GM Nomadical's Shades of Spite (Inactive)

Game Master Nomadical

Shades of Spite slides 


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Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Croaker looks at the creatures trying to understand their regeneration a bit better

Life science to identify: 1d20 + 11 ⇒ (20) + 11 = 31 Here we go ;)

I would like to know what is stopping their regen, to determine what to do.

Grand Lodge

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Tome of Righteous Repose slides

When the Blue one attacked Azzirm, the sonorivore (aberration [extraplanar]) clearly noticed one aspect of the half-orc's armor - the shiny new spotlight on his shoulder - and Croaker saw it shy away from that side of his armor.

Regeneration 5 (bright light)

Croaker is also certain that sonic weapons will have absolutely no effect, and may instead actually make it stronger.

Immune to sonic. Plus, any damage negated by its immunity grants it some number of temporary hit points.

You missed getting another question by 1, so I gave you 1.5 answers with the Immunity and the part about it's temp HP since they're related. FWIW, there's more to learn, like what's Chip's Will save is about, so Josie/Kultainen and/or Zir can still roll it.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Croaker moves a bit closer and stops next to the halfling he looks at the creature that attacked Chip. His eyes begin to glow as he stares into the creature

"You should know, that plane of the shadow is a reflection of reality, you are not real, and nothing that you do cannot change that."

Cosmit Truth@red burning 1 RP the creature needs to do Will save DC18 if failed than confused for 1d4 rounds.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

"Don't worry Chip... we have this.." calls out Kultanien.
Inspiring words, should restore all that stamina

Then pointing at the red creature calls out to the team. "Finish the red one first!"
Improved get'em. +2 to hit the red creature.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

GM, what was the result of Chip's AoO with reach? Ty in advance!

Will Save: 1d20 + 7 ⇒ (20) + 7 = 27

"What? Me worry?" Chip just grins at the carnage while his free hand gives Kultanien a thumb's up!

Grand Lodge

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Tome of Righteous Repose slides
Chip Ramsey wrote:
GM, what was the result of Chip's AoO with reach? Ty in advance!

Sorry, yes, it hit. My notes show that I included the damage. I thought I did a little write up to that effect and that the Fire portion of the plasma weapon did slightly more damage.

Chip shrugs off whatever it was, and the sounds of his teammates return to normal, eerily enhanced by the otherwise silent combat and the complete darkness. Well, nearly complete darkness. Kultanien seems to glow faintly in the back of the room.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Zir looks around, and sees the weird creatures come out of the darkness. He thinks real quick...using what others might have already mentioned to try to figure anymore about them.

Life Science: 1d20 + 7 ⇒ (19) + 7 = 26

Shrugging...he says, "Well...I said I would do this...."

And turns on the Brightlight Projector to be a radius around him....normally 50 feet, but with the problems with the Shadow, it is only 25 feet.

Then he aligns his armor to be more protective of blue, as he holds up his welding hand.....

Move action to turn on the brightlight, move to align....all my melee weapons (power armor punches should count) have the bright property

Back from vacation...was nice to see a few friends....and eat Cincinnati Chili.....even with the cinnamon in it

Grand Lodge

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Tome of Righteous Repose slides

Croaker tries putting the whammy on the one that attacked Chip. It watches you speak, cocks its head to the side, and ignores your attempt to get inside its head. Hate to say it, but Cosmic Truth is Language and Sense Dependent. They’re clearly intelligent, but they don’t speak Common. Or perhaps they’re deaf…. Or both…. (It’s both.)

Kultanien inspires Chip to get back in the fight, then goads her teammates to Get Red.

Azzirm turns on the big spotlight. The sonorivore’s bleeding wound fails to close in the glare. It looks across the room in a panic and then flees in terror towards the only place it can fight from out of the blinding light.

Azzirm, Carlos and Croaker can all take AOs against Blue. Chip can’t cause he already used his AO on Red.

If it survives 3 AOs, it attacks Chip:

It attacks Croaker with its claw
Claw: 1d20 + 18 ⇒ (11) + 18 = 29
Damage, S: 4d4 + 8 ⇒ (4, 4, 3, 2) + 8 = 21
DC 18 Will save from Croaker

Round 2
Bold may act!
Map: Ambush! Duh

Active Conditions: None
Environmental Conditions: Completely Dark, Shadow Plane, Interior walls are only 3 feet tall, Umbral Tendrils around Red (inside red lines), Bright Light inside yellow arc

Blue Sonorivore (-60, Bleed 9, Coord’ Shot)
Roquefort
Chip (all better)
Carlos (Pending AO vs Blue)

Red Sonorivore (-53, Coord’ Shot, Get ‘Em)
Croaker (Pending AO vs Blue)
Azzirm (Pending AO vs Blue)
Kultainen

Life Science to know about these creatures.

