[SFS/Gameday XII] 6-06 Tomorrow's Seekers (Inactive)

Game Master Kludde

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RPG Chronicles


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female Human Envoy 1 | SP 6/6 HP 10/10 | RP 3/3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4 | Init: +2 | Perc: +4, SM: +4 | Speed: land: 30 |

Acrobatics: 1d20 + 6 ⇒ (12) + 6 = 18

What Navasi lacks in scientific knowledge, she makes up with grace.

---(Success tracker)---
[_] Luz
[F] Phelps
[S] AR
[S] Zandor/Navasi
---

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

Acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14

Finding the right soil is easy for Luz, but she struggles with getting samples. Hopefully she gets an ample amount for the candidate.


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Luz is having a hard time with the sample, but eventually manages to scoop up some dirt that she thinks is uncontaminated. Maybe.

Success Tracker:

---(Success tracker)---
[F] Luz
[F] Phelps
[S] AR
[S] Zandor/Navasi
---

Now that the group has some dirt samples, next up is finding some suitable fungus.

I need a single Life Science or Survival check to locate some suitable fungus, and then one check for every group member to collect a sample (Acrobatics, Sleight of Hand or Life Science)

Wayfinders

Male pahtra street rat[com] Mechanic 1 | SP 12/12 HP 16/16 | RP 5/5 | EAC 14; KAC 14 | Fort +3; Ref +5; Will +2 | Init: +2 | Perc: +5, SM: +1 | Speed 30ft | Superior Firepower |Promotional Reroll used: 1/1 | Active conditions: None.

I am not the one to make the life science or survival. This is not going to be my forte.

Arcobatics : 1d20 + 5 ⇒ (2) + 5 = 7

Time to use the promotional reroll.

Arcobatics : 1d20 + 5 ⇒ (1) + 5 = 6

Really bad day


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If somebody want to roll a check for Navasi, go for it. I don't think I should be the one doing it, so as not to upstage the players.

I still need a single Life Science or Survival check to locate some suitable fungus

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

Luz volunteers once again to find such unique fungus. Given the picture they have, sure enough it will not be hard for her to find one.
Survival: 1d20 + 9 ⇒ (19) + 9 = 28

"Fungus loves dampness. And darkness." she mutters.


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Botting Navasi...

Once Luz finds the fungus they need, Navasi is quick to get those wherever they may be. She is careful to pick them so as to not break them unnecessarily.
Sleight of Hand: 1d20 + 7 ⇒ (16) + 7 = 23

Second Seekers (Ehu Hadif)

LG Damai Dream Prophet Precog 1 | SP 5/5 HP 7/7 | RP 4/4 | EAC 14, KAC 15 | Fort +2; Ref +6; Will +0 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Reroll: 1/1* | Active conditions: low-light vision (60 ft).

Always Right will do what he can. He has seen some fungi in caves before, but not much above ground.
Always Right gets an extra +1 to Survival when he is underground, if we want to say that works/is allowed.
Survival: 1d20 + 2 ⇒ (14) + 2 = 16


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Luzviminda finds a suitable location that is rife with the fungus bloom, allowing every character to take a sample.

Still need a roll from Luz, but I can already move on to the next part..

Success tracker:

---(Success tracker)---
[F][_] Luz
[F][F] Phelps
[S][S] AR
[S][S] Zandor/Navasi
---

----

So far this is a fairly smooth mission: collect some dirt, collect some fungus samples. Easy living.

Unfortunately, on the way back to the ship, it looks like the local fauna doesn't seem to agree to much with the presence of the starfinders. A local predator descends to the ground with a sound that reverberates loudly, and bears its teeth, which is the universal indication for "I'm about to eat you"

Please place your icon somewhere in the rectangle on the map. It's possible to make a survival check on your turn to calm the creature down

init:

Luzviminda: 1d20 + 2 ⇒ (7) + 2 = 9
Phelps: 1d20 + 2 ⇒ (19) + 2 = 21
Always Right: 1d20 + 3 ⇒ (13) + 3 = 16
Navasi: 1d20 + 2 ⇒ (6) + 2 = 8
Monster: 1d20 + 2 ⇒ (14) + 2 = 16

---
Phelps
Always Right

---
Monster
---
Luz
Navasi
---

Second Seekers (Ehu Hadif)

LG Damai Dream Prophet Precog 1 | SP 5/5 HP 7/7 | RP 4/4 | EAC 14, KAC 15 | Fort +2; Ref +6; Will +0 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Reroll: 1/1* | Active conditions: low-light vision (60 ft).

