 12

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.

Having a glimpse of prescience and seeing the wrong place to look in his mind, Elwin is SURE he can find that critical weak spot int he wall...
physical science: 1d20 + 12 ⇒ (19) + 12 = 31
"Yes! That's it!"

Dark Archive

Fury's Toll | MotD

Please do not make rolls when it is not your turn. I do keep the turn tracker so it should be clear who is up. I will take Elwin's roll this time, but please... this scene will be tough enough without me needing to scroll up all the time. Thank you.

Amariel fails to move forward. Then Elwin tries his hand a second time, and is able to give Amarial a suggestion (+2).

you emerge into a chamber filled with bizarre fungal growths covering portions of the floor and walls. Everyone in the room must succeed at
an DC17 Life Science or Medicine check to identify the fungus as hazardous and avoid it as they move through the chamber.

If you fail or cannot roll:

Fort save as you get spores all over you.

You still move forward.

Dark Archive

Fury's Toll | MotD

”Get in there you big furry oaf. I don't care what you smell.!”
Atu, Tik, Amariel, Buddy, Vutrul is/are up.
Buffs/Adjustments: !

ONLY WAY OUT IS THROUGH: Round 3:


  • => Atu Vaeyo [FUNGUS]
  • => Tik [FUNGUS]
  • => Amariel [DEAD END]
  • x Elwin [FUNGUS]
  • => Buddy [FUNGUS]
  • => 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)

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 examines the fungus, trying to recall information about treatments for the mycorrhizal menace.

Medicine check: 1d20 + 9 ⇒ (7) + 9 = 16

...and narrowly misses, getting spores all over his fur.

Fort save: 1d20 + 1 ⇒ (14) + 1 = 15

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

Fort Save: 1d20 + 5 ⇒ (19) + 5 = 24

Buddy enters the area with fungus "Oh, how beautiful, and glowing and oh look they start to raise. I could cover my whole fur with it. How great... I think we forgot about seals, but I don't remember what kind of seals."

Is it too late to enable environmental seals ;)

Second Seekers (Ehu Hadif)

Operative (Magical Assassin) 6 |SP 42/42|HP 39/39|RP 9/9|EAC 19; KAC 19|Fort +5; Ref +11; Will +9|Init +8|Perc +15, SM: +15 |Speed 40ft|Active conditions: None.

Medicine: 1d20 + 9 ⇒ (11) + 9 = 20

Chronol Amicitium. Quite beautiful, but attempts to spread when agitated. We should try to avoid direct contact.

Acquisitives

Male Elf Mercenary Mechanic 12 | SP 108/108 HP 76/76 | RP 12/12 | EAC 28; KAC 30 | Fort +11; Ref +12; Will +6 | Init: +4 (Win ties, 1/day reroll) | Perc: +21, SM: +9 | Speed 30ft | Comprehend Languanges 1/1 | Active conditions: none

Physical Science: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21

Using his custom pneumatic rig, Amariel tries again to clear out some wreckage so he can get through.

1 to 50 of 368 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [Outpost V] GM Silbeg SFS 3-99 Perils of the Past 3-4 All Messageboards

Want to post a reply? Sign in.