As usual for the Shadow Plane, the range of all light sources is halved. See the Shadow Plane slide for reference, although you all have darkvision.

You may enter and use the square that Biter is in without squeezing. He’s not an obstacle and won’t interfere with your training, but I need to keep him on the map for … reasons.

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Roquefort listens to Kultainen and gets to work slaying the targeted foe.

The laser fires once more in the darkness.

Trick attack
Get 'em, coord shot
Sense Motive Take 10 = DC13 tricked.
Attack 1d20 + 13 + 2 + 1 ⇒ (17) + 13 + 2 + 1 = 33 vs FF EAC
Damage 2d4 + 4 + 4d8 ⇒ (2, 4) + 4 + (4, 5, 5, 6) = 30
+Bleeding Shot = 9 Bleed.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

GM, does Blue attack Chip or Croaker? The spoiler and spoiler text say two different things :P

Chip ignores the whole light/dark chiaroscuro thing going on, and focuses on slicing and dicing the red creature in front of him! He uses his nimble fusillade again, starting off with a full-attack!

Opportunistic Yellow Star Nova Lance 1: 1d20 + 15 + 1 - 4 ⇒ (8) + 15 + 1 - 4 = 20 vs. EAC
Electricity & Fire 1: 1d4 + 17 ⇒ (1) + 17 = 18

Opportunistic Yellow Star Nova Lance 2: 1d20 + 15 + 1 - 4 ⇒ (18) + 15 + 1 - 4 = 30 vs. EAC
Electricity & Fire 2: 1d4 + 17 ⇒ (4) + 17 = 21

(On the off chance red drops before Chip's go, he'll attack Blue from where he started with Croaker possibly providing a flanking partner for an additional +2 to the above)

Following this, Chip takes a guarded step away, hoping the umbral tendrils prevent the red creature from taking guarded steps, forcing it to provoke another attack of opportunity...

(pre-rolling)
Opportunistic Yellow Star Nova Lance AoO: 1d20 + 15 + 1 + 3 ⇒ (3) + 15 + 1 + 3 = 22 vs. EAC
Electricity & Fire 1: 1d4 + 17 + 3 ⇒ (2) + 17 + 3 = 22
(Bah)

Coordinated Shot: Chip currently threatens both enemies, so +1 to all ranged attacks versus them!

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Croaker has no melee weapon out so no AOO

"Bloody creatures! Can't understand when someone is addressing them!"

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Seeing the blue collared 'creature' flee, Azzrim's other hand--the one that can form a full fist--lashes out to attempt to hit it in its side before it flees.

Power Armor punch (has the bright property): 1d20 + 10 ⇒ (4) + 10 = 14 to hit
Damage (Bludgeoning): 1d10 + 11 ⇒ (4) + 11 = 15

But likely since it is also the one with the arm mounted assault rifle....his accuracy with punching off hand is lacking.

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 59/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 6/6 L2 6/6 L3 6/6 L4 2/4 L5 2/3 | Shadow Weaver 12/12 | Concealment 20%

No melee weapon for AoO

Carlos takes a step to the side, raises his rifle and shoots (blue).

Called Gamma Rifle: 1d20 + 11 ⇒ (2) + 11 = 131d8 + 8 ⇒ (3) + 8 = 11 - Fire dmg vs EAC

Grand Lodge

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Tome of Righteous Repose slides
Chip wrote:
GM, does Blue attack Chip or Croaker? The spoiler and spoiler text say two different things :P

Gah! Sorry, it attacked Croaker. I blame too many names that start with C (or K), and posting at the end of a long day before going straight to bed.

Blue easily evades Zir’s punch before it claws through Croaker’s armor. Croaker feels as if the room is beginning to become muffled and sounds more and more dim….
DC 18 Will save from Croaker, please. Yes, Croaker.

@Roquefort: The area to the west (left) of the red lines are subject to Carlos’ umbral tendrils spell and I don’t think you want to take 4d6 damage just for fun. I moved you back one square. Remember too that the “walls” are only 3 feet tall, so even a ysoki can see and fire over them.

