EbonFist's SFS #04-99 A Time of Crisis (Inactive)

Game Master EbonFist

Maps & Slides


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Wayfinders

Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None

Well... he waffles. Killing it would only signal to another that this territory is open. Maybe we do let it limp away? What do others think?

Wayfinders

N Male Dragonkin Biohacker 2 | SP: 12/12 HP: 18/18 | RP: 3/4 | EAC: 12 KAC: 12 | F: 3 R: 0 W: 1* | Init: +0 | Perception: +7 (Darkvision/Low-Light Vision) | Speed: 30ft/30ft (Fly) | Active Conditions: None
Resources:
| Biohacks: 4/4 |

Argiss grumbles at the thought, "At least let me get some samples.

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

Bonkers takes the opportunity to leave the claw and teeth portion of the evening.
"Why me? I thought all creatures liked the taste of Elf, not Ysoki!"

Withdraw.

Acquisitives

Elf mechanic lvl1 SP 6/6 HP 10/10 RP 3/3 EAC 13 KAC 14 Fort +2 Reflex +4 Will +1 Percp +7

"I don't know, ratburgers sound pretty good right now. Even more so if we stay here for a while
Withdraw


"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 12/12 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None. | ◆ | ◆◆ |◆◆◆ | ◇ | ↺

"In my humble opinion, let it go. If it is no more hostile and it flees, its instinct is kicking in to keep itself alive," Keskodai comments but tries not to stay close to it if it still fighting them. "And yes, I mentioned the ship repair. We are strangers on this unknown planet, and it is in our best interest to let it be fixed first before we explore further. Just a precaution just in case things go out-of-control."


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Ruby Phoenix Tournament Games I've Played (Session Tracker)

The group lets the dromaeosaurid limp away. Just before it disappears into the underbrush it turns to look back, staring straight at Argiss for a moment. A sign of respect and thanks for his mercy? Or a murderous beast memorizing a target for revenge?

You're barely in camp before Bennock spots you.

“Starfinders, I’m glad you made it back! One of our freighters is still in orbit, drifting without power and losing altitude quickly. Their engineer was injured in the lurch out of the Drift, and no one else can get power restored,” Bennock says, pointing at one of the few intact shuttles parked nearby. “Hop in that thing and go see if you can help get the ship landed safely. Getting the crew evacuated is your first priority, but the ship is full of the sorts of supplies that are essential if we’re going to be stuck here for any length of time. If you can bring it down intact, we’ll all be better off. I just sent you their coordinates, so get moving!”

As you fly the shuttle toward the coordinates, you spot the light freighter, Leaving a Trail. Its edges are beginning to glow as it enters the upper atmosphere. The PCs must race to the ship, restore power, and regain control before it crashes.

This is done as a series of Obstacles and rounds. Each PC can make one check per round. Each Obstacle must be overcome in order. PCs may act in any order in a round. A PC may spend their action aiding another as normal.

Obstacle 1—Approach: Piloting check to navigate through the debris field and line up with an air lock (only one character can perform this check.) Others can attempt Computer or Perception checks to help guide the pilot in.

Wayfinders

Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None

Yeah, maybe ship repair would be best next while we settle down from that... interesting hike.

Wayfinders

Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None

Dorms eyes widen when they return to the ship and are intercepted by Bennock.

Oorrrr, we'll do that!

In the shuttle...

I'll try to help line us up with their airlock!

Computers: 1d20 + 6 ⇒ (3) + 6 = 9 ... if it's possible. yuk yuk


"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 12/12 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None. | ◆ | ◆◆ |◆◆◆ | ◇ | ↺

"We better hurry," Keskodai says as he also sees the light freighter in trouble of being burned up in the atmosphere.

Perception to Aid: 1d20 + 8 ⇒ (13) + 8 = 21

Keskodai helps the pilot navigate the debris field by pointing out an area in the atmosphere that has no scattered debris whatsoever as they go up to save the day.

Wayfinders

N Male Dragonkin Biohacker 2 | SP: 12/12 HP: 18/18 | RP: 3/4 | EAC: 12 KAC: 12 | F: 3 R: 0 W: 1* | Init: +0 | Perception: +7 (Darkvision/Low-Light Vision) | Speed: 30ft/30ft (Fly) | Active Conditions: None
Resources:
| Biohacks: 4/4 |

Perception (to Aid): 1d20 + 7 ⇒ (17) + 7 = 24

"This should be quite easy, I won't be doing the leg work, but we can guide you in." Argiss says looking it over with Keskodai, looking for any moving debris that could become a problem as they move through his path.