"Wait! If we can calm them, they may leave us be!" Always Right says.
Survival: 1d20 + 6 ⇒ (20) + 6 = 26
Kit gives a bonus for handling animals.


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Always right steps forward, and with great skill soothes the wild creature. It goes from stomping and baring its teeth, to just stomping, and finally to completely calming down.

With a sigh of relief, the group is able to continue to the pegasus with their collection of soil and fungus samples.

--

The flight back is uneventful, and back at the station, the Doctor is quick to thank the group for their efforts, even before he had time to inspect the samples.

Once he gets to inspecting them, he is overjoyed Wonderful, you've collected such good specimens and free of contamination! Absolutely wonderful. He then rattles in a drawer and produces a mk 1 serum of healing Have this as a reward! Your samples with go a long way towards helping these miners!

Mission success!


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Deep within the Lorespire Complex is the Archives’ Cortex. This heavily fortified and air-gapped space is home to dozens of humming server banks. Terminals line the hallways, allowing Starfinders to access research files and digital records. Separate rooms contain private research spaces, complete with holographic displays, electronic whiteboards, and minifridges with snacks. One such room is currently occupied by an imposing izalguun. Holograms of archaeological sites and megastructures float in space around his quadrupedal body as he uses his upper arms to sort through them. At the arrival of new guests, he steps off the raised platform.

“Greetings, Starfinders,” he says nervously. “I suppose Ehu sent you? My name is Sarmak. Er, forgive any missteps, I’m not used to giving briefings like this. Would you care for a refreshment?” He gestures at a sealed plastic container of store-bought cookies.

Sarmak spends some time engaging the group in conversation, asking about recent mission and the events on them, before ushering the group onto the holographic platform.

Stepping into the holographic display grants a view of a jagged plate of steel jutting into the sky, miles high and hundreds of miles long, one end planted firmly in a planet’s swampy surface. “Since my people made contact with the Pact Worlds, the titanic megastructures across the galaxy have fascinated me,” Sarmak intones reverently. “The worldshards of Arshalin, the Radiant Cathedral on the Burning Archipelago, the Riven Shroud, Absalom Station itself. Perhaps it’s my large size that yearns for halls thirty feet across…” He chuckles, and the image shifts to depict an ancient megacity stretching as far as the eye can see. “We never built such structures on Izalraan, though if we delve further into the lives of my ancestors, we find many such feats of engineering. But more than the structures, and more than the technology involved, their creators fascinated me.”

The image changes to a satellite photograph of Aballon.

“I’m an electrician by trade. I fix things. We had some simple constructs back home. But an entire world of intelligent, technological constructs? I never imagined such a place could exist! Aballon and the legends of the First Ones captured my imagination. I had to know more.”

He pauses before making several gestures to call up a new image. The display changes to show an aerial view of a stone structure located on the outskirts of a city. “Recently, my research uncovered information about this site. We think it’s a temple dedicated to the First Ones, built long ago by their anacite followers. Something there is drawing huge amounts of power from the city. If you’re willing, I’d like to send you in to have a look. Aballon’s ruling Insight Array has authorized us to investigate and figure out what the source of the power drain is. If it’s mobile, bring it back for further analysis; if it’s too big to move, document whatever it is and bring back as much information as you can.”

Sarmak shuts down the hologram and turns to face his new charges. “I know this is a lot, coming from a simple electrician. But…” he shuffles nervously as he continues, “if, somehow, I do become the next First Seeker, I’d like to dedicate some time to learning more about the First Ones. Would you mind helping me?”

