GameDay XII: DM S's "Battle for the Bulwark" [5-6] (Inactive)

Game Master Chris Marsh

HANDOUTS | Tactical Map

Quickposts:

INITIATIVE
[dice=Hostiles]d20[/dice]
[dice=Beady]d20+3[/dice]
[dice=Charva]d20+5[/dice]
[dice=Eselar]d20+4[/dice]
[dice=Peet]d20+5[/dice]
[dice=Urtica]d20+4[/dice]


151 to 200 of 218 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

1 person marked this as a favorite.

In the interest of keeping us going I'll bot Charva and have her hireling do just that for now and find out tomorrow when her player will be back around as well.

With one of the constructs taken down, Charva rushes up to the other prisoner and lets gets her ship's engineer to try and get them out of the Starfinder out of their shackles.

Engineering: 1d20 + 12 ⇒ (7) + 12 = 19


VC Australia - WA

House GM post

lxthia the Unbreakable addresses the Society via broadcast, "Starfinders, enemy forces have been driven back to the Voidglass Spire at the center of the bulwark. We've discovered the entrance, a lone bridge that leads to the spire. Resistance is fierce and they appear to be massing for a counterattack. All Starfinders still able to tight are ordered to report to the bridge to aid in the assault."

Table GMs, Part 3 has begun.


| Hope for the Future | Fly Free or Die | | Ship Roles |

Charva easily rescues the other prisoner in the moments after Elesar cuts down the last guardian. The grioth opt for a hasty retreat. There's nothing stopping the rescued prisoners from making good on their success! After the broadcast, the party rides the wave of happiness the prisoners bring.

It's not over yet though. It's time to break for base to get the next briefing.

Radaszam addresses the gathered teams, “Sangoro’s Bulwark is ours, but this so-called Voidglass Spire remains an enemy stronghold. The Spire punches right through the center of Sangoro’s Bulwark, piercing through floors and other construction, out the roof and into the sky. The floors around these areas are highly unstable or are collapsed completely, which has made it tough to get close. Fortunately, we’ve found the entrance.”

“There’s an opening near the top of the Spire, connected to the nearest level of the Bulwark via bridge. We’ve deployed temporary fortifications along our end of the bridge, but as our foes can fly, they’ve got the advantage. Furthermore, intel indicates they’re preparing a counterattack, to drive us from the bridge and the upper reaches of the Bulwark. This is it, Starfinders! It’s on this bridge that the battle for the Bulwark will be decided!”

“We’re preparing a two-pronged counter-offensive. The bulk of our forces will remain on our side of the bridge, serving as an Anvil to withstand the brunt of their blows. Meanwhile, we ask for volunteers for a special mission to deploy behind the enemy, serving as a Hammer to shatter their ranks.”

“This second force will approach from the air, dropping through the broken roof of the Bulwark on the far side of the bridge, to flank the enemy attack force and seize the entrance to that blasted Spire.” Radaszam grins. “They get the big guns.”

With a final nod, he brings the meeting to an end. “Hammer volunteers to the front. Everyone else, hit the walls and hold your ground."

Which is it, Hammer or Anvil?

Acquisitives

Male? Xenodruid Mysic 5/Blitz Soldier1 Dragonkin Stam 22/61 HP 43/43 Resolve 7/9 EAC 12 KAC 14 CMD 22 | F+6 R+0 W+9 | Init +3 | Perc+12 (Blindsense Sound) Sense Motive +7 Active Conditions: Life Bubble, Second Sense, Antitoxin

beady is gargling vigorously, "Ptooh.. those things tasted like ground glass sadness and unwashed vesk boot.. BLECH. I'd rather bite an Otyug"

He has a crescent wrench and uses it to straighten his horn. Looks in the mirror and turns a little this way and that, harumphing as it always seems crooked no matter the angle.

" I got wings and probably room for a passenger. Don't know about the rest of you."

