Gameday XI - GM Valen's Starfinder Society Special #4-99: A Time of Crisis (Tier 3-4) (Inactive)

Game Master Lysle

Start Date: We've begun!

Slides & Map


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Dataphiles

Male N Android Technomancer 7 (Themeless)Buffs: SP 56/56 HP 39/39|DR 5/-|Resist Fire, Cold 5|RP 9/9|EAC 20 KAC 21 AC 29|Fort +5* (Yeti Boon) Ref +5 Will +7 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +12 SM:+0 darkvision,low-light vision|40 speed,30 Fly|Endure Elements
Resources:
Jet Pack (uses) 20/20|Battery 80/80|Aeon Stone 1/1|Breath Weapon 1/1|+2 skill roll 1/1|Spell Cache (Tatoo) 1/1| Hack Capacitor 1/1|Energize Spell 1/1| Spells (Technomancer) 1st 6/6 2nd 5/5 3rd 3/3|

"Yes, Ears is right. We just need to run them around a little while the rest of us encourage the Weydanites to hurry up."

@GM Valen - I am assuming that we can try to aid Donovan's Intimidation roll next round if we want to?


DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21

"Come on, everyone, let's move it! Take only what you need!"


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
George 09-23 wrote:

"Yes, Ears is right. We just need to run them around a little while the rest of us encourage the Weydanites to hurry up."

@GM Valen - I am assuming that we can try to aid Donovan's Intimidation roll next round if we want to?

I will allow it, but the aid requires a full round action.

cmlobue's pregen α wrote:
"Come on, everyone, let's move it! Take only what you need!"

Only one PC can attempt a DC 20 Diplomacy or Intimidate check as a full action each round. Don already made the attempt and succeeded. Navasi may attempt an alternative set of actions this round.

GOOD NEIGHBORS - BAD ELEMENTALS - Round One of NOW THREE Cont'd

PCs in bold may act

Thoqqua(green)
George 09-23
Don
Ears
Thoqqua(blue)
Bleu
Navasi

Thoqqua(red)
Thoqqua(yellow)


DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

Can I hold that for my round 2 action?

Navasi steps away from Green and tells the others to Get 'Em (it).

Second Seekers (Jadnura)

Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |

If those creatures are hot, I do not think my laser rifle will be of use.” The skittermander draws his knife that Ears supercharges and starts trying to cut the creature.

Knife attack vs Green KAC, get’ em: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Supercharged knife: 1d4 + 1 + 4d6 ⇒ (4) + 1 + (5, 4, 6, 3) = 23

Bleu then asks “We found a fire extinguisher earlier, would it work on those creatures?


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
cmlobue's pregen α wrote:
Can I hold that for my round 2 action?

Sure.

Bleu cuts into one of the creatures (green), but its molten body does not leave the knife unscathed.
Molten Body (Su) Any melee weapon that hits a thoqqua takes 1d4 fire damage, ignoring hardness. If the weapon’s wielder fails a DC 11 Reflex save, the weapon also gains the burning condition, dealing 1d4 fire damage that ignores hardness.
Fire Damage to knife: 1d4 ⇒ 1
Bleu, Reflex (DC 11): 1d20 + 6 ⇒ (18) + 6 = 24

One of the thoqquas (red) writhes toward Bleu and attacks!
Melee (slam) w/flank v. Bleu: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Damage (P & F): 1d6 + 2 ⇒ (4) + 2 = 6

Another thoqqua (yellow) wriggles closer!
Double move

A third thoqqua (green) also attacks Bleu!
Melee (slam) w/flank, full-attack v. Bleu: 1d20 + 11 - 4 + 2 ⇒ (10) + 11 - 4 + 2 = 19
Damage (P & F): 1d6 + 2 ⇒ (2) + 2 = 4
Melee (slam) w/flank, full-attack v. Bleu: 1d20 + 11 - 4 + 2 ⇒ (17) + 11 - 4 + 2 = 26
Damage (P & F): 1d6 + 2 ⇒ (1) + 2 = 3

GOOD NEIGHBORS - BAD ELEMENTALS - Round Two of NOW THREE Begins!

PCs in bold may act

Thoqqua (green) -23 HP (Get'em'd)
George 09-23
Don
Ears

Thoqqua (blue)
Bleu -7 SP (-1 damage to knife)
Navasi (Diplomacy check made for round 2)
Thoqqua (red)
Thoqqua (yellow)

Dataphiles

Male N Android Technomancer 7 (Themeless)Buffs: SP 56/56 HP 39/39|DR 5/-|Resist Fire, Cold 5|RP 9/9|EAC 20 KAC 21 AC 29|Fort +5* (Yeti Boon) Ref +5 Will +7 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +12 SM:+0 darkvision,low-light vision|40 speed,30 Fly|Endure Elements
Resources:
Jet Pack (uses) 20/20|Battery 80/80|Aeon Stone 1/1|Breath Weapon 1/1|+2 skill roll 1/1|Spell Cache (Tatoo) 1/1| Hack Capacitor 1/1|Energize Spell 1/1| Spells (Technomancer) 1st 6/6 2nd 5/5 3rd 3/3|

The android calculates that they will need an additional 12 seconds at most to evacuate the Weydanites thus the use of powerful magics is not warranted at this time.