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

Luz then tries to get some fungi sample, very carefully.
Sleight of Hand: 1d20 + 2 ⇒ (15) + 2 = 17

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

"What would be the useful implications if you ever find answers about the First Ones? Would it encompass lots of things, Society-wise? Like what contributions could that bring that will be useful as a whole?" Luz asks.

Second Seekers (Ehu Hadif)

LG Damai Dream Prophet Precog 1 | SP 5/5 HP 7/7 | RP 4/4 | EAC 14, KAC 15 | Fort +2; Ref +6; Will +0 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Reroll: 1/1* | Active conditions: low-light vision (60 ft).

"This sounds interesting," Always Right states. "Are there any special conditions we should be aware of? I can imagine a planet populated by artificial life may allow their air quality to slip a bit."


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Luzviminda wrote:
"What would be the useful implications if you ever find answers about the First Ones? Would it encompass lots of things, Society-wise? Like what contributions could that bring that will be useful as a whole?" Luz asks.

Sarmak sighs. “There are so many civilizations that are gone. All we have left of them is what they built and left behind. Of all the colossal accomplishments, I can think of none more impressive than what the First Ones accomplished. An entire species of sentient beings, created by their hands, then simply left behind! How could you not be fascinated?”

Always Right wrote:
"This sounds interesting," Always Right states. "Are there any special conditions we should be aware of? I can imagine a planet populated by artificial life may allow their air quality to slip a bit."

It does indeed. Aballon is almost exclusively inhabited by anacites, robotic people. They were created by the first Ones, before they left without a trace. You should know that security systems on Aballon are often designed specifically to keep out organic life, such as by using radiation or other hazards that are deadlier to organic matter than machines.

---

Sarmak has chartered a shuttle to Aballon, piloted by Baertes Roclaw, a male uplifted bear. Welcome on board. We'll be lifting off soon, and be on our way. The group finds the shuttle to be comfortable, and after Braertes has piloted the ship off the station he engages the autopilot and asks Who is up for a game of imperial conquest? as he holds up a boardgame sets with the familiar logos of the game. Aballon is a quite a place to travel to. What worlds are you from?

---
Upon arrival at the planet, Braertes take up the comms and talks to space traffic control. He manages to secure a landing spot close to the temple, and somewhat away from the city.

Puffs of gray metallic dust accompany the short walk to the large stone structure. The front of the building is dominated by an archway, with sharp angles and inlaid circuitry lending a sense of imposing might to the facade. Through the opening, lights begin to flicker.

Second Seekers (Ehu Hadif)

LG Damai Dream Prophet Precog 1 | SP 5/5 HP 7/7 | RP 4/4 | EAC 14, KAC 15 | Fort +2; Ref +6; Will +0 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Reroll: 1/1* | Active conditions: low-light vision (60 ft).

Always Right does not want to be a leader. He will be happy to back people up, though.


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Navasi is taking botting instructions. If you want her to lead, just post her actions


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I'll have Navasi lead you into the entrance hallway then:

The remnants of ten statues line this tiled hallway, their features destroyed long ago, leaving vague, humanoid forms.

The depicted humanoids were either constructs or heavily augmented by technology; their limbs feature mechanical joints and articulated fingers, which sometimes twitch in the simulated light. At the end of the hallway, the room opens to reveal a large pyramid constructed from red stone.

DC 15 Culture or Engineering :

The individuals previously depicted here were no doubt artistic representations of the First Ones

DC 15 Mysticism:

The iconography is reminiscent of iconography used by the modernday faction of anacites known as Those Who Wait.

There is the soft ticking of geigers counter alerting the group to some low-level radiation emerging from the walls.

Environmental protection from armor should be enough to block it, as long as levels don't go up

Beyond the entry hall, a 15-foot-high stone pyramid dominates this magnificent chamber. Stairs ascend to its flat-topped peak, where a gray stone table awaits. The soaring ceiling surrounding the structures is inlaid with faintly glowing circuitry arranged in a series of unknown glyphs.