I picked the last one. Will vote with the first option. Slight preference for hammer

Wayfinders

1 person marked this as a favorite.
50 SP 35 HP 7 RP EAC 20 KAC 22

Peet reloads all his weapon and kisses the X gun Hail to the King, baby

He presses the HAMMER button as hard he can.

Exo-Guardians

Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

I'm the Sword of Iomedae, I will hammer those who stole the Bulwark from us and emprisoned our comrades!

Says Eselar.

Dataphiles

Male (he/him) |SP: 40/40, HP: 34/34, RP: 7/7|EAC: 19, KAC: 19|Fort: +5, Ref: +4, Will: +5| |Init: +4|Perception: +15|Speed: 40ft Land| Active Conditions: None| Biohacks Used 3/6|

"Well uhhhh I'm not exactly a big guns kind of guy but I guess I didn't do my military service for nothing. If you all want to be the hammer, I'll do my best to make those enemies of ours sick to their stomachs."

No strong preference here so sounds like hammer is the winner. If there is time, however I will take a 10 min rest and spend a resolve to get all my biohacks back though.


| Hope for the Future | Fly Free or Die | | Ship Roles |

Take your 10 minute rest. Track your RP!

The party queues up, ready. You're escorted to a nearby hangar with bay doors that open to the skies above. A dozen gleaming mechs, each thirty feet tall, stand within a vast hangar. A grease covered Starfinder mechanic approaches and gestures toward the machines. “Beautiful, aren’t they? These babies are experimental weaponry that were under development when the Bulwark was captured. Truth be told, they aren’t really in fighting shape, but we’ve done our best to get them running. We’ve programmed each with a simple flight plan that will automatically pilot them onto the bridge behind the enemy battalion. From there, the controls are yours. You’ll only have a brief window of time before they run out of juice and power down. Your mission is to do as much damage to the enemy as possible before that happens.”

These experimental mechs pack a powerful punch but won’t operate for long. In a round, each of you can take one of the following actions. As a note, these actions are HIGHLY abstract. It's about the number of successes, not specific mechanical results.

Choose from:

  • Batter Defenses (Offensive; Athletics): The PC batters down the entry doors of the Voidglass Spire, breaking it open for further attacks.
  • Diagnostics and Repairs (Supportive; Computers or Engineering): The PC performs calculations or repairs to make the mech run more efficiently.
  • Launch Attack (Offensive; Piloting): The PC opens fire with
    the mech’s melee or ranged weapons.
  • Motivate (Supportive; Diplomacy or Intimidate): The PC inspires their crew members.
  • Target Lock (Supportive; Computers or Perception): The PC target locks onto key foes for the guns to attack.

    A Supportive successes grants ALL offensive actions in the same round a +2. Offensive successes are the ones counted up for victory or defeat here.


  • | Hope for the Future | Fly Free or Die | | Ship Roles |

    Mechanics:

  • Batter Defenses (Offensive; Athletics): The PC batters down the entry doors of the Voidglass Spire, breaking it open for further attacks.
  • Diagnostics and Repairs (Supportive; Computers or Engineering): The PC performs calculations or repairs to make the mech run more efficiently.
  • Launch Attack (Offensive; Piloting): The PC opens fire with
    the mech’s melee or ranged weapons.
  • Motivate (Supportive; Diplomacy or Intimidate): The PC inspires their crew members.
  • Target Lock (Supportive; Computers or Perception): The PC target locks onto key foes for the guns to attack.

    A Supportive successes grants ALL offensive actions in the same round a +2. Offensive successes are the ones counted up for victory or defeat here.

  • ROUND 1:
    Beady: Go
    Charva: Go
    Eselar: Go
    Peet: Go
    Urtica: Go

    Exo-Guardians

    Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

    Athletics: 1d20 + 12 ⇒ (14) + 12 = 26

    Eselar is ready to jump in break the entry doors of the Voidglass Spire!