Acquisitives

Elf mechanic lvl1 SP 6/6 HP 10/10 RP 3/3 EAC 13 KAC 14 Fort +2 Reflex +4 Will +1 Percp +7

Percep(to aid): 1d20 + 7 ⇒ (2) + 7 = 9


Ruby Phoenix Tournament Games I've Played (Session Tracker)

Keskodai and Argiss do excellent jobs of finding a path through the debris though Dorm and Irres are less helpful.

Hagitha Piloting: 1d20 + 7 ⇒ (12) + 7 = 19

It's enough to allow Hagitha to make the approach and dock with the airlock, however.

Obstacle 2—Airlock:The airlock is locked, of course though it will be easy enough for anyone with Engineering skills to open them. Someone with better skill or luck in Physical Sciences or Sleight of Hand might be able to figure them out or an Athletic person might be able to just power them open with sheer physicality.

Round 1: Bonkers
Round 2: Everyone

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

"Ah, yes, less liekylt o get eaten by the natives doing this... Now, Oh, let me double check that computation for you, Dorm."

Bonkers politely starts the process over...
computers: 1d20 + 9 ⇒ (11) + 9 = 20

Round 2:
"Ah. A locked door.."
engineering: 1d20 + 11 ⇒ (16) + 11 = 27


Ruby Phoenix Tournament Games I've Played (Session Tracker)

Bonkers successfully starts the process of opening the airlock but it's not quite unsealed yet.

Once a set number of successes are completed at each obstacle we move on to the next but a round involves everyone making a check, so, if you're very successful you could get through an obstacle and part of the next (as happened here.)

Obstacle 2—Airlock:The airlock is locked, of course though it will be easy enough for anyone with Engineering skills to open them. Someone with better skill or luck in Physical Sciences or Sleight of Hand might be able to figure them out or an Athletic person might be able to just power them open with sheer physicality.

1 Success so far
Round 2: Everyone

Second Seekers (Luwazi Elsebo)

dwarf soldier 3| SP 27/27, HP 27/27, RP 4/4 | EAC 16, KAC 17 | F+5, R+4, W+4 | Perc +1 | Init +3

"Let's see what I can do..." grunts Hagitha.

athletics: 1d20 + 6 ⇒ (12) + 6 = 18


"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 12/12 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None. | ◆ | ◆◆ |◆◆◆ | ◇ | ↺

Now this is hard for Keskodai. None of his skills is suited for this situation. He tries this time by trying to recall his stock knowledge about the mechanisms of airlock and apply it to this situation at hand.
Physical Science, Untrained: 1d20 ⇒ 19

Wayfinders

N Male Dragonkin Biohacker 2 | SP: 12/12 HP: 18/18 | RP: 3/4 | EAC: 12 KAC: 12 | F: 3 R: 0 W: 1* | Init: +0 | Perception: +7 (Darkvision/Low-Light Vision) | Speed: 30ft/30ft (Fly) | Active Conditions: None
Resources:
| Biohacks: 4/4 |

Physical Science: 1d20 + 8 ⇒ (1) + 8 = 9

Argiss is quite impressed with Keskodai's knowledge and attempts to help.

Wayfinders

Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None

My locking onto the airlock didn't go so well, but this airlock door is right in front of me. Surely I can help figure it out...

Engineering: 1d20 + 7 ⇒ (14) + 7 = 21


Ruby Phoenix Tournament Games I've Played (Session Tracker)

Somehow, Keskodai's primary school physical science classes come through for him allowing him to capitalize on Bonkers previous work and the old fashioned elbow grease method Hagitha uses.

The air lock opens before Argiss can offer up advice that wouldn't have been particularly helpful or Dorm can work his engineering magic.

The Starfinders find themselves in the lower decks of the ship and must navigate their way through.

Obstacle 3—Lower Decks: A Survival check, a Perception check, or a Culture
check will allow you to navigate the lower decks of the boarded ship to locate its engineering bay, quickly.

Round 2
Irres,
Bonkers,
Argiss,
Dorm

Wayfinders

Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None

Perception: 1d20 + 4 ⇒ (3) + 4 = 7

Does anybody know where we're headed in this thing?

