[Gameday XII] Starfinder Society Special #5-99: Battle for the Bulwark (Author's Table)(Levels 1-2) (Inactive)

Game Master Lysle

Start Date: 9/10/23 WE'VE BEGUN!

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Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

perception: 1d20 + 7 ⇒ (8) + 7 = 15 to estimate distances
perception: 1d20 + 7 ⇒ (11) + 7 = 18 to estimate numbers
perception: 1d20 + 7 ⇒ (13) + 7 = 20 to examine and memorize the terrain
perception: 1d20 + 7 ⇒ (11) + 7 = 18 to figure out how they move
perception: 1d20 + 7 ⇒ (1) + 7 = 8 to figure out their weak points.
perception: 1d20 + 7 ⇒ (13) + 7 = 20 to recognize anything else important.


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

Inky takes a couple more tries, then handily disables the turret traps set by the grioth.

Having done a fine job earlier, the party quite easily directs the Obsidian Spiders and more Starfinder forces in their assault, successfully neutralizing the enemy positions and allowing the Starfinder agents to advance into the Bulwark uncontested.

1 Bulwark success!

Looks like 2 votes for Founder's Vault Mission...

As his mercenary band wipes up the exterior resistance and establish a foothold, Radaszam briefs the party in person at a temporary rendezvous
point within Sangoro’s Bulwark.

A toothy grin splits Radaszam’s face before he speaks, “Things are going well, Starfinders! The enemy is pulling back and leaving their treasures unguarded. It seems that even after several years, they’ve not been able to pry open some of the Bulwark’s deepest vaults. My scouts have discovered the location of a vault that’s still sealed!”

“Sangoro’s Bulwark once held many powerful weapons— who knows what could lie hidden behind those doors? Gain access to this vault and then send word back here. Another team of Starfinders will catalogue the vault’s contents.”

Following the vesk's instructions, the Starfinders arrive at the vault. Here The ancient stone hallway widens into a large room that ends with two enormous doors, each twenty feet tall. The doors are engraved with aged carvings depicting flowing patterns and worn images. Near the bottom of the doors are six arm-sized holes—three on each door—which plunge deep into the stone.

Each of the six holes is six inches in diameter, 2 feet deep, and marked with a unique symbol. Each hole is spaced two feet away from those on either side. At the furthest reaches of each hole is a small dial.

Mysticism (DC 12) re symbols:
Each of the six symbols represents one of the six elemental planes. From left to right the holes are: air, earth, fire, metal, water, wood. To unlock the doors, each of the six of these dials must be turned within the correct order within 6 seconds.

The outer chamber contains a combination of artwork, planar charts, and biological patterns, the inscriptions on these two vault doors depict a story or myth about six progenitors of some ancient race as they evolve.

There is a logical (but very complex) progression within the inscriptions, which can might be deciphered to identify a sequence pertaining to the six progenitors.

Each PC may attempt one of the following skill checks to try and decipher the sequence: Culture, Life Science, or Mysticism. For each successful check, the PCs learn one segment of the sequence. Alternatively, a PC can permanently unlock a given hole by succeeding at a DC 18 Engineering check.

Exo-Guardians

N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None

Ursula examines the inscriptions, trying to figure out the pattern.

Culture: 1d20 + 6 ⇒ (8) + 6 = 14

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

While Jatri wishes he had more of a moment to catch his breath, at least this is quiet.

Life Science: 1d20 + 8 ⇒ (4) + 8 = 12

Dataphiles

LN Medium Non-binary Android Ace Pilot Precog 3 | SP 15/15, HP 19/19, RP 5/5 | EAC 15, KAC 16, Fort +1, Ref +7, Will +1 | Init +4, Perc +6, Senses Darkvision (60 ft), Lowlight vision | Speed 30 ft | Active conditions Paradox 20, 17, 14 for S07-01

DC 12 Mysticism: 1d20 + 0 ⇒ (14) + 0 = 14

Felix recognizes the symbols. "I recognize the symbols. Each of the six symbols represents one of the six elemental planes. From left to right the holes are: air, earth, fire, metal, water, wood. It looks like that to unlock the doors, each of the six of these dials must be turned within the correct order quickly." the android shares what he knows.

He determines what could be the correct sequence for this one.
Culture: 1d20 + 8 ⇒ (10) + 8 = 18

Wayfinders

He/HIm | Male witchwyrd mechanic 2 | SP 10/10, HP 16/16, RP 3/4 | EAC 14, KAC 15 | F+2, R+6, W+0 | Force Absorbed: 0; Force Bolt: 1/1 | | Force Absorbed: 0; Force Bolt: 1/1 | Static Arc battery: 20/20; Azimuth Battery: 20/20; Spare Battery: 20/20; Spare Battery: 8/20; Skipshot pistol: 20/20; Spare Rounds: 30/30 | Conditions:

Inky switches off his AR display long enough to look at the symbols.

Mysticism: 1d20 + 9 ⇒ (18) + 9 = 27


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

Mysticism can be used trained only. Further the DC is 15.

BOTTING Leannah

Mysticism: 1d20 + 7 ⇒ (7) + 7 = 14

Felix and Inky recognize the beginnings of a pattern among the motifs in the chamber. They realize that the dials must be turned in a certain order to unlock the door and that the first dial is air followed by wood.

The party has 4 other dials to attempt in order, selecting from earth, fire, metal, and water. The party may either try to permanently unlock each of the remaining holes, succeeding at a DC 18 Engineering check for each one, or trial-and-error: indicating which PC is turning which dial in which order.

Felix can relay to the party that a being that turns a dial out of order will likely face a potentially harmful elemental discharge and that failing to properly unlock a hole is likely to have the same effect.

Exo-Guardians

N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None

'Well, we might be down to trying to unlock the technical way. Inky, I think you're our expert here.'

Ursula tries to help Inky.

Engineering to aid: 1d20 + 8 ⇒ (14) + 8 = 22

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

Jatri drinks his serum of healing and frowns.

I'd rather not. But ready.

Healing: 1d8 ⇒ 2

Dataphiles

Female aasimar solar disciple mystic (Sarenrae) 1 | SP 6/6, HP 10/10, RP 4/4 | EAC 12, KAC 13 | F+0, R+1, W+5 | Perc +10