    Acquisitives

    Male? Xenodruid Mysic 5/Blitz Soldier1 Dragonkin Stam 22/61 HP 43/43 Resolve 7/9 EAC 12 KAC 14 CMD 22 | F+6 R+0 W+9 | Init +3 | Perc+12 (Blindsense Sound) Sense Motive +7 Active Conditions: Life Bubble, Second Sense, Antitoxin

    The dragon OOMMFFFS and squeezesinto the mech "Designed.. by.. ysoki..obviously...." it has nothing to do with the chocholate cake on tap at the food replicator. Nope.

    Athletics 1d20 + 15 ⇒ (4) + 15 = 19

    "No fair the knights used to wearing armor. How is this thing supposed to balance without a tail?"

    On the way over beady will take 10 for a coffee break, renew his anti toxin (how many mystics get in biting range of bats anyway?) and glug an antibiotic (did not notice they last all day...)


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Mechanics:

  • Batter Defenses (Offensive; Athletics): The PC batters down the entry doors of the Voidglass Spire, breaking it open for further attacks.
  • Diagnostics and Repairs (Supportive; Computers or Engineering): The PC performs calculations or repairs to make the mech run more efficiently.
  • Launch Attack (Offensive; Piloting): The PC opens fire with
    the mech’s melee or ranged weapons.
  • Motivate (Supportive; Diplomacy or Intimidate): The PC inspires their crew members.
  • Target Lock (Supportive; Computers or Perception): The PC target locks onto key foes for the guns to attack.

    A Supportive successes grants ALL offensive actions in the same round a +2. Offensive successes are the ones counted up for victory or defeat here.

  • Tally is at the end of the round. Yes, you can repeat actions.

    ROUND 1:
    Beady: Batter Defenses (19)
    Charva: Go
    Eselar: Batter Defenses (26)
    Peet: Go
    Urtica: Go

    GM Tracker

    Wayfinders

    50 SP 35 HP 7 RP EAC 20 KAC 22

    Lets go baby I will buzz every tower Peet hops in the cockpit and flies hard to Launch an Offensive

    Piloting: 1d20 + 16 ⇒ (19) + 16 = 35

    Dataphiles

    Male (he/him) |SP: 40/40, HP: 34/34, RP: 7/7|EAC: 19, KAC: 19|Fort: +5, Ref: +4, Will: +5| |Init: +4|Perception: +15|Speed: 40ft Land| Active Conditions: None| Biohacks Used 3/6|

    Urtica stares at the massive internal controls. "Ah heck, why not. Been a while since I controlled this level of machinery. Let's see what you can do!" He slides into a control seat and takes control of the right hook punching arm.

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


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    A pair of the team launches an all out attack while two more batter down the defenses! ]That's enough to garauntee success before Charva posts.

    The grioth forces are pushed back, but there's another wave cresting in front of you. Keep up the fire!

    Mechanics:

  • Batter Defenses (Offensive; Athletics): The PC batters down the entry doors of the Voidglass Spire, breaking it open for further attacks.
  • Diagnostics and Repairs (Supportive; Computers or Engineering): The PC performs calculations or repairs to make the mech run more efficiently.
  • Launch Attack (Offensive; Piloting): The PC opens fire with
    the mech’s melee or ranged weapons.
  • Motivate (Supportive; Diplomacy or Intimidate): The PC inspires their crew members.
  • Target Lock (Supportive; Computers or Perception): The PC target locks onto key foes for the guns to attack.

    A Supportive successes grants ALL offensive actions in the same round a +2. Offensive successes are the ones counted up for victory or defeat here.

  • Tally is at the end of the round. Yes, you can repeat actions.

    ROUND 1:
    Beady: Go
    Charva: Go
    Eselar: Go
    Peet: Go
    Urtica: Go

    GM Tracker

    Acquisitives

    Male? Xenodruid Mysic 5/Blitz Soldier1 Dragonkin Stam 22/61 HP 43/43 Resolve 7/9 EAC 12 KAC 14 CMD 22 | F+6 R+0 W+9 | Init +3 | Perc+12 (Blindsense Sound) Sense Motive +7 Active Conditions: Life Bubble, Second Sense, Antitoxin

    Athletics: 1d20 + 15 ⇒ (20) + 15 = 35

    "Whats THIS button do.... he slams it and the mechs rockets light up , hurtling the mech along the ground scraping up sparks before crashing head first into the crystal. Lines spurt out around a head shaped impression in the rock and make whip like cracks as they travel up the mountain .