Roquefort peers over the small wall and seeing a clear line of fire burns the Red one and leaves it bleeding.

Chip does indeed slice and dice his target and drops it, leaving it unable to pursue him as he moves to support Croaker.
Before you ask, yes, it took both hits to put it down.

Carlos misses badly, though his spell continues to pummel the prone sonorivore 2d6 ⇒ (5, 5) = 10. But even as Chip steps away, Roquefort sees Red’s wounds begin to heal. It’s not much compared to how much it’s been hurt, but given enough time in the darkness, it’ll surely get back up.

Round 2
Bold may act!
Map: Ambush! Duh

Active Conditions: None
Environmental Conditions: Completely Dark, Shadow Plane, Interior walls are only 3 feet tall, umbral tendrils to the west of the red lines, Bright Light inside yellow arc

Blue Sonorivore (-60, Bleed 9, Coord’ Shot)
Roquefort
Chip (IB)
Carlos
Red Sonorivore (-127, Coord’ Shot, Get ‘Em, Down?)
Croaker (-21, Pending DC 18 Will save)
Azzirm
Kultainen

Life Science to know about these creatures.

As usual for the Shadow Plane, the range of all light sources is halved. See the Shadow Plane slide for reference, although you all have darkvision.

You may enter and use the square that Biter is in without squeezing. He’s not an obstacle and won’t interfere with your training, but I need to keep him on the map for … reasons.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

"Stupid, dagnabit creatures...fleeing...." Azzrim mutters as he comes moving around to get all the creatures (including Biter) in the brightlight projectors illumination.

Shooting the shoulder mounted cannon at the creature, as his armor capacitors kick in and funnel more power out of the cells than normal--about 3 times the amount...he hopes that the fact that the cannon also is highly illuminating will matter. And seeing that Chip is threatening....he sees that the little skitter is helping by making the creature stay on its guard to that lance...so maybe just a little easier to hit....

Desperation Cannon, RageBringer (EAC): 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Damage (Electrical and Fire) orvercharge: 1d12 + 1d6 + 7 ⇒ (2) + (2) + 7 = 11
How I always call odd damage...if a Phsyical/Elemental, the extra 1 pt goes to Physical, for dual elemental, I always go Based off of Letters (A>C>E>F>S)....so 6 Electrical and 5 Fire

Cannon as Bright=Attacks with bright weapons illuminate the area within 20 feet of your target for 1 round following the attack, increasing the illumination level by one step, to a maximum of normal light.

Oh, GM....my previous turn I did roll a Life Science of 26

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

"Croaker.. I've got a medical kit, hold on!" calls out Kultanien.
Inspiring boost heals 24 sta

Then, seeing the blue creature is still up adds in. "Come on team, finish off that blue thing."

Improved get'em +2 to hit blu

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Thank you GM, Roquefort is not enthusiastic about playing in the Tendrils as you rightly suggest! And yeah I wasn't sure if the walls were going to stop him being able to pew pew over :)

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Chip's AoO bumps up to 24 vs. EAC thanks to Kultanien, if the blue one does anything to provoke. Note that Chip also has Step Up and Strike which he will absolutely use to protect the others and take down the creature!

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Will save: 1d20 + 10 ⇒ (14) + 10 = 24

Croaker feels the pain of the hit, but then feels his mind being attacked.

He takes a step backwards reaching for his knife, he swings the knife in the air, clearly to far away to make anyone harm with it. But his eyes keep on watching the creature

"You might not understand me, but most creatures attack Croaker only once in their lifetime, and that was yours!"

Mind Thrust@Blue, 3-rd lvl: 7d10 ⇒ (10, 10, 4, 4, 5, 2, 3) = 38 Will save DC18 for half

Grand Lodge

Tome of Righteous Repose slides

Azzirm trudges across the room, and the brightlight projector fills the room with light and chases away the shadows. Red’s wounds stop healing and the creature expires from the damage it had already sustained. Biter doesn’t seem uncomfortable in the light as he continues watching your performance.

As he moves, the mechanic reflects on what he’s seen of these creatures so far. These seem similar to something he saw on a doco-vid, and he thinks they have some kind of Curse effect on their claws:

Anyone failing the Will save is deafened and unable to make a sound. This area of magical silence extends in a 5-foot emanation around the target. The target can hear all sounds made by the sonorivore as if they were not silenced. This is a curse effect and lasts as long as the sonorivore lives.