The chamber to the rear of the pyramid features the only window in the building, a simple glass window with glowing blue circuits laced through its surface. Two metal statues flank the room, their facial features flattened to a smooth metallic sheen by the passage of time. High collars rise behind their heads, and mechanical joints and augmentations cover their bodies. A pool of thick black oil sits in the center of the room, its still surface reflecting the window’s glow.

Wayfinders

Male pahtra street rat[com] Mechanic 1 | SP 12/12 HP 16/16 | RP 5/5 | EAC 14; KAC 14 | Fort +3; Ref +5; Will +2 | Init: +2 | Perc: +5, SM: +1 | Speed 30ft | Superior Firepower |Promotional Reroll used: 1/1 | Active conditions: None.

Engineering check: 1d20 + 10 ⇒ (9) + 10 = 19

These statues were probably representations of the First Ones, before they were destroyed.

Second Seekers (Ehu Hadif)

LG Damai Dream Prophet Precog 1 | SP 5/5 HP 7/7 | RP 4/4 | EAC 14, KAC 15 | Fort +2; Ref +6; Will +0 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Reroll: 1/1* | Active conditions: low-light vision (60 ft).

Portent 1: 1d20 ⇒ 11
Portent 2: 1d20 ⇒ 12
Culture: 1d20 + 7 ⇒ (19) + 7 = 26
Mysticism: 1d20 + 6 ⇒ (17) + 6 = 23

Note: Always Right is a dream prophet, so the DC to recall knowledge relating to arcane symbols and magic traditions is reduced by 5.

Second Seekers (Ehu Hadif)

LG Damai Dream Prophet Precog 1 | SP 5/5 HP 7/7 | RP 4/4 | EAC 14, KAC 15 | Fort +2; Ref +6; Will +0 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Reroll: 1/1* | Active conditions: low-light vision (60 ft).

"This iconography looks like something I've seen. There is an active group called 'Those Who Wait' who use something like this."


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Anything you want to do here?


DM Kludde wrote:

** spoiler omitted **

---

With the items secured, the group returns to Nykiti. She carefully looks over each item and finally says Thank you, they are just as I envisioned them.

Here, take these items as a reward she says, giving the group a spell gem of adamantine shot (1st level), a spell ampoule of biome adaptation, and a radiation buffer. I have foreseen that these will be useful to you!

When the group is leaving, she calls out Wait! There is one more thing!” She looks into the leaves left in a teacup and intones, “The maestro of the universe is ready to play. The infant quickens. I thought you should know.” She refuses to elaborate.

Mission success! Where do you want to go next?

OOP {Sorry everyone had a heart attack and was in the hospital. I'm in cardiac rehabilitation and am having a hard time managing time right now. I've got to drop.} - David

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

Luz tries to identify something peculiar in the area that they might find useful for the search.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22


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DC 15 Engineering or Physical Science:

The pyramid's red stone has unique property: when an electric current runs through it, it exudes strong radiation, enough to penetrate even environmental protection. Shutting off the electricity would stop it.

There is also likely a way to shut of electricity in one of the flanks of the building.

Luz moves closer to the pyramid (though remaining at a safe distance), and from here she can see there is something interesting at the top there.

Wayfinders

Male pahtra street rat[com] Mechanic 1 | SP 12/12 HP 16/16 | RP 5/5 | EAC 14; KAC 14 | Fort +3; Ref +5; Will +2 | Init: +2 | Perc: +5, SM: +1 | Speed 30ft | Superior Firepower |Promotional Reroll used: 1/1 | Active conditions: None.

Engineering: 1d20 + 10 ⇒ (9) + 10 = 19

The pyramid's red stone has unique property: when an electric current runs through it, it exudes strong radiation, enough to penetrate even environmental protection. Shutting off the electricity would stop it.

Just because I like to use it.