    Exo-Guardians

    Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

    Athletics: 1d20 + 12 ⇒ (20) + 12 = 32

    Eselar continues to force his way through the battering doors, helping his comrades to go through!

    For Iomedae!


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Beady and Eselar give a show for all time. Surely this will be on the vids for YEARS to come. Still need the others to post, but man what a start

    Dataphiles

    Male (he/him) |SP: 40/40, HP: 34/34, RP: 7/7|EAC: 19, KAC: 19|Fort: +5, Ref: +4, Will: +5| |Init: +4|Perception: +15|Speed: 40ft Land| Active Conditions: None| Biohacks Used 3/6|

    "Ooh this is exciting! I might have stayed in service longer if the Veskarium had these when I was there!" Urtica tries to do a follow up punch with the other arm.

    Piloting: 1d20 + 12 ⇒ (20) + 12 = 32


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    The party continues to perform with legendary skill. They beat back yet another wave! It looks like the grioth line is thinning, and they react by throwing every last soldier against the seemingly invincible Starfinder mechs! That's enough to guarantee victory on this wave.

    Mechanics:

  • Batter Defenses (Offensive; Athletics): The PC batters down the entry doors of the Voidglass Spire, breaking it open for further attacks.
  • Diagnostics and Repairs (Supportive; Computers or Engineering): The PC performs calculations or repairs to make the mech run more efficiently.
  • Launch Attack (Offensive; Piloting): The PC opens fire with
    the mech’s melee or ranged weapons.
  • Motivate (Supportive; Diplomacy or Intimidate): The PC inspires their crew members.
  • Target Lock (Supportive; Computers or Perception): The PC target locks onto key foes for the guns to attack.

    A Supportive successes grants ALL offensive actions in the same round a +2. Offensive successes are the ones counted up for victory or defeat here.

  • Tally is at the end of the round. Yes, you can repeat actions.

    ROUND 1:
    Beady: Go
    Charva: Go
    Eselar: Go
    Peet: Go
    Urtica: Go

    GM Tracker

    Acquisitives

    Male? Xenodruid Mysic 5/Blitz Soldier1 Dragonkin Stam 22/61 HP 43/43 Resolve 7/9 EAC 12 KAC 14 CMD 22 | F+6 R+0 W+9 | Init +3 | Perc+12 (Blindsense Sound) Sense Motive +7 Active Conditions: Life Bubble, Second Sense, Antitoxin

    Athletics: 1d20 + 15 ⇒ (10) + 15 = 25

    Beady throws a switch and gets his tail sticking out of the back, and not wanting to ding up the delicate steel, turns , pivots and whacks his tail into the door.

    Exo-Guardians

    Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

    Athletics: 1d20 + 12 ⇒ (13) + 12 = 25

    Eselar continues to encourage his comrades, calling for Iomedae while whackings doors.

    Acquisitives

    Male? Xenodruid Mysic 5/Blitz Soldier1 Dragonkin Stam 22/61 HP 43/43 Resolve 7/9 EAC 12 KAC 14 CMD 22 | F+6 R+0 W+9 | Init +3 | Perc+12 (Blindsense Sound) Sense Motive +7 Active Conditions: Life Bubble, Second Sense, Antitoxin
    Eselar wrote:
    Iomedae

    "EEE...where!..oh. Don't scare a dragon like that! She's smiting an awful lot of us in those old golarion records and stained glass windows."

    Wayfinders

    50 SP 35 HP 7 RP EAC 20 KAC 22

    Peet floors it!

    Piloting: 1d20 + 16 ⇒ (7) + 16 = 23

    Exo-Guardians

    Female Drow Mystic (Mindbreaker) 6 |SP: 42/42, HP: 40/40, RP: 6/9|EAC: 23, KAC: 24|Fort: +5, Ref: +7, Will: +11, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +5|Perception: +17|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Active Conditions: None|1st Lvl (5/6) 2nd Lvl (2/5)|

    Target lock to assist!