He shoots it with the cannon, and the 5-legged sound-dog is ungulfed in bright glowing plasma that seems to cling to its thick fur.

Kultainen keeps Croaker in the fight and directs the team with some tactical advise.

Croaker seems a bit pissed at the audacity of the sonorivores. First they ignore his attempts to show them the error of their ways, then they claw him and try to curse him. He stabs into Blue’s mind…
Will save: 1d20 + 11 ⇒ (17) + 11 = 28
But the sonorivore is stronger-willed than they look.

Desperate and with nowhere to flee to, it lashes out at the skittermander right in front of it.
Bite: 1d20 + 18 ⇒ (13) + 18 = 31
Damage, P: 3d6 + 8 ⇒ (2, 3, 6) + 8 = 19
Claw: 1d20 + 18 ⇒ (1) + 18 = 19
miss

Round 3
Bold may act!
Map: Ambush! Duh

Active Conditions: None
Environmental Conditions: Completely Dark, Shadow Plane, Interior walls are only 3 feet tall, umbral tendrils to the west of the red lines, Bright Light inside yellow arc

Blue Sonorivore (-101, Bleed 9, Coord’ Shot, Get Em)
Roquefort
Chip (-14, IB)
Carlos

Red Sonorivore
Croaker (IB)
Azzirm
Kultainen

As usual for the Shadow Plane, the range of all light sources is halved. See the Shadow Plane slide for reference, although you all have darkvision.

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Roquefort picks his way towards the next target and takes aim...

Trick attack
Get 'em
Sense Motive Take 10 = DC13 tricked.
Attack 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20 vs FF EAC
Damage 2d4 + 4 + 4d8 ⇒ (1, 1) + 4 + (2, 2, 8, 8) = 26
+Bleeding Shot = 9 Bleed.

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Chip almost seems to revel in the back-and-forth bloodshed, shouting out, "Yarrr!" as he strikes again and again in another full attack!

Opportunistic Yellow Star Nova Lance 1: 1d20 + 15 + 2 - 4 ⇒ (15) + 15 + 2 - 4 = 28 vs. EAC
Electricity & Fire 1: 1d4 + 17 ⇒ (3) + 17 = 20

Opportunistic Yellow Star Nova Lance 2: 1d20 + 15 + 2 - 4 ⇒ (7) + 15 + 2 - 4 = 20 vs. EAC
Electricity & Fire 2: 1d4 + 17 ⇒ (3) + 17 = 20

Chip then takes a step to potentially set up a flank, and will strike once more if the creature provokes an attack of opportunity:

(pre-rolling)
Opportunistic Yellow Star Nova Lance AoO: 1d20 + 15 + 2 + 3 ⇒ (8) + 15 + 2 + 3 = 28 vs. EAC
Electricity & Fire 1: 1d4 + 17 + 3 ⇒ (2) + 17 + 3 = 22

Grand Lodge

Tome of Righteous Repose slides

Gah! Ninja'd! Sorry Chip, but my discussion post did say that Roquefort had killed it. 

Roquefort’s laser pistol hits one of the sonorivore’s oversized ears and burns a hole straight through its brain. The beam comes out the other ear hole and scorches a small bit of the opposite low wall just below where Biter was peeking over it. The acolyte nods in appreciation of his cousin’s well placed shot before stepping out from behind his cover. He stoops to confirm the status of the two very dead sonorivores and types something into a comm pad.

Combat Over!

Silent Strike suddenly speaks over the training room’s speakers.

”Now that we’ve satisfied your expectations, we can proceed with the rest of the trials. Oh, and I forgot to mention. Please do not do lethal harm to my apprentices. I’d prefer it if my assets were kept intact after our business is concluded.”

The forward door turns blue and opens, leading to a long hallway. After about a 10 minute walk through shadowy halls full of locked doors and dead-end branches, you arrive at one door that is blue-lit. The door opens, and Biter gestures for you to enter.

Chip is down only 14 SP. If you wish to take a 10 minute rest to recover that, let me know and I’ll allow it. In the meantime, I’ll move us on since doing so or not won’t matter in this next encounter.

Next post coming … soon-ish.