George 09-23 fires off a ray of frost at green.

"Just delay them a bit longer until we can get out of here."

To hit, Energy Ray (cold): 1d20 + 3 ⇒ (7) + 3 = 10

Damage, Cold, Harmful Spells: 1d3 + 1 ⇒ (2) + 1 = 3

Exo-Guardians

CN Male Lashunta | Envoy 4 | SP 28/28 | HP 28/28 | RP 5/6 | EAC 18; KAC 18 | Fort +2; Ref +7; Will +4 | Init: +3 | Perc: +5, SM: +4+d6 | Speed 30ft | Darkvision | Active conditions: None.

Donovan shouts at the green creature!

improved demoralize move action : 1d20 + 15 ⇒ (18) + 15 = 33

He then makes a quick movement to feint and makes a clever attack to hit the green creature with his auto pistol!

Standard action: clever attack with Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 + 1d6 ⇒ (5) + 13 + (4) = 22

plus attack with clever attack:

pistol, fatigue : 1d20 - 2 + 6 ⇒ (20) - 2 + 6 = 241d6 + 2 ⇒ (6) + 2 = 8

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

”Look lively, folks, we got trouble on all sides!”


Defend Mission 1: Intruders! - Status: Yellow
Defend Mission 2: Planar Incursion - Status: Yellow
Defend Mission 3: Good Neighbors - Status: Yellow

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears takes his own advice and rushes past the encircling thoqquas. Once past he whirls around and casts supercharge weapon on his arc pistol.

Move as shown. That'll draw an AoO from red.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
George 09-23 wrote:
George 09-23 fires off a ray of frost at green

The ray fails to connect.

Donovan Borde wrote:

Donovan shouts at the green creature!

He then makes a quick movement to feint and makes a clever attack to hit the green creature with his auto pistol!

The shot is quite precise!

Add crit damage: 1d6 + 2 ⇒ (2) + 2 = 4

The thoqqua (green) melts into the ground.

As Ears tries to cast, a thoqqua (red) attacks!
Melee (slam) v. Ears, AoO: 1d20 + 11 ⇒ (11) + 11 = 22
Damage (P & F): 1d6 + 2 ⇒ (5) + 2 = 7

Another thoqqua (blue) tunnels underground before erupting at the surface where its ally had melted.
Move x2 (burrow)

Navasi convinces the last of the Weydanites to proceed orderly to the shuttle.

The last of the Weydanites will board this round, which means that after this round, the PCs can successfully complete the missions once they all proceed back down the tunnel past the green-dotted line at the edge of the Map.

GOOD NEIGHBORS - BAD ELEMENTALS - Round Two of NOW THREE Cont'd!

PCs in bold may act

Thoqqua (green) -35 HP (Get'em'd, shaken [3 rounds])
George 09-23
Don
Ears -7 SP (supercharged weapon)
Thoqqua (blue)
Bleu -7 SP (-1 damage to knife)
Navasi
Thoqqua (red)
Thoqqua (yellow)

Second Seekers (Jadnura)

Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |

Bleu uses his knife trying to get a cut in but more interested in using it to parry.

Fight defensively (+2 AC), then guarded step.
vs red KAC: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
Slashing damage: 1d4 + 1 ⇒ (4) + 1 = 5


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Bleu slashes one of the thoqquas (red).

GM Dennis wrote:

**HOUSE GM ANNOUNCEMENT**

”Look lively, folks, we got trouble on all sides!”


Defend Mission 3: Good Neighbors - Status: Yellow

Suddenly, two more thoqquas (black & white) erupt from the ground within the tunnel!

Initiative, Thoqqua (black): 1d20 + 2 ⇒ (2) + 2 = 4
Initiative, Thoqqua (white): 1d20 + 2 ⇒ (1) + 2 = 3

GOOD NEIGHBORS - BAD ELEMENTALS - Round Three Begins!