    Perception: 1d20 + 17 ⇒ (11) + 17 = 28

    Dataphiles

    Male (he/him) |SP: 40/40, HP: 34/34, RP: 7/7|EAC: 19, KAC: 19|Fort: +5, Ref: +4, Will: +5| |Init: +4|Perception: +15|Speed: 40ft Land| Active Conditions: None| Biohacks Used 3/6|

    Urtica finally lets himself get into it and just lays into the forces with big mech punches.

    Piloting: 1d20 + 12 ⇒ (20) + 12 = 32


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    The team absolutely pummels their way through. The comm chatter is all about your team. It's a great feeling, but it's not over yet!

    It looks like inside there's a lot to do. First mission with 2 votes wins

    Dataphiles

    Male (he/him) |SP: 40/40, HP: 34/34, RP: 7/7|EAC: 19, KAC: 19|Fort: +5, Ref: +4, Will: +5| |Init: +4|Perception: +15|Speed: 40ft Land| Active Conditions: None| Biohacks Used 3/6|

    While I'm not a magic character I do think we have a very magic heavy group so Elemental Nexus would be good for us so that's my vote.

    Acquisitives

    Male? Xenodruid Mysic 5/Blitz Soldier1 Dragonkin Stam 22/61 HP 43/43 Resolve 7/9 EAC 12 KAC 14 CMD 22 | F+6 R+0 W+9 | Init +3 | Perc+12 (Blindsense Sound) Sense Motive +7 Active Conditions: Life Bubble, Second Sense, Antitoxin

    I second that on the grounds it moves us faster


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Venture-Captain Naiaj greets the PCs in a side chamber of the Voidglass Spire. She gestures to a hidden door in the wall, which opens into an ancient cavern preserved within Sangoro’s Bulwark and studied by teams of Starfinder scholars....

    Naiaj crosses her arms and tilts her head toward a secret door in the wall of the Voidglass Spire, now ajar. “This door opens into an ancient cavern carefully preserved within Sangoro’s Bulwark and studied by teams of Starfinder scholars. There’s a set of obelisks inside, each pulsing with energy. Looks like old magic, probably built by Mazdrun’s mysterious Founders. Frankly, I don’t understand it. But this site was important to Sangoro and it clearly remains important to our enemies. Head inside and check it out. See if it can help us. If it can’t, leave it be. It’s still a site worth preserving. Understood?”

    More when I get to work, but feel free to RP away.


    1 person marked this as a favorite.
    M Large Canine Level 3 druid
    Game Master S wrote:

    It’s still a site worth preserving. Understood?”[/b]

    Beady gulps feeling that's directed at him.

    "Yes ma'm..." and duct tapes a survival blanket to the end of his tail so it won't accidentally scratch the delicate megoliths. Much.

    Beady heads over to the rocks and sits like a dog, closing his eyes and extending his enhanced hearing around the room While contemplating the rocks.


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Naiaj nods with a smile at Beady's behavior. After, you're free to start exploring. A small stone cavern juts out from the worked masonry of Sangoro’s Bulwark. Six stone obelisks, weathered with age, stand in a half-circle, each engraved with symbols and pictographs. The obelisks pulse in perfect unison, each beat releasing vibrant, colorful energy and a thrumming vibration that reverberates through the stone walls and floor of the cavern.

    Culture or Mysticism check

    Exo-Guardians

    Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

    Mysticism: 1d20 + 15 ⇒ (18) + 15 = 33 If it's recall knowledge I can take 20 for 35

    After listening carefully to Venture Captain Naiaj and agrees with her terms, Eselar is eager to discover the obelix and study them.

    In Iomedae's name, what could it be?