Profession (Electrician) to figure out where to shut off the electricity: 1d20 + 10 ⇒ (8) + 10 = 18


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Phelps traces the connection to the flanks of the building, where there are two side rooms (E4 on the map)

Translucent panels on the walls of this room provide a clear view of the entrance hall from behind the wall carvings, indicating this room was used as an observation post to watch those entering the temple. On the western wall, a control panel with several switches blinks steadily.

The panel on the western wall has a security lock Engineering or computers

The panel has two switches and an indicator light. All text on the panel is written in an archaic form of computer code. Culture or Computers for a rough translation

Wayfinders

Male pahtra street rat[com] Mechanic 1 | SP 12/12 HP 16/16 | RP 5/5 | EAC 14; KAC 14 | Fort +3; Ref +5; Will +2 | Init: +2 | Perc: +5, SM: +1 | Speed 30ft | Superior Firepower |Promotional Reroll used: 1/1 | Active conditions: None.

Phelps will start with the text, since it usually helps to read the instructions.

Computers to read the text on the panel: 1d20 + 10 ⇒ (11) + 10 = 21

Assuming he understands the text and thinks it is safe to do so, he starts on the security panel.

Computers to work on the security lock using hacking tool kit: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24


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Phelps disables the security lock-out on the switches, leaving him to adjust the switches as he sees fit.

The first switch is labeled “LTS” and has three settings: on, motion (its current setting), or off.

The second switch is labeled “RAD” and has two settings: on (its current setting) or off.

Next to “Security,” there are three lights.

Wayfinders

Male pahtra street rat[com] Mechanic 1 | SP 12/12 HP 16/16 | RP 5/5 | EAC 14; KAC 14 | Fort +3; Ref +5; Will +2 | Init: +2 | Perc: +5, SM: +1 | Speed 30ft | Superior Firepower |Promotional Reroll used: 1/1 | Active conditions: None.

Phelps will turn "RAD" to off

I think I disabled the radiation. Can you check?


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Swithing 'RAD' to off indeed turns off the currents in the pyramid, which causes the radiation to slowly dissipate.

It should be safe in a minute or so


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The radiation levels in the pyramid have gone down, leaving the road free to ascend and see what is on top.

Just to recap:
- There are two controls rooms, with LTS (on motion), and RAD (currently off) switches and three lights at 'security'
- There a vestibule in the back with an oil pool and two statues
- There is a third statue on a side wing of the building
- There is a pyramid with a (now disabled) radiation protection, stairs to the top and a platform which may (or may not) hold something interesting

Second Seekers (Ehu Hadif)

LG Damai Dream Prophet Precog 1 | SP 5/5 HP 7/7 | RP 4/4 | EAC 14, KAC 15 | Fort +2; Ref +6; Will +0 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Reroll: 1/1* | Active conditions: low-light vision (60 ft).

Always Right is next to Phelps.


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If you investigate the top of the pyramid:

The stairs lead up to a flat platform. A stone table sits on the platform, surrounded by four empty basins. Embedded into the stone table is a small, teardrop-shaped device. Faint lines crisscross its exterior.

Perception to know more, Athletics, Engineering, or Sleight of Hand to remove the device

Wayfinders

Male pahtra street rat[com] Mechanic 1 | SP 12/12 HP 16/16 | RP 5/5 | EAC 14; KAC 14 | Fort +3; Ref +5; Will +2 | Init: +2 | Perc: +5, SM: +1 | Speed 30ft | Superior Firepower |Promotional Reroll used: 1/1 | Active conditions: None.

Perception to know more: 1d20 + 5 ⇒ (12) + 5 = 17

Maybe?


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Phelps notices the lines on the device are seams, which indicates the
device can be opened.

Athletics, Engineering, or Sleight of Hand to remove the device, Culture, Engineering, Mysticism, or Sleight of Hand to open (after removal)

Second Seekers (Ehu Hadif)

LG Damai Dream Prophet Precog 1 | SP 5/5 HP 7/7 | RP 4/4 | EAC 14, KAC 15 | Fort +2; Ref +6; Will +0 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Reroll: 1/1* | Active conditions: low-light vision (60 ft).