PCs in bold may act

George 09-23
Don
Ears
-7 SP (supercharged weapon)
Thoqqua (blue)
Bleu -7 SP (-1 damage to knife)
Navasi
Thoqqua (red) -5 HP
Thoqqua (yellow)
Thoqqua (black)
Thoqqua (white)

Dataphiles

Male N Android Technomancer 7 (Themeless)Buffs: SP 56/56 HP 39/39|DR 5/-|Resist Fire, Cold 5|RP 9/9|EAC 20 KAC 21 AC 29|Fort +5* (Yeti Boon) Ref +5 Will +7 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +12 SM:+0 darkvision,low-light vision|40 speed,30 Fly|Endure Elements
Resources:
Jet Pack (uses) 20/20|Battery 80/80|Aeon Stone 1/1|Breath Weapon 1/1|+2 skill roll 1/1|Spell Cache (Tatoo) 1/1| Hack Capacitor 1/1|Energize Spell 1/1| Spells (Technomancer) 1st 6/6 2nd 5/5 3rd 3/3|

@GM Valen - My character's icon has shifted and is not in a square. Likewise black and white are not in a square either so it is difficult to target them with a cone attack. Could you please fix this? Also have the Weydanites already escaped and is it time for us to leave via the tunnel?


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
George 09-23 wrote:

@GM Valen - My character's icon has shifted and is not in a square. Likewise black and white are not in a square either so it is difficult to target them with a cone attack. Could you please fix this? Also have the Weydanites already escaped and is it time for us to leave via the tunnel?

Fixed. The last of the Weydanites have boarded the shuttle, so all the party needs do now is leave through the tunnel (exit the map).

Dataphiles

Male N Android Technomancer 7 (Themeless)Buffs: SP 56/56 HP 39/39|DR 5/-|Resist Fire, Cold 5|RP 9/9|EAC 20 KAC 21 AC 29|Fort +5* (Yeti Boon) Ref +5 Will +7 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +12 SM:+0 darkvision,low-light vision|40 speed,30 Fly|Endure Elements
Resources:
Jet Pack (uses) 20/20|Battery 80/80|Aeon Stone 1/1|Breath Weapon 1/1|+2 skill roll 1/1|Spell Cache (Tatoo) 1/1| Hack Capacitor 1/1|Energize Spell 1/1| Spells (Technomancer) 1st 6/6 2nd 5/5 3rd 3/3|

George 09-23 carefully withdraws into the shuttle.

George is now off the map. :)

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Ears sees the last of the Weydanites board. He suddenly feels very foolish and alone. He lines up a shot on the nearest thoqqua, hoping to blast himself a clear path. Then he starts running for the ship.

Arc pistol v red EAC, supercharged: 1d20 + 5 ⇒ (14) + 5 = 19 ... damage: 1d6 + 1 + 4d6 ⇒ (3) + 1 + (6, 1, 3, 1) = 15

Move as shown. Will draw another AoO from red if its not dead.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
Ears wrote:

Ears sees the last of the Weydanites board. He suddenly feels very foolish and alone. He lines up a shot on the nearest thoqqua, hoping to blast himself a clear path. Then he starts running for the ship.

Move as shown. Will draw another AoO from red if its not dead.

Though badly injured, the thoqqua strikes at the moving ysoki.

Melee (slam) v. Ears, AoO: 1d20 + 11 ⇒ (10) + 11 = 21
Damage (P & F): 1d6 + 2 ⇒ (3) + 2 = 5

GOOD NEIGHBORS - BAD ELEMENTALS - Round Three Cont'd!

PCs in bold may act

George 09-23
Don
Ears -12 SP
Thoqqua (blue)
Bleu -7 SP (-1 damage to knife)
Navasi
Thoqqua (red) -20 HP
Thoqqua (yellow)
Thoqqua (black)
Thoqqua (white)


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

BOTTING Donovan - Per request in Discussion thread

Donovan shoots at a thoqqua (white) with his auto pistol!

Ranged (auto pistol): 1d20 + 4 ⇒ (7) + 4 = 11
Damage (P): 1d6 + 2 ⇒ (4) + 2 = 6

He then follows George 09-23 down the tunnel, past the uninjured thoqqua he had fired upon.
Move, provokes.

Though badly injured, the thoqqua strikes at the moving ysoki.
Melee (slam) v. Donovan, AoO: 1d20 + 11 ⇒ (2) + 11 = 13
Damage (P & F): 1d6 + 2 ⇒ (4) + 2 = 6

The lashunta makes it past unscathed.d

GOOD NEIGHBORS - BAD ELEMENTALS - Round Three Cont'd!

PCs in bold may act

George 09-23
Don
Ears -12 SP
Thoqqua (blue)
Bleu -7 SP (-1 damage to knife)
Navasi
Thoqqua (red) -20 HP
Thoqqua (yellow)
Thoqqua (black)
Thoqqua (white)


DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

"Time to evac."

Navasi double moves, provoking from Black and White.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

A thoqqua (black) strikes at the moving ysoki.
Melee (slam) v. Navasi, AoO: 1d20 + 11 ⇒ (16) + 11 = 27
Damage (P & F): 1d6 + 2 ⇒ (6) + 2 = 8

The elemental menace slams the passing Starfinder.