Wayfinders

N Male Dragonkin Biohacker 2 | SP: 12/12 HP: 18/18 | RP: 3/4 | EAC: 12 KAC: 12 | F: 3 R: 0 W: 1* | Init: +0 | Perception: +7 (Darkvision/Low-Light Vision) | Speed: 30ft/30ft (Fly) | Active Conditions: None
Resources:
| Biohacks: 4/4 |

Culture: 1d20 + 7 ⇒ (14) + 7 = 21

"This way, certainly this is the same layout of other ships we have travelled on." Argiss says with confidence, misplaced or not.

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

Bonkers looks around, takes a step one way, looks again. Takes a step in the opposite direction. "I'm sure the fastest way to engineering is this way."
He confidently heads that way.

perception: 1d20 + 8 ⇒ (13) + 8 = 21


Ruby Phoenix Tournament Games I've Played (Session Tracker)

Dorm realizes that he should have taken a left at the juncture marked "A1.buq.u3r.qu3".

But Argiss and Bonkers keep the party on the right track.

Botting Irres Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Irres manages to find the last corridor to get to Engineering.

Obstacle 4—Engineering: A Computers or Engineering check can reboot critical systems tor restore power to the falling vessel. An Athletics or Acrobatics check can give you access to difficult-to-reach locations to make crucial power connections needed to get the vessel under control.

Round 3: Everybody

Wayfinders

N Male Dragonkin Biohacker 2 | SP: 12/12 HP: 18/18 | RP: 3/4 | EAC: 12 KAC: 12 | F: 3 R: 0 W: 1* | Init: +0 | Perception: +7 (Darkvision/Low-Light Vision) | Speed: 30ft/30ft (Fly) | Active Conditions: None
Resources:
| Biohacks: 4/4 |

Computers: 1d20 + 8 ⇒ (5) + 8 = 13

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

Bonkers gets to work reconnecting or bypassing power relays.
engineering: 1d20 + 11 ⇒ (10) + 11 = 21

Acquisitives

Elf mechanic lvl1 SP 6/6 HP 10/10 RP 3/3 EAC 13 KAC 14 Fort +2 Reflex +4 Will +1 Percp +7

Engineering: 1d20 + 9 ⇒ (15) + 9 = 24
"Think you missed a wire there Bonkers"

Second Seekers (Luwazi Elsebo)

dwarf soldier 3| SP 27/27, HP 27/27, RP 4/4 | EAC 16, KAC 17 | F+5, R+4, W+4 | Perc +1 | Init +3

Hagitha continues to use her physical prowess to complement the rest of the team's brains.

acrobatics: 1d20 + 7 ⇒ (11) + 7 = 18


"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 12/12 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None. | ◆ | ◆◆ |◆◆◆ | ◇ | ↺

Keskodai is not really useful in this kind of situation. He was just lucky with the airlock. He just cheers them as he tries to make himself useful by reaching those wires and all to connect them together. "We can do this! But time is running out."
Acrobatics: 1d20 ⇒ 12

Wayfinders

Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None

Now this game I know! Reboot it like it's Windows '95! Clean that slate!

Engineering: 1d20 + 7 ⇒ (8) + 7 = 15


Ruby Phoenix Tournament Games I've Played (Session Tracker)

Argiss isn't quite able to get the right program running on the computer. But Bonkers and Irres manage to finesse the physical connections while Hagitha uses a more brute force method to connect some wires.

That was the halfway mark for this mission.

Obstacle 5—Corridors: With an Acrobatics check they can nimbly make their way through the debris and injured Starfinders that litter the corridors between engineering and the bridge. A Perception or Survival check can be used to navigate to the bridge. With a Medicine check you can quickly triage the wounded and provide first aid as you go.

Round 3 Keskodai and Dorm
Round 4 Everybody

Wayfinders

Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None

Why is Dorm redoing round 3?


"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 12/12 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None. | ◆ | ◆◆ |◆◆◆ | ◇ | ↺

Keskodai is also done for Round 3.

Keskodai readies his basic medkit and begins treating those who are wounded. If time permits, he also gives others first aid, those who have minor scratches and all.
Medicine: 1d20 + 5 ⇒ (13) + 5 = 18

Acquisitives

Elf mechanic lvl1 SP 6/6 HP 10/10 RP 3/3 EAC 13 KAC 14 Fort +2 Reflex +4 Will +1 Percp +7

percep: 1d20 + 7 ⇒ (19) + 7 = 26
As Irres goes, she points out the injured for Keskodai to treat.