Always Right wants to check for traps.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

Once somebody gets to remove the device... "Let me try if I can open it." Luzviminda tries her best to open the device with her mystic prowess. "Let's see what is hidden inside you, my little treasure..." she murmurs.
Mysticism: 1d20 + 11 ⇒ (13) + 11 = 24


female Human Envoy 1 | SP 6/6 HP 10/10 | RP 3/3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4 | Init: +2 | Perc: +4, SM: +4 | Speed: land: 30 |

Sleight of Hand: 1d20 + 7 ⇒ (14) + 7 = 21

Let me help you with that Navasi says, and with a flick of the wrist removes the device.


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Luz open the items, revealing a small, glowing nodule.

DC 15 Computers:

This looks like a heavily encrypted data drive

Above check with DC 20 OR DC 17 Culture:

This is a very rare piece of technology, and nobody has seen anything like this since the gap.

---

Just briefly after the group has had time to inspect, the stepped edges of the pyramid slant down, creating a slide that dump the whole group, rather unceremoniously, back to the ground floor in the area with the oil pool.

DC 12 Reflex or fall prone

What is worse, the statue in the room come to life, in an apparent added layer of security, to fend off the intruders

init:

Luzviminda: 1d20 + 2 ⇒ (12) + 2 = 14
Phelps: 1d20 + 2 ⇒ (12) + 2 = 14
Always Right: 1d20 + 3 ⇒ (5) + 3 = 8
Navasi: 1d20 + 2 ⇒ (20) + 2 = 22
Guardians: 1d20 + 2 ⇒ (15) + 2 = 17

Reflex, Navasi: 1d20 + 4 ⇒ (4) + 4 = 8

Navasi falls flat to her face, scrambles back up, and shouts Focus your fire on that left one! Get'em, everybody gets +1 against orange.

Tactical Spear, Luz: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 3 ⇒ (6) + 3 = 9
Tactical Spear, Phelps: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 3 ⇒ (5) + 3 = 8

The first of the statues throws her spear at Luz, hitting the latter in the chest. The statue then immediately teleports to short range of Luz, and appears with its spear back in its hands.

The second tries to repeat the trick, on Phelps, but misses the pahtra. It does teleport in front of him, spear also in hand.

Everybody is up!

---
Luz
Phelps
AR
Navasi

---
Guardian - Orange
Guardian - Yellow
---

Wayfinders

Male pahtra street rat[com] Mechanic 1 | SP 12/12 HP 16/16 | RP 5/5 | EAC 14; KAC 14 | Fort +3; Ref +5; Will +2 | Init: +2 | Perc: +5, SM: +1 | Speed 30ft | Superior Firepower |Promotional Reroll used: 1/1 | Active conditions: None.

Computers DC 15: 1d20 + 10 ⇒ (19) + 10 = 29

There is some sort of data drive inside that thing. Whoops

Reflex save DC 12 or prone: 1d20 + 5 ⇒ (6) + 5 = 11

Phelps ends up sprawled across the floor.

There is some sort of data drive inside that thing.

Can Phelps try to figure out anything about these statues?
Recall Knowledge using Engineering?: 1d20 + 10 ⇒ (7) + 10 = 17

Stand up

Pull out his plasma bolter

Second Seekers (Ehu Hadif)

LG Damai Dream Prophet Precog 1 | SP 5/5 HP 7/7 | RP 4/4 | EAC 14, KAC 15 | Fort +2; Ref +6; Will +0 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Reroll: 1/1* | Active conditions: low-light vision (60 ft).

Reflex: 1d20 + 6 ⇒ (8) + 6 = 14
Initiative: 1d20 + 3 ⇒ (8) + 3 = 11


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Navasi takes her knife to the guardian, while Phelps is trying to figure out what those things are. He figures out they're lore guardians, which are especially though to damage (DR 2/adamantine; something Navasi figures out the hard way) and have all the immunities you expect from a construct.

Knife: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 211d4 ⇒ 3

@Always Right: I've already rolled initiative. You're up for an action, can you tell me what you want to do this round?