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Roquefort switches to a fresh battery and asides back to Silent Strike "please ensure any of your apprentices are clearly marked as such, of course that might also defeat the purpose of being secretive shadowy figures"

Grand Lodge

Tome of Righteous Repose slides

Gears, pipes, and wiring fill this room. The sound of machines thrumming and electronics beeping creates an odd symphony of noise while the acrid scents of engine oil and battery acid tinge the air. A plinth in the center of the room features two oversized keyholes for ancient round-tipped mechanical keys, one on each side. They’re clearly spaced too far apart for a medium sized creature to reach both keyholes at the same time.

On top of the plinth are four posts with wires snaking between them in a loose weave—a large, round-tipped key sits amid the center of the wires. Both Croaker and Roquefort immediately recognize this as a version of the common ysoki children’s game “spider’s nest,” where a weave of lightly electrified wires surrounds a piece of candy. Children try and remove the candy without touching the wires, which would glow and make a loud buzzing sound if the wire was touched. Unlike the wires typically used in the game, however, the wires in this deadly chamber are obviously nanofilament razor wires that are excessively sharp.

On the forward wall of the room, a large mural depicts ysoki working in an engine room. Roquefort recognizes this as a depiction of the ysoki children’s rhyme, “Twitchy Nose,” that reminds them of the safety precautions to take in an engine room.

Within the mural are several buttons that from left to right depict icons for: air vent, big red button, computer terminal, conduit, cooling tank, crate blocking the door, black wire, exposed wiring, gas mask, power core, and red wire. Roquefort can easily recite the full text of the rhyme as follows:

“Twitchy nose, twitchy nose, leave a block.
Dodge the wires or you’ll get a shock.
Twitchy nose, twitchy nose, black after red.
Don’t breathe deeply or you’ll wind up dead.”

The only obvious exit from this room is the door that you entered from which is, of course now red-lit and locked.

As soon as the you and Biter enter the room, Silent Strike speaks over the ship’s intercom, “Now we shall test your resourcefulness and your so-called teamwork. Hurry, hurry; you have only one minute to escape this room before it kills you.”

You notice the sickly sweet scent of something even through your environmental seals and hear a slight whooshing sound as of gas entering the room. A quick glance around the room reveals a first-aid kit attached to the forward side of the plinth.

This is an Escape Room challenge with a lot of moving parts (pun intended.) See this discussion post for the mechanics of this encounter.

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien and Jopsie move up to the Plinth. Jopsie steps forward to examine the bag and the needles within it...

life science: 1d20 + 17 ⇒ (2) + 17 = 19

Even as she does so, Kultanien can sense the toxic gasses penetrating her suits seals.

fort, android: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Fort 1d20 + 4 ⇒ (17) + 4 = 21
Fort 1d20 + 4 ⇒ (4) + 4 = 8

The Mural
Roquefort springs towards the mural and recites the tune as he begins pressing buttons...

“Twitchy nose, twitchy nose, leave a block - CRATE!" - Roquefort selects 'crate'

"Dodge the wires or you’ll get a shock - EXPOSED WIRING!" - Roquefort selects 'exposed wiring'

"Twitchy nose, twitchy nose, BLACK AFTER RED!" - Roquefort selects 'Red Wire', then 'Black wire'.

"Don’t breathe deeply or you’ll wind up dead - GAS MASK!” - Roquefort selects 'gas mask'.

I'm also suspecting the last one could be air vent, but for a Ysoki the air vent could also represent a means of escape or movement, whereas a gas mask seems to suggest a solution to not being able to breathe deeply

If it is a move then a FULL round, Roquefort will have completed it in R2 and be able to move to another challenge - two fort saves have been made accordingly

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Fort save: 1d20 + 4 ⇒ (14) + 4 = 18
Croaker breathes in the air "Keeping to the classics? The sweet smell of almonds"

He reaches to the lay lines and channels the magic through him, then he wraps himself and each one of his allies and Bitter with a Life Bubble. So if the poison found its way through environmental seals I think Life Bubble will not be effective, but Croaker would try that. Bitter can try to resist the spell if he is not willing to it.

"Anyone is capable of picking a lock?"

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Fort Save: 1d20 + 9 ⇒ (3) + 9 = 12

Looking at the vents...and knowing that his power armor can climb...he knows this ability to get to them is an advantage. So does his best to get the vents closed.

Full round to get to the vents and engineering them closed

Engineering to close vents: 1d20 + 18 ⇒ (7) + 18 = 25

Maybe because he is getting closer to the vents than others...he starts to cough a little. Muttering to himself, "I knew I should have put in the filtration system in instead of the electrostatic shield."