GOOD NEIGHBORS - BAD ELEMENTALS - Round Three Cont'd!

PCs in bold may act

George 09-23
Don
Ears -12 SP
Thoqqua (blue)
Bleu -7 SP (-1 damage to knife)
Navasi -8 SP
Thoqqua (red) -20 HP
Thoqqua (yellow)
Thoqqua (black)
Thoqqua (white)

Second Seekers (Jadnura)

Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |

Looks like Ears did not move his token, or is too far to get out. Something is strange as I can still see the token next to Red, was the ysoki so far off?
If he can’t get out this round, Bleu stands his grounds to be sure Ears can get out. He will not leave the ysoki alone, and will go on fighting defensively, throwing his smoke grenade might be a better plan to hinder the creatures attacks. Otherwise the skittermander run away.

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

I moved. Just didn't realize how soon we'd be able to board. I thought we'd be fighting for another round or two and I'd have more time to get back.
Cool of you to stay with me; smoke grenade is a good idea.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Bleu's action this round?

Second Seekers (Jadnura)

Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |

Bleu remembers how Starfinders took care of him a couple years ago when he lost all the skittermanders he new, including his parents. Seeing the Ysoki having trouble running back, he grabs his smoke grenade and throw it, hoping to catch several enemies.

Put a template for the smoke.
thrown attack, vs grid intersection, with cover: 1d20 + 3 ⇒ (10) + 3 = 13


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Surprisingly, no rules source says that Starfinder elements don't have to breathe, so... the thoqquas sputter and cough.
Thoqqua (blue), Fort: 1d20 + 6 ⇒ (10) + 6 = 16
Thoqqua (red), Fort: 1d20 + 6 ⇒ (3) + 6 = 9
Thoqqua (yellow), Fort: 1d20 + 6 ⇒ (8) + 6 = 14

Two of the fiery, magma-like monsters (red & yellow) choke on the smoke around them. Two others (black & white ) burrow into the ground and appear near the skittermander.
Move (burrow), each
Thoqqua (black), slam w/ flank: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Damage (P & F): 1d6 + 2 ⇒ (3) + 2 = 5
Thoqqua (white), slam w/ flank: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Damage (P & F): 1d6 + 2 ⇒ (5) + 2 = 7

If they wish, PCs who have left the map may place themselves on the map edge adjacent to the green-dotted line as a move action.

GOOD NEIGHBORS - BAD ELEMENTALS - Round Four Begins!

PCs in bold may act

George 09-23
Don
Ears
-12 SP
Thoqqua (blue)
Bleu -19 SP (-1 damage to knife)
Navasi -8 SP
Thoqqua (red) -20 HP (smoked)
Thoqqua (yellow) (smoked)
Thoqqua (black)
Thoqqua (white)

Dataphiles

Male N Android Technomancer 7 (Themeless)Buffs: SP 56/56 HP 39/39|DR 5/-|Resist Fire, Cold 5|RP 9/9|EAC 20 KAC 21 AC 29|Fort +5* (Yeti Boon) Ref +5 Will +7 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +12 SM:+0 darkvision,low-light vision|40 speed,30 Fly|Endure Elements
Resources:
Jet Pack (uses) 20/20|Battery 80/80|Aeon Stone 1/1|Breath Weapon 1/1|+2 skill roll 1/1|Spell Cache (Tatoo) 1/1| Hack Capacitor 1/1|Energize Spell 1/1| Spells (Technomancer) 1st 6/6 2nd 5/5 3rd 3/3|

George 09-23 rushes back to help. While it is difficult to tell he does seem slightly annoyed at the unnecessary delay. He fires at white in an attempt to distract it.

"Why not move around or jump over them? It is time to leave."

To Hit, Energy Ray, Cold vs EAC: 1d20 + 3 ⇒ (17) + 3 = 20

Damage, Cold, Harmful Spells: 1d3 + 1 ⇒ (3) + 1 = 4

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

GMV, we've got to go through White correct? Will that necessitate an acrobatics check to move through the square at DC 20 + 1.5xCR? Athletics check to jump over the Thoqqua? Both are low probablity attempts. Am I missing another option? I'll post my action provisionally in a spoiler.

"We'd love to just jump over them!" Ears does a frantic kind of dance in a circle.

GMV:
Will try the tumble unless you have a better option for me. If you don't have anything better please cut and paste my description for the others. And please move Ears appropriately. (He goes to the square directly left of Bleu, then through white. I know I'm taking a bunch of AoO, but Bleu will be freer to move.

"Mother's milk! Get me out of this!" The ysoki shuffles to one side, rocks back a step then sprints three steps forward and tries to vault lightly unto the thoqqua's back and over to his waiting companions.

Acrobatics: 1d20 + 3 ⇒ (17) + 3 = 20

If win
Ears skips over the thoqqua, then whirls and shoves his pistol an inch from its skin. He pulls the trigger and electricity arcs. "Come on, Bleu!"