    Acquisitives

    Male? Xenodruid Mysic 5/Blitz Soldier1 Dragonkin Stam 22/61 HP 43/43 Resolve 7/9 EAC 12 KAC 14 CMD 22 | F+6 R+0 W+9 | Init +3 | Perc+12 (Blindsense Sound) Sense Motive +7 Active Conditions: Life Bubble, Second Sense, Antitoxin

    Ohmmmmmmmmmm

    1d20 + 12 ⇒ (2) + 12 = 14

    Beady has had a long day and no few concussions. As he sits and shuts his eyes, you hear loud snoring and see whisps of flame and smoke curling out of his nostrils while he's "meditating".

    Exo-Guardians

    Female Drow Mystic (Mindbreaker) 6 |SP: 42/42, HP: 40/40, RP: 6/9|EAC: 23, KAC: 24|Fort: +5, Ref: +7, Will: +11, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +5|Perception: +17|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Active Conditions: None|1st Lvl (5/6) 2nd Lvl (2/5)|

    Charva will take a look

    Mysticism: 1d20 + 16 ⇒ (19) + 16 = 35


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    It's a fascinating discovery! You determine that each obelisk is associated with one of the six elemental planes, and can identify each accurately based upon the symbols and pictographs. You additionally determine that each obelisk contains a wellspring of psychic energy that can be tapped into by individuals who properly attune to that obelisk. You all agree that each obelisk can only attune to one creature each day.

    Finally you conclude that these six obelisks are linked in a web which, together, forms the touchstones to a far more powerful psychic reservoir located deeper within Sangoro’s Bulwark.

    You checks are high enough for me to reveal all the details about each. Just tell me which one you want to try to attune to:

  • Air Obelisk (Acrobatics to fly or Piloting): This obelisk tests a PC’s abilities of flight and maneuverability. A PC who successfully attunes to this obelisk gains one of the following abilities of their choice: their fly speed is increased by 20 feet or they can cast flight as a 3rd level spell-like ability once.
  • Earth Obelisk (Athletics): This obelisk tests a PC’s stability and reliability. A PC who successfully attunes to this obelisk gains a +2 bonus to their AC to resist combat maneuvers.
  • Fire Obelisk (Mysticism): This obelisk tests a PC’s passion for the mystical arts. A PC who successfully attunes to this obelisk increases the spell DC of all spells they cast by 1.
  • Metal Obelisk (Intimidate): This obelisk tests a PC’s ability to strike terror into their enemy. A PC who successfully attunes to this obelisk treats all weapons they wield as if they have the ominous fusion.
  • Water Obelisk (Diplomacy): This obelisk tests a PC’s persuasiveness and clarity of purpose. A PC who attunes to this obelisk gains a +2 bonus to their Will saves. The first time they fail a Will save, they instead pass that save. After the results of this save are resolved, they are no longer attuned to this obelisk and lose the associated benefits.
  • Wood Obelisk (Medicine or Life Science): This obelisk tests a PC’s knowledge of the inner workings of organic life. A PC who attunes to this obelisk gains one of the following abilities of their choice: their Hit Points and Stamina Points are fully restored or they can cast mystic cure as a 2nd level spell-like ability once (as a 3rd level spell-like ability for levels 5–6 and levels 7–8).

  • Acquisitives

    Male? Xenodruid Mysic 5/Blitz Soldier1 Dragonkin Stam 22/61 HP 43/43 Resolve 7/9 EAC 12 KAC 14 CMD 22 | F+6 R+0 W+9 | Init +3 | Perc+12 (Blindsense Sound) Sense Motive +7 Active Conditions: Life Bubble, Second Sense, Antitoxin

    "Mystic huddle...."

    How's this work...

    Air peet (can make it and useful)

    Fire obelisk Charva (make it and useful)

    Wood Urtica (make it and useful)

    Earth obelisk Eselar. (Can make it and more useful, someone grappling or disarming beady is still going to get bitten.)

    beady... Beady is about as intimidating as a stuffed plush dragon, and about as convincing. Of the ones that are left the water obelisk is the most useful and there's a 20 on every die...