Also, you got what you came for, it's perfectly fine to just get-the-friend-out

---
Luz
Phelps
Always Right
Navasi
---
Guardian - Orange
Guardian - Yellow (1)
---

Second Seekers (Ehu Hadif)

LG Damai Dream Prophet Precog 1 | SP 5/5 HP 7/7 | RP 4/4 | EAC 14, KAC 15 | Fort +2; Ref +6; Will +0 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Reroll: 1/1* | Active conditions: low-light vision (60 ft).

Always Right makes two guarded steps away. "Come on, we don't need to fight them. Or if we do, they don't look as formidable at range!"

Dataphiles

LG Medium Female Human Priest (of Sarenrae) (Healer) Mystic 2 | SP 12/12, HP 16/16, RP 5/5 | EAC 13, KAC 14, Fort +0, Ref +2, Will +7 | Init +2, Perc +9, Senses --- | Speed 30 ft | Active conditions Infrared Sensors, darkvision (60 ft range)

Luz draws her pistol and shoots Orange Guardian.
Tactical Semi-Auto Pistol Attack vs Orange Guardian KAC: 1d20 + 3 ⇒ (10) + 3 = 13
Weapon Damage: 1d6 ⇒ 2 piercing damage


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Luz's shot plinks off the guardian without any noticeable damage (Miss, but it also has DR), while Always Right steps away, trying to retreat.

The guardian do seem to absolutely want to attack the group, and proceed to do so

Spear, Phelps: 1d20 + 7 ⇒ (2) + 7 = 91d6 + 3 ⇒ (5) + 3 = 8
Spear, Luz: 1d20 + 7 ⇒ (19) + 7 = 261d6 + 3 ⇒ (6) + 3 = 9

Everybody is up!

---
Luz
Phelps
Always Right
Navasi

---
Guardian - Orange
Guardian - Yellow (1)
---


female Human Envoy 1 | SP 6/6 HP 10/10 | RP 3/3 | EAC 13; KAC 14 | Fort +0; Ref +4; Will +4 | Init: +2 | Perc: +4, SM: +4 | Speed: land: 30 |

Fire in the hole! Navasi says as she throws a grenade over the pool towards the back of the guardian.

Grenade: 1d20 + 0 ⇒ (9) + 0 = 9 Good enough

Damage,O: 1d6 ⇒ 3
Damage,Y: 1d6 ⇒ 4

RFX,O: 1d20 + 0 ⇒ (11) + 0 = 11
RFX,Y: 1d20 + 0 ⇒ (3) + 0 = 3

---
Luz
Phelps
Always Right
Navasi

---
Guardian - Orange (3)
Guardian - Yellow (5)
---

Wayfinders

Male pahtra street rat[com] Mechanic 1 | SP 12/12 HP 16/16 | RP 5/5 | EAC 14; KAC 14 | Fort +3; Ref +5; Will +2 | Init: +2 | Perc: +5, SM: +1 | Speed 30ft | Superior Firepower |Promotional Reroll used: 1/1 | Active conditions: None.

Phelps is torn whether to retreat or fight.

He takes a Guarded step to start to move away.

Then he risks an AoO, firing his Plasma Bolter into Yellow
tactical plasma bolter (unwieldy): 1d20 + 3 ⇒ (6) + 3 = 9
Damage E/F: 1d10 ⇒ 6

Probably missing

Second Seekers (Ehu Hadif)

LG Damai Dream Prophet Precog 1 | SP 5/5 HP 7/7 | RP 4/4 | EAC 14, KAC 15 | Fort +2; Ref +6; Will +0 | Init: +3 | Perc: +5, SM: +5 | Speed 30ft | Reroll: 1/1* | Active conditions: low-light vision (60 ft).

"Alright," Always Right says with a sigh. He levels his pulse rackarack at yellow and fires.
vs EAC: 1d20 + 3 ⇒ (9) + 3 = 12
Sonic damage: 1d6 ⇒ 3

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