If lose
The thoqqua rears to attack and Ears rebounds from its fiery body. He pulls the trigger and electricity arcs. "Go, Bleu! Get out of here!"

Win or lose on that roll, Ears will then try to shoot white.

Arc pistol v white EAC: 1d20 + 5 ⇒ (14) + 5 = 19 ... damage: 1d6 + 1 ⇒ (6) + 1 = 7

勝20100, best make a run for it yourself whether Ears gets through or not.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
Ears wrote:
GMV, we've got to go through White correct? Will that necessitate an acrobatics check to move through the square at DC 20 + 1.5xCR? Athletics check to jump over the Thoqqua? Both are low probablity attempts. Am I missing another option? I'll post my action provisionally in a spoiler.

The squares on either side of the white thoqqua contain access shafts (so it looks to me), which could be jumped or carefully skirted with a check to balance lower than the tumble DC. This would provoke.from red, but I don't think Ears would care.

I am just on phone, so will hold off resolving. If you don't post before I resolve (in about 4-5 hours?), I will assume Ears takes the AoO and balances thorough the square to safety. If no post/bot for Don before then, I will assume he stays on shuttle with no action this round and move us along.

Navasi or Bleu may post. If they do so before my next post, I will rule the blue thoqqua delayed.

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Will take you up on the run around the pit to the north east. Thanks. Will also skirt white to draw its AoO, then turn south east. Unfortunately I can't move Ears on my phone. Should end up south east of white a full square away.

Ears breaks out of his panicked crcle and squeezes past the injured thoqqua along the edge of the pit. He zags momentarily toward the elemental threatening Bleu to distract it, then retreats quickly by back pedaling and shoots with an arc of electricity.

[ooc] Hopefully I can keep the acrobatics and attack roll from the spoiler.]/ooc]

Second Seekers (Jadnura)

Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |

Are the access shaft going down and need to jump and avoid falling getting prone?
I was wondering if the reposition maneuver was a good option there, the DC is high but that would clear the path.
Bleu has not used hyper so he can have an extra move action.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
Ears wrote:

Ears breaks out of his panicked crcle and squeezes past the injured thoqqua along the edge of the pit. He zags momentarily toward the elemental threatening Bleu to distract it, then retreats quickly by back pedaling and shoots with an arc of electricity.

Hopefully I can keep the acrobatics and attack roll from the spoiler.]/ooc]

[ooc]Sure. Also, no AoO from red due to smoke. Shortest path provokes from white.

Thoqqua (white), slam v Ears: 1d20 + 11 ⇒ (14) + 11 = 25
Damage (P & F): 1d6 + 2 ⇒ (5) + 2 = 7

Using hyper, Bleu can get to shuttle, provoke only from black (as white used reaction) and an Acrobatics to Balance over the shaft that goes down.
Thoqqua (black), slam v Bleu: 1d20 + 11 ⇒ (2) + 11 = 13
Damage (P & F): 1d6 + 2 ⇒ (3) + 2 = 5
Bleu, Acrobatics (DC 20): 1d20 + 10 ⇒ (11) + 10 = 21

Success!

Ears gets to safety and Bleu follows.

COMBAT OVER

Current Party Status
George 09-23
Don
Ears -12 SP
Bleu -21 SP | -5 HP (-1 damage to knife)
Navasi -8 SP

The shuttle takes off without further incident, its precious cargo safe. Having been rescued with his fellow Weydanites, a grateful priest gives you a mk 1 ring of resistance and two mk 2 serums of healing.

PCs may take a 10 minute rest and spend RP if they wish.

I am traveling most of the day and want to keep moving, so I will choose the next mission. 1 Intruders, 2 Planar Incursion: 1d2 ⇒ 1


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Please indicate in your next post if you spend any RP to restore Stamina Points or use any serums, etc., to restore Hit Points.

Defend Mission 1: Intruders!

Gunfire and shouting suddenly ring through the camp. Bennock broadcasts a message to every Starfinder in camp. “All hands, to the wall! We have wildlife attacking, and we’re in danger of being overrun! All-hands, to the wall!”

The sounds of combat echo everywhere as the western wall comes into view. As you saw before, the perimeter wall around the Starfinder camp is constructed of a patchwork of materials salvaged from crashed starships. Near the western end of camp, it is primarily composed of shipping containers that once held supplies for the planned archaeological expedition. The containers are 15 feet tall with ladders bolted to the interior.

A metal gate constructed from a starship bulkhead spans the gap between the containers. The heavy gate slides along a track buried in the ground, allowing travel to and from camp along a muddy road leading into the forest. Starfindersplaced gun mounts along the wall, which hold a variety of longarms and heavy weapons. Beyond the gate, agents cleared a 20-foot-wide defensive perimeter, beyond which is a region of sparse trees and underbrush before the dense forest begins.