    "If you really want, I can help 3 of you evolve..maybe 4 if you REALLY want, evolve a little to help you commune. Side effects include scales, horns, and an increased desire to get into numismatics*. "

    Beady is offering to cast fluid morphism on the party for a +2 enhancement bonus on your dex wis strength or wis skills respectively. Most bonuses are insight so it stacks with MOST characters abilities.

    *coin collecting.

    Dataphiles

    Male (he/him) |SP: 40/40, HP: 34/34, RP: 7/7|EAC: 19, KAC: 19|Fort: +5, Ref: +4, Will: +5| |Init: +4|Perception: +15|Speed: 40ft Land| Active Conditions: None| Biohacks Used 3/6|

    I'm good with Beady's plan, I think that's a good assessment of what will be the most useful for everyone. I'll happily take a single cast of 3rd level mystic cure, anyway.

    "Alright, not much used to these sorts of feats of mysticism but... this pillar seems to have an old formula for medicinals made entirely from plant matter. Now that is fascinating."

    Urtica slides down his visor and analyzes the psuedo-pharmaceutical recipe trying to glean some kind of deeper knowledge from it.
    Life Science on Wood pillar: 1d20 + 15 ⇒ (3) + 15 = 18

    Acquisitives

    Male? Xenodruid Mysic 5/Blitz Soldier1 Dragonkin Stam 22/61 HP 43/43 Resolve 7/9 EAC 12 KAC 14 CMD 22 | F+6 R+0 W+9 | Init +3 | Perc+12 (Blindsense Sound) Sense Motive +7 Active Conditions: Life Bubble, Second Sense, Antitoxin

    Beady will give Charda, Urtica, and Eselar Fluid morphism (in int wis and dex respectively) the fluid morphism for the +2

    "Ok water pillar. I know you're not my favorite element and you got picked last.. but at least you got picked.. I'm a druid, how about a little professional courtesy? Ok. Think fluid thoughts...flowing.. I am not a solid rock that spits fire. I am fluid, a wave... " he tries weaving his neck sinuously

    Diplomacy: 1d20 ⇒ 5

    "baack.. and forth..baacck. and foor..yawwwwwn..bacck and for..." The dragon succeeds in putting himself back to sleep. Snoring fire is probably unlikely to impress the water pillar.


    Venture-Captain, Online PBP

    House GM post

    “Starfinders,” Ixthia announces. “The Voidglass Spire is nearly ours, but General Itharris and Lieutenant Ulgaran remain at large. Finish your missions and report for further instructions.”

    Table GMs, this is your 1 day (5-minute) warning.

    Exo-Guardians

    Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

    Athletics: 1d20 + 12 ⇒ (14) + 12 = 26 +1 with Beady's spell bonus

    Eselar starts meditating to get attunes to the Earth Pillar.


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Only Eselar seems to be able to attune to the stone. There are no retries here, but others can post!


    Venture-Captain, Online PBP

    House GM post

    Hoisting their weapon aloft, Ixthia shouts, “Starfinders, the time has come for our final assault. General Itharris and the last of her soldiers have retreated to the heart of Sangoro’s Bulwark and are defending it to the last! We must sweep them from the Bulwark forever!”

    Table GMs, Part 4 has begun.


    Charva on the fire pillar: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
    Peet on the air pillar: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Charva has more success, but sadly Peet can't seem to attune.


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    With the attunement as good as it's going to get, the party quickly answers the call on the coms.

    There's no time to rest, you hurry to join your fellow agents!

    The battle for Sangoro’s Bulwark rages in a beautiful cavern, marred by the Voidglass Spire and damaged bythe gunfire, shrapnel, and magical attacks. To the north, the ground drops away to a glowing cenote, its waters churning violently. To the south, the lower reaches of the Voidglass Spire emerge from the ground, rising into the air and puncturing the ceiling in its quest for the sky with no regard for the damage caused to the ancient architecture of Sangoro’s Bulwark.