Wayfinders

N Male Dragonkin Biohacker 2 | SP: 12/12 HP: 18/18 | RP: 3/4 | EAC: 12 KAC: 12 | F: 3 R: 0 W: 1* | Init: +0 | Perception: +7 (Darkvision/Low-Light Vision) | Speed: 30ft/30ft (Fly) | Active Conditions: None
Resources:
| Biohacks: 4/4 |

Medicine: 1d20 + 9 ⇒ (4) + 9 = 13

"Emergencies means no time for waivers. Take this quickly! It might sting or you might grow a stinger." Argiss says quickly taking the opportunity to treat the wounded.


Ruby Phoenix Tournament Games I've Played (Session Tracker)

Obstacle 4 was dealt with before Dorm or Keskodai performed their checks so they weren't needed. You only need 3 successes per Obstacle to get through them. There is a Round limit to this mission so this gives you a chance to apply your actions to the next obstacle instead of them going to waste.

With Irres help in finding the worst of the wounded, Keskodai is able to get them treated and get them out of the way.

Obstacle 5—Corridors: With an Acrobatics check they can nimbly make their way through the debris and injured Starfinders that litter the corridors between engineering and the bridge. A Perception or Survival check can be used to navigate to the bridge. With a Medicine check you can quickly triage the wounded and provide first aid as you go.
2 Successes

Round 3: Dorm
Round 4: Dorm
Keskodai
Bonkers
Argiss
Hagitha

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

In the previous instance, "Oh, yes! Thank you always blue wire to blue!"

Bonkers stops to help the wounded in the corridor.
medicine: 1d20 + 11 ⇒ (1) + 11 = 12
It seems like he is having trouble getting his med supplies out of his bag. Damn zippers!


Ruby Phoenix Tournament Games I've Played (Session Tracker)

Bonkers isn't able to provide any significant medical assistance.

Obstacle 5—Corridors: With an Acrobatics check they can nimbly make their way through the debris and injured Starfinders that litter the corridors between engineering and the bridge. A Perception or Survival check can be used to navigate to the bridge. With a Medicine check you can quickly triage the wounded and provide first aid as you go.
2 Successes

Round 3: Dorm
Round 4: Dorm
Keskodai
Argiss
Hagitha

Wayfinders

N Male Dragonkin Biohacker 2 | SP: 12/12 HP: 18/18 | RP: 3/4 | EAC: 12 KAC: 12 | F: 3 R: 0 W: 1* | Init: +0 | Perception: +7 (Darkvision/Low-Light Vision) | Speed: 30ft/30ft (Fly) | Active Conditions: None
Resources:
| Biohacks: 4/4 |

Medicine: 1d20 + 9 ⇒ (19) + 9 = 28

Argiss keeps at it with the wounded, needles and capsules galore.

"Take this, it will make your blood clot quicker when exposed to the open air. It also makes it glow a bright blue color and smell like junker exhuast ..."

Second Seekers (Luwazi Elsebo)

dwarf soldier 3| SP 27/27, HP 27/27, RP 4/4 | EAC 16, KAC 17 | F+5, R+4, W+4 | Perc +1 | Init +3

acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13


"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 12/12 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None. | ◆ | ◆◆ |◆◆◆ | ◇ | ↺

Medicine for Obstacle 5: 1d20 + 5 ⇒ (10) + 5 = 15

Keskodai joins Argiss in patching up more wounded people. He tries to make it as fast as possible to accommodate many of them.

Wayfinders

Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None

I'm guessing Argiss got that, but anyway...

Dorm follows closely behind his Dragonkin friend, trying to treat patients as they go along.

He didn't give you anything weird, right?

Rounds 3,4,5:
Medicine: 1d20 + 6 ⇒ (16) + 6 = 22
Medicine: 1d20 + 6 ⇒ (8) + 6 = 14
Medicine: 1d20 + 6 ⇒ (12) + 6 = 18


Ruby Phoenix Tournament Games I've Played (Session Tracker)

Argiss does, indeed treat a final patient leaving you free to access the Bridge. The crew there is in a panic and an uproar as you plummet toward the surface of the planet.