The three gun placements hold one corona laser rifle, one static arc rifle, and one tactical X-gen gun as before.

Loud, booming blows rattle the gate before it is violently knocked from its track, landing against the ground with a thud.

You arrive just in time to see the western gate knocked over as several massive, multi-limed creatures leap through. The creatures, covered in unnatural, rocky protrusions, have fought through the outer defenses and breached the wall. The camp is in danger of being overrun. Confused and enraged, they attack you on sight!

Picture of creature now on Slides.

Initiative:

Initiative, Bleu: 1d20 + 5 ⇒ (20) + 5 = 25
Initiative, Don: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative, Navasi: 1d20 + 2 ⇒ (15) + 2 = 17
Initiative, George 09-23: 1d20 + 6 ⇒ (4) + 6 = 10
Initiative, Ears: 1d20 + 6 ⇒ (19) + 6 = 25
Creatures (blue & green): 1d20 + 1 ⇒ (9) + 1 = 10
Creatures (red & yellow): 1d20 + 1 ⇒ (3) + 1 = 4

Map of walls with creatures now on Slides.

INTRUDERS! - Round One Begins!

PCs in bold may act

Ears (current -12 SP)
Bleu (current -21 SP | -5 HP; -1 damage to knife)
Don
Navasi

George 09-23 (current -8SP)
Creatures (blue & green)
Creatures (red & yellow)

Dataphiles

Male N Android Technomancer 7 (Themeless)Buffs: SP 56/56 HP 39/39|DR 5/-|Resist Fire, Cold 5|RP 9/9|EAC 20 KAC 21 AC 29|Fort +5* (Yeti Boon) Ref +5 Will +7 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +12 SM:+0 darkvision,low-light vision|40 speed,30 Fly|Endure Elements
Resources:
Jet Pack (uses) 20/20|Battery 80/80|Aeon Stone 1/1|Breath Weapon 1/1|+2 skill roll 1/1|Spell Cache (Tatoo) 1/1| Hack Capacitor 1/1|Energize Spell 1/1| Spells (Technomancer) 1st 6/6 2nd 5/5 3rd 3/3|

@GM Valen - The damage that Navasi took during the last battle (-8 SP) was mistakenly transferred to my character. George 09-23 should be at full health. If Bleu takes a 10 minutes rest then I can use my Healing Touch power to heal his 5 points of hit point damage.

George 09-23 does not hesitate this time to use his full magical powers. He unloads a trio of Magic Missiles into Blue.

Magic Missile, Harmful Spells: 3d4 + 4 ⇒ (3, 4, 4) + 4 = 15

He also attempts to identify these creatures who he suspects to be another type of elemental.

Mysticism: 1d20 + 7 ⇒ (14) + 7 = 21


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
George 09-23 wrote:
@GM Valen - The damage that Navasi took during the last battle (-8 SP) was mistakenly transferred to my character. George 09-23 should be at full health.

Corrected.

George 09-23 wrote:
George 09-23 does not hesitate this time to use his full magical powers. He unloads a trio of Magic Missiles into Blue.

The magical bolts wrack the creature, but the injured menace continues to press forward.

George 09-23 wrote:
He also attempts to identify these creatures who he suspects to be another type of elemental.

The android realizes that these creatures are animals native to the planet that have been strangely altered by the planar energy leaking into Rucabi-2. Due to exposure to such energy, they have become earth-touched.

Earthtouched (Ex) An earthtouched creature gains a special, earth-touched ability at random.

Craggy Hide (Ex) The stony protrusions from these earthtouched creatures' skin are particularly thick and sharp. Each earthtouched creature gains DR 2/–. Any adjacent creature that succeeds on a melee attack against the earthtouched creature takes 1d6 piercing damage (DC 11 Reflex negates).

Life Science (DC 18) to ID the native animal lifeform:
The multi-armed, native creatures are known as hepongols. These predators would typically stalk their prey from the treetops, swinging from limb to limb with their multiple arms before dropping on their quarry and squeezing it to death.

Constrict (Ex) When a hepongol successfully renews a grapple or pins a foe, it automatically deals 1d4+6 bludgeoning damage to that creature.