    All around, Starfinders and grioths engage in heated combat. Emerging from the enemy throng are two formidable grioths who bark orders to the surrounding soldiers: Lieutenant Ulgaran, muscular and fierce, with white fur and a bellowing voice that spits curses and insults as often as hes wings his voidglass sword; and General Itharris, terrifying in a metal and crystal containment suit, wielding a plasma sword and rifle.

    General Itharris raises her sword and bellows at the top of her lungs. “Come to your death, Starfinders! I am that which gnaws and consumes! The terror in the dark! The corruptor of souls! Face me and embrace the Void!” Her voice reverberates with psychic power, tearing through the mind and leaving behind an ominous weight. A telepathic din rises in response, as the soldiers cheer for the coming bloodshed.

    Lieutenant Ulgaran snarls. “You heard the General, maggots! Show them our strength! Draw out their fear! Tear apart the Starfinders!”

    INITIATIVE
    Hostiles: 1d20 + 2 ⇒ (17) + 2 = 19
    Beady: 1d20 + 3 ⇒ (10) + 3 = 13
    Charva: 1d20 + 5 ⇒ (19) + 5 = 24
    Eselar: 1d20 + 4 ⇒ (18) + 4 = 22
    Peet: 1d20 + 5 ⇒ (4) + 5 = 9
    Urtica: 1d20 + 4 ⇒ (18) + 4 = 22


    | Hope for the Future | Fly Free or Die | | Ship Roles |

    Round 1:
    Charva: Go
    Urtica: Go
    Eselar: Go

    Grioth: TBD
    Beady: TBD
    Peet: TBD

    TACTICAL MAP
    GM’s Tracker
    Party Conditions: Inspiring Boost: -
    Gravity:Normal
    Atmosphere: Normal
    Lighting: Normal
    Battlefield terrain: Normal

    DM:

    Exo-Guardians

    Kasatha Paladin of Iomedae 7 EAC20 - KAC22 | SP45/45 HP49/49 RP8/11 | Init +4 | Perc +15 SM +15| F +4, R +2, W +12 | Fortification (20%)

    As Eselar moves towrds the grioths, he activates his jetpack to get closer to them.

    For Iomedae!

    Dataphiles

    Male (he/him) |SP: 40/40, HP: 34/34, RP: 7/7|EAC: 19, KAC: 19|Fort: +5, Ref: +4, Will: +5| |Init: +4|Perception: +15|Speed: 40ft Land| Active Conditions: None| Biohacks Used 3/6|

    Urtica rushes up and tries to get a read on Iltharris, sliding down his visor and analyzing her structure for possible advantages.

    Life Science: 20 + 15 = 35

    Questions however many of these I can get in this order:
    1. Any specific weaknesses
    2. What special abilities do they have?
    3. What is their weakest save?
    4. Do they have any spells?

    Exo-Guardians

    Female Drow Mystic (Mindbreaker) 6 |SP: 42/42, HP: 40/40, RP: 6/9|EAC: 23, KAC: 24|Fort: +5, Ref: +7, Will: +11, Immune to Magical Sleep Effects, +2 racial bonus vs Enchantment Spells and Effects|Init: +5|Perception: +17|Speed: 30ft Land|Senses: Darkvision (60ft)| SLA: (At Will) - Dancing Lights, Detect Magic|Active Conditions: None|1st Lvl (5/6) 2nd Lvl (2/5)|

    Charva doesn't know any Life Science so she'll rely on Urtica to inform her!

    But she can do something from back here, so will full round double shoot the General, mainly as a distraction.
    Don't know what the range is from me to the General really, but I have a 60ft range on the gun, so feel free to add -2's where necessary

    Shot 1
    Advanced Skipshot Pistol vs General KAC: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
    Piercing Damage: 2d4 ⇒ (3, 1) = 4

    Shot 2
    Advanced Skipshot Pistol vs General KAC: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19
    Piercing Damage: 2d4 ⇒ (3, 4) = 7

    151 to 200 of 218 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / GameDay XII: DM S's "Battle for the Bulwark" [5-6] All Messageboards

    Want to post a reply? Sign in.