And my dice have gone completely cold.....so...let me know how many HP I lose....and which wonderful track I start to go down. Next round I will do a full round action equivalent to pull out an antitoxin from my Starfinder backpack and use it.

Acquisitives

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| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Fort: 1d20 + 5 ⇒ (1) + 5 = 6
Ya know, let's use a T-shirt reroll on that!
Fort: 1d20 + 5 + 5 ⇒ (14) + 5 + 5 = 24

Chip blasts the web with a fire extinguisher, hoping to make the strands more brittle, before spitting on his hands and getting to work tearing the filaments apart to get at the key!

...only to just then remember that his environmental seals are on and he just spat on the inside of the helmet of his armor and now it's impairing his vision - gross!

Strength: 1d20 + 6 ⇒ (18) + 6 = 24

Grand Lodge

Tome of Righteous Repose slides

First, apologies for not posting earlier. I said I’d do it when I landed, but I was exhausted and just needed to sleep. 10 hours of sleep and some coffee later, and I’m back….

Jopsie studies the vials but isn’t quite able to figure out which one is the antidote. She’s pretty sure that administering the wrong one would make someone sick but not kill or completely incapacitate them. Kultainen remembers that since androids don’t actually need to breathe - except to make other species more comfortable around them - she simply stops breathing as the gas leaks into her armor.

Moments later, Croaker casts a spell, and the gas threat is neutralized. You no longer even notice the scent of the gas as the magic of the spell repels the toxins.

Meanwhile, your other ysoki teammate recalls his childhood days and the lessons that the “Twitchy Nose” rhyme taught him. He mashes several buttons while singing the rhyme aloud. As the Detective hits the last button depicting the gas mask, he’s rewarded with a block of cheese as a panel in the ceiling opens. A key matching the one inside the Spider’s Nest drops to the floor and Roquefort is able to pick it up.

Picking up the key is defined as a move action, so that fills out Roquefort’s second round.

And speaking of the other key, Chip starts by blasting the maze of razor wire with his fire extinguisher. Then he attacks the brittle strands with all of his many hands, tearing gaps in the wire that allow him to pull the key out and hold it aloft triumphantly. But the effort didn’t come without a cost, and three of the little skittermander’s hands are bloodied and bleeding.
Slashing damage: 3d6 ⇒ (5, 1, 6) = 12 (7 SP after applying Chip’s DR)
Bleed damage: 1d6 ⇒ 4

Azzirm coughs a few times as he races around the room trying to jam all the vents closed. He doesn’t actually feel any effects of the gas, but even so unfortunately a couple of the vents remain open. Though with Croaker’s spell in place, the problem posed by the gas is likely no longer an issue.

But in all the excitement, no one really noticed a new threat. The walls have started closing in, almost exactly like those of a certain mythical trash compactor. Silently, slowly and inexorably the east and west walls moved about 2.5 feet every 6 seconds. However, because this room isn’t trying to actually crush things, it does look like a strong or smart enough individual could try to hold back a wall either physically or by rigging something to slow it down. Athletics or Physical Science check to keep one adjacent wall from moving for one round.

To recap, at the end of the 2nd round, you have both keys and you’ve neutralized the gas threat, though a new threat has now appeared.

Roquefort and Chip have each used 2 rounds of actions. Croaker, Chip and Kultainen have used 1 round and have another round of actions available. Carlos hasn’t acted yet, so he has 2 rounds available. No more fortitude saves are required. Roquefort and Chip each have one key in hand. The walls have moved 5 feet closer (indicated by the gray boxes on the map) after 2 rounds.

Escape room mechanics Discussion post
Escape Room slide

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

GM - If Chip is within 15' of Roquefort roll the bleed damage twice and take the worst result - Roquefort has spent too much of his career playing with outer gods and demonic entities.

The horror...the horror...

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Croaker gets to the wall and uses his ai said to block the walls

physical science: 1d20 + 11 ⇒ (16) + 11 = 27

Manifold Host

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Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Azzrim gets the air bubble and smiles....he doesn't have to worry about finishing the vents then.

Seeing on his HUD that the walls are closing in, he moves to the other one and activates his descent thrusters--just to hopefully help a bit more with pushing against the wall--while bracing against a wall and pushing.

Athletics (descent thrusters if it helps any): 1d20 + 12 ⇒ (11) + 12 = 23

Well...at least I broke 10.....