INTRUDERS! - Round One Cont'd

PCs in bold may act

Ears (current -12 SP)
Bleu (current -21 SP | -5 HP; -1 damage to knife)
Don
Navasi
(current -8 SP)
George 09-23
Earthtouched creature (blue) -15 HP
Earthtouched creature (green)
Creatures (red & yellow)

Dataphiles

Male N Android Technomancer 7 (Themeless)Buffs: SP 56/56 HP 39/39|DR 5/-|Resist Fire, Cold 5|RP 9/9|EAC 20 KAC 21 AC 29|Fort +5* (Yeti Boon) Ref +5 Will +7 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +12 SM:+0 darkvision,low-light vision|40 speed,30 Fly|Endure Elements
Resources:
Jet Pack (uses) 20/20|Battery 80/80|Aeon Stone 1/1|Breath Weapon 1/1|+2 skill roll 1/1|Spell Cache (Tatoo) 1/1| Hack Capacitor 1/1|Energize Spell 1/1| Spells (Technomancer) 1st 6/6 2nd 5/5 3rd 3/3|

Life Science: 1d20 + 11 ⇒ (5) + 11 = 16

George 09-23 is not able to make out the underlying animal life-form. The mutation is just too extensive.

In other words he rolled too poorly. :)

Second Seekers (Jadnura)

Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |

Now I understand what was happening in the previous encounter. I do not think Bleu had to use hyper as his 25 ft. of movement looked enough.

The skittermander is relieved that Ears managed to get in safety.

In the shuttle, he takes the time to catch up his breath. He thanks the android for healing some of his more important injuries.

Spending 1 RP to recover stamina. If noone wants that ring, Bleu takes it, same for the serums.

He gives his knife a look but has no idea how to fix that.

---

While going at the camp, the skittermander wants to use the corona laser rifle of the turret but the creatures already managed to break into the camp.

He shoots toward the one hit by George and starts heading toward one of the turret, as he spots the rifle on the turret in the middle.

Laser Rifle: 1d20 + 8 ⇒ (13) + 8 = 21
Fire: 1d8 + 3 ⇒ (5) + 3 = 8
If the gun is elsewhere, Bleu might get in the same direction anyway, he will avoid the heavy weapon as the creature have DR.


DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

Navasi instructs everyone to get blue, then tries to shroud them in smoke to slow them down.

Smoke Grenade vs. AC 5: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**HOUSE GM ANNOUNCEMENT**

”This isn’t easy,” Bennock calls out over the comm system, ”but I have faith in you. Keep it up!”


Defend Mission 1: Intruders! - Status: Yellow
Defend Mission 2: Planar Incursion - Status: Yellow
Defend Mission 3: Good Neighbors - Status: Yellow


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
/blø/ wrote:

While going at the camp, the skittermander wants to use the corona laser rifle of the turret but the creatures already managed to break into the camp.

He shoots toward the one hit by George and starts heading toward one of the turret, as he spots the rifle on the turret in the middle.

The earthtouched creature reels from the hit, nearly falling.

cmlobue's pregen α wrote:
Navasi instructs everyone to get blue, then tries to shroud them in smoke to slow them down.

Earthtouched creature (blue), Fort v smoke: 1d20 + 6 ⇒ (17) + 6 = 23

Earthtouched creature (green), Fort v smoke: 1d20 + 6 ⇒ (3) + 6 = 9

INTRUDERS! - Round One Cont'd

PCs in bold may act

Ears (current -12 SP)
Bleu (-1 RP; -1 damage to knife)
Don
Navasi -8 SP
George 09-23
Earthtouched creature (blue) -23 HP (Get'em'd)
Earthtouched creature (green) (smoke'd)
Creatures (red & yellow)

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Traveling for work. Sorry for the delay.

Before the new fight -- Ears gratefully rests and spends an RP to recover stamina.

Life Science to ID base creature: 1d20 + 8 ⇒ (8) + 8 = 16 With Xeno-seeker theme : Reduce the dc to identify a rare creature using life science by 5.

"Ugly brutes! Bleu, don't get too close!"

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

When Ears realizes that Bleu is running around the creatures, he decides that's a pretty good way to keep from getting smacked himself. He follows his skittermander friend.

"Bleu, hang on let me boost your rifle!"

Move as shown, maintaining 10' from blue.

If you're agreeable I'd like to supercharge your weapon. That should help punch through DR. If you don't want it, Ear's will supercharge his own arc pistol.


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

BOTTING Don & Ears - No posts in 48+ hours

The lashunta and ysoki consider their actions.
Delay for each

The badly injured earthtouched creature (blue)rushes forward toward a source of its pain.
[ooc]Charge

Melee (slam), 10 ft. reach, w/charge v George 09-23: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
Damage (B) plus grab: 1d4 + 6 ⇒ (1) + 6 = 7

Another (green) sputters and coughs.