Obstacle 6—Bridge: A Diplomacy or Intimidate check can direct the ship’s remaining crew to operate critical flight stations. A Physical Science check can account for the buffeting winds as the ship tumbles through the atmosphere. A Piloting check can pilot the ship safely to the ground.

This is the last obstacle, almost there!
Round 3: Dorm
Round 4: Dorm
Keskodai
Hagitha

Wayfinders

Male NG half-orc xenoarchaeologist envoy 1 | SP 6/6 HP 12/12 | RP 3/3 | EAC 14; KAC 15 | Fort +0; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +4 | Laser Pistol 20/20 | Orc Ferocity 1/1 | Speed 30ft | Active conditions: None

Dorm tries to be useful for the last time.

Rounds 3-6, lol
Physical Science: 1d20 + 3 ⇒ (1) + 3 = 4
Physical Science: 1d20 + 3 ⇒ (1) + 3 = 4
Physical Science: 1d20 + 3 ⇒ (17) + 3 = 20
Physical Science: 1d20 + 3 ⇒ (1) + 3 = 4

wow. THREE nat-1s....!!! The rng had better reward after this.


"Keskodai" Male NG shirren priest mystic 1 | SP 7/7 HP 12/12 | RP 5/5 | EAC 12; KAC 13 | Fort +1; Ref +1; Will +6 | Init: +1 | Perc: +8, SM: +4; blindsense 30ft | Speed 30ft | Communalism 1/1; Healing Touch 1/1 | Spells: 1st 3/3 | Active conditions: None. | ◆ | ◆◆ |◆◆◆ | ◇ | ↺

Diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9

"Okay, time to move now. Get back to your stations and we will all return to the ground safely if you all cooperate," Keskodai implores the crew to keep their minds focused on their tasks to save everyone on the ship.


Ruby Phoenix Tournament Games I've Played (Session Tracker)

Dorm is stymied by the combination of atmospheric conditions on this planet and is unable to assist in bringing the ship down (at least for the moment.)

Keskodai's phrasing makes the crew wonder if they're being hijacked in addition to crashing.

Obstacle 6—Bridge: A Diplomacy or Intimidate check can direct the ship’s remaining crew to operate critical flight stations. A Physical Science check can account for the buffeting winds as the ship tumbles through the atmosphere. A Piloting check can pilot the ship safely to the ground.

This is the last obstacle, almost there!
Round 4: Hagitha
Round 5: Hagitha
Keskodai
Argiss
Bonkers
Irres

Second Seekers (Luwazi Elsebo)

dwarf soldier 3| SP 27/27, HP 27/27, RP 4/4 | EAC 16, KAC 17 | F+5, R+4, W+4 | Perc +1 | Init +3

piloting: 1d20 + 7 ⇒ (9) + 7 = 16
piloting: 1d20 + 7 ⇒ (15) + 7 = 22

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

Starfinders have worked diligently to gather emergency supplies from as many downed ships as possible, amassing a sizeable cache of items that the quartermaster is beginning to distribute.

Table GMs, the Emergency Supplies Located condition on page 5 is now in effect.

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

Bonkers checks the science station.
"Hagitha! Bad wind shear in half a mile, nose up a bit and a few degrees starboard to miss the worst of it!"
physical science: 1d20 + 10 ⇒ (11) + 10 = 21


Ruby Phoenix Tournament Games I've Played (Session Tracker)

Hagitha has a hard time riding the ship through the turbulence until Bonkers tosses out his advice. Once she knows it's coming, she's able to take advantage of the wind shear.

Obstacle 6—Bridge: A Diplomacy or Intimidate check can direct the ship’s remaining crew to operate critical flight stations. A Physical Science check can account for the buffeting winds as the ship tumbles through the atmosphere. A Piloting check can pilot the ship safely to the ground.
2 Successes

This is the last obstacle, almost there!
Round 5: Keskodai
Argiss
Irres

Wayfinders

N Male Dragonkin Biohacker 2 | SP: 12/12 HP: 18/18 | RP: 3/4 | EAC: 12 KAC: 12 | F: 3 R: 0 W: 1* | Init: +0 | Perception: +7 (Darkvision/Low-Light Vision) | Speed: 30ft/30ft (Fly) | Active Conditions: None
Resources:
| Biohacks: 4/4 |

Physical Science: 1d20 + 8 ⇒ (13) + 8 = 21

"It seems rather simple, these winds should be easy to turn into our favor. Or we crash. Again."

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