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien looks worriedly at the closing walls, but the every thoughtful Joposie takes a pin out of her hair and closes on the closing wall, trying to jam the mechanism.

physical science: 1d20 + 17 ⇒ (5) + 17 = 22

Alas it seems that I cannot break ten

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

"We need to get these keys in their respective locks"

Acquisitives

| SP 83/88 | HP 58/58 | RP 9/10 | EAC 24 KAC 26 CMD 34 DR 5/— | Fort +10, Ref +6, Will +7 | Init +8 | Perception +1 (Darkvision) |Active Effects: Angry seven-armed hedgehog of death!| Environmental Seals: Inactive | Male Skittermander Space Pirate Soldier 8

Reroll bleed: 1d6 ⇒ 3
Looks like the 4 is the high. Chip wouldn't have slowed everyone down with a rest after the combat, so 14+7+4 = down 25 stamina at this point.

Whenever Chip is up again, he'll immediately rush to the nearest wall and start pushing back against it, using one hand to hold the key out for whomever wants to take it in the meantime.

Athletics: 1d20 + 9 ⇒ (17) + 9 = 26

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien is happy to take the key. I almost posted a "Throw the key to me" line rather than going to the wall, but figured with the size of the room and the action economy of throwing a key (likely a move action) being the same as moving to the plinth, there was no real advantage in doing so.

"Toss it here!" calls out the golden android.

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 59/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 6/6 L2 6/6 L3 6/6 L4 2/4 L5 2/3 | Shadow Weaver 12/12 | Concealment 20%

I apologize for the short absence...

Fort: 1d20 + 5 ⇒ (4) + 5 = 9

...And I don't see what I can do useful yet. I could easily get the key, but it's too late .)) Any suggestions? I simply don't have athletics and Physical Science.

Carlos looks around, watching his comrades quickly and clearly cope with the threat.

Grand Lodge

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Tome of Righteous Repose slides

More apologies. Long flight day so I missed Tuesday posting. Also, I misposted this:

GM Nomadical wrote:
Roquefort and Chip have each used 2 rounds of actions. Croaker, Chip and Kultainen have used 1 round and have another round of actions available.

It should have said : “Croaker, Azzirm and Kultainen have used 1 round and have another round of actions available.

The horrors that the Detective has experienced bleed over to Chip, whose wound seems to split open and bleed even more.

Croaker figures out a way to stop the wall just for a few seconds. Success!

Azzirm and Kultainen both try to keep the walls from closing in as Roquefort tries to keep the team on task.

Chip puts five of his bloodied hands on the wall while handing the key off to Kultainen. Everyone notices the walls pause in their movement even as the little skittermander struggles mightily.

I’m going to count Azzirm’s and Kultainen’s checks as Aid Another’s since they were both so high, and Chip only missed it by one. The point of this exercise, as Silent Strike said, was to “test your resourcefulness and your so-called teamwork.” That’s your Compacter Success for Round 3.

Carlos waits and watches, not sure what to do, while Biter moves about the room taking notes on everyone’s actions.

To recap, at the end of the 3rd round, you have both keys. You’ve neutralized the gas threat. Croaker paused the walls for Round 2, and Chip did so also with the help of Azzirm. Kultainen has one key, and Roquefort has the other.

Round 3 actions for: Kultainen and Roquefort with keys. Also for Croaker and Carlos if they choose. Azzirm and Chip held the walls in Round 3.

Escape room mechanics Discussion post
Escape Room slide

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien steps toward the plinth and inserts the key.

Jopsie just backs away from the walls, a look of concern on her face even as her clipboard never leaves her hands.

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

Croaker tries to identify the syringes

Medicine: 1d20 + 9 ⇒ (3) + 9 = 12

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Roquefort dashes in and puts the key he is holding into the other lock - "Turn on three; one...two...three!"

Turns the key with Kultainen

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Kultanien turns when instructed.

Manifold Host

Male LN Half-Orc (Aeon) Tinkerer Mechanic (armor prototype-power armor jockey)8 /Soldier (guard) 1 | SP 26/64; HP 61/61 | RP 9/10 | EAC 30; KAC 31 (DR 5/-, A/C/E/F 5) | Fort +9; Ref +10; Will +7 | Init: +5 | Perc: +15, SM: +8 | Speed 25ft| Shirt Reroll: Used (Coin: Not Used ) | Active conditions: See Invis (constant).

Keeping his powered armor hands on the wall, Azzirm keeps attempting to keep the irresistible force of the wall from closing more....hoping to help whomever is stronger.

Athletics (to assist somebody else)(Descent thrusters if it helps....): 1d20 + 12 ⇒ (11) + 12 = 23

"Roquefort and Kultanien, just worry on getting that right...we hopefully will keep the walls from closing in more..."

Acquisitives

m CN halfling (necrograft) Shadow Mystic 13 [Spacefarer] | sp 111/111 | hp 59/80 | rp 9/12 | EAC 28 KAC 29 | F+8 R+10 W+16 [+2 mind effects or +4 vs fear] | resist Sonic 5 Cold 10 | Init +5 [DISADV] | Perc +24 | DV60' | Stealth +25 [+4 in shadow] | Spells L1 6/6 L2 6/6 L3 6/6 L4 2/4 L5 2/3 | Shadow Weaver 12/12 | Concealment 20%

Carlos stops looking at his comrades and silently rushes to help holding the wall.

Athletics, aid another: 1d20 ⇒ 15

Grand Lodge

Tome of Righteous Repose slides

Croaker scans the ten unmarked vials but isn’t able to figure out which one would help.

Carlos and Azzirm continue pushing against the wall and the big man encourages Kultainen and Roquefort.

Kultainen rushes over to the low plinth, inserts the key, and smartly pauses to wait for Roquefort. The Detective follows suit, inserts his key, and commands the countdown.

As soon as the two Starfinders turn their keys in sync, the walls stop moving, and a whooshing sound indicates that the toxic air is being forcefully ventilated out of the room.

Moments later, Silent Strike’s voice whispers over the intercom, “You live. I suppose working together has some advantages. Perhaps by working together with us we’ll both achieve our goals. Take a rest in my meeting room on the lower deck, and we shall speak soon.”

The floor slowly lowers like a giant cargo elevator, taking the team and their silent host to a lower deck. It lowers for several minutes before stopping at the bottom. This room is plain and unadorned. A single set of double doors is lit with blue light and open on the forward (east) wall. A dark glowing mass of something shadowy roils in the corner.

Mysticism DC 32:
Voidboils are a concentration of negative energy that accumulates due to the Shadow Plane’s proximity to the Negative Energy Plane, commonly found in shadow space. When a leak of this energy occurs, the usual torpor and decay caused by ambient negative energy instead bursts out in a destructive manner, turning the living to ash in mere moments. Voidboils can be predicted by the dark, tumorlike growths that appear on objects moments before the phenomenon erupts. Which it clearly is about to do!

You know that you can either try to hurry out of the room through the door to the east, or use another Mysticism check (DC 27) to shunt the negative energy back to its native plane.

Elevator Room

Second Seekers (Luwazi Elsebo)

Envoy-10: SP 100/100; HP 84/84; RP 12/12; reroll(+2) 1/1; mk 3 serum of healing 1/1; KAC 25 (DR 5/-); EAC 25 (resist F&C/5); Perc +13; SM +11(+1d6+2) (KEEN OBSERVER); Init +3; Fort +11 (IGF 1/1); Ref +11; Will +11 (IIW 1/1);

Jopsie looks around the new room, Kultanien standing next to her in protective manner.

mysticism: 1d20 + 17 ⇒ (7) + 17 = 24

"Well, does anyone feel they need a rest?" asks Kultanien.

"It's been exciting, but we all look in reasonable shape... so far. Remember, we were asked not to use lethal force against the people on the ship. Right before that last challenge. The next area may be a test of our memory as much as our combat ability."

Acquisitives

Male Ysoki Mercenary Mystic/9 | SP: 56/56 | HP: 50/50 | RP: 9/9 | EAC:22 KAC:22 | Fort +4/Ref +7/Will +11 | Init +5 | Perception +17

mysticism: 1d20 + 15 ⇒ (15) + 15 = 30

Croaker knows nothing, but he stays alert looking for any more traps

Wayfinders

sp77 | hp68 | rp 11 | EAC 31 KAC 31| fort +7 ref +13, will +12 | init +14| Perc 23 (31v Traps) (DV)/ Ysoki Op (Detective) 10 Forensics Master Hireling - Life Sci/Physical Sci/Mysticism (+19)

Mysticism 1d20 + 19 ⇒ (7) + 19 = 26

Roquefort pipes in "We were told we could rest in the meeting room, perhaps that is the next challenge - finding it"

Roquefort pushes on.

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