Two more earthtouched creatures (red & yellow) avoid the cloud and climb over the wall.
Double move each; climb

INTRUDERS! - Round One Cont'd

PCs in bold may act

Ears (current -12 SP)
Bleu (-1 RP; -1 damage to knife)
Don
Navasi -8 SP
George 09-23
Earthtouched creature (blue) -23 HP (Get'em'd; charged)
Earthtouched creature (green) (smoke'd 1 rd)
Creatures (red & yellow)

Dataphiles

Male N Android Technomancer 7 (Themeless)Buffs: SP 56/56 HP 39/39|DR 5/-|Resist Fire, Cold 5|RP 9/9|EAC 20 KAC 21 AC 29|Fort +5* (Yeti Boon) Ref +5 Will +7 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +12 SM:+0 darkvision,low-light vision|40 speed,30 Fly|Endure Elements
Resources:
Jet Pack (uses) 20/20|Battery 80/80|Aeon Stone 1/1|Breath Weapon 1/1|+2 skill roll 1/1|Spell Cache (Tatoo) 1/1| Hack Capacitor 1/1|Energize Spell 1/1| Spells (Technomancer) 1st 6/6 2nd 5/5 3rd 3/3|

George 09-23 breathes electricity all over blue before taking a guarded step backwards.

Dragon Gland,Electricity, Reflex DC 11 for half damage: 3d6 ⇒ (4, 1, 6) = 11


Destiny | Guardian's Covenant (Table 2) | On the Trail of History
George 09-23 wrote:
George 09-23 breathes electricity all over blue before taking a guarded step backwards.

Earthtouched creature (blue), Reflex: 1d20 + 6 ⇒ (12) + 6 = 18

The mutated monster avoids the brunt of the shock, but the jolt is still enough to drop them.

INTRUDERS! - Round Two Cont'd

PCs in bold may act

Ears (current -12 SP)
Bleu (-1 RP; -1 damage to knife)
Don
Navasi -8 SP
George 09-23
Earthtouched creature (blue) -28 HP
Earthtouched creature (green) (smoke'd 1 rd)
Creatures (red & yellow)

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

GMV, ninja'd your last post. Supercharge Bleu's rifle or Ear's shock pistol if Bleu doesn't want it, and spent RP to recover SP. And rolled 16 to ID the base creature. (Possibly -5 on the DC for xenoseeker?) I'll await your reply.

"At least they're not making holes in the walls!"


DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

Green must continue making saves, at +1 DC each round, until it is out of the cloud.

Navasi directs the getting of 'em against yellow, then tries to smoke Red.

Smoke Grenade vs. AC 5: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13

Second Seekers (Jadnura)

Male (he/him) Skittermander Soldier 3 | SP 12/21 HP 23 | RP 4/6 | EAC 17 KAC 19 | Fort +3 Ref +6 Will +4 | Init +5 | Perc +1, low-light vision, SM: +1 | Speed 25 ft. |

At the ysoki offer, Bleu gladly accepts “Those gun on the turrets are way better than mine, but go ahead.

He follows Navasi’s direction and shoot toward the one she points at.

vs Yellow EAC with cover, get’em: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Supercharged fire: 1d8 + 3 + 4d6 ⇒ (5) + 3 + (6, 3, 5, 5) = 27

He then goes on moving toward the turrets.

Acquisitives

Male Ysoki Xenoseeker Technomancer 6
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 32/48 HP 32/32 RP 7/7 EAC 22 KAC 23 // F +5 R +5 W +5 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"That's what I'm talking about! It's almost like magic! Go get'em, kid" Ears shouts as Bleu runs for the big guns.

The ysoki looks around. Bleu went left, but so did one of those big creatures. Bleu crunched it pretty hard, but it still might be kicking or one of the others might blunder this way out of the smoke. He decides to move to cover his smaller comrade.

Move as shown. Shoot yellow, or if yellow is already down, shoot the first monster who emerges from the smoke.

Static arc pistol v yellow, EAC, get'em: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17 ... damage: 1d6 + 1 ⇒ (3) + 1 = 4


Destiny | Guardian's Covenant (Table 2) | On the Trail of History

Earthtouched creature (red), Fort: 1d20 + 6 ⇒ (1) + 6 = 7
The smoke stops one of the creatures.

Ears supercharges Bleu's weapon so when it strikes one of the creatures (yellow) the attacker is brought down instantly.

BOTTING Don - No post in 24+ hours.

Don surveys the field.
Delay

Within the cloud, a creature coughs.
Earthtouched creature (green), Fort: 1d20 + 6 ⇒ (12) + 6 = 18
As the creature (green) emerges from the smoke, the monster is struck by Ears.
Double move

One creature (red) remains coughing within the smoke.

GM Dennis wrote:

**HOUSE GM ANNOUNCEMENT**

”This isn’t easy,” Bennock calls out over the comm system, ”but I have faith in you. Keep it up!”


Defend Mission 1: Intruders! - Status: Yellow

Yet another (purple) now appears.

INTRUDERS! - Round Three Begins!

PCs in bold may act

Ears (-1 RP)
Bleu (-1 RP; -1 damage to knife)
Don
Navasi -8 SP
George 09-23
Earthtouched creature (green) -4 HHP
Earthtouched creature (red)
Earthtouched creature (yellow) -27 HP
Earthtouched creature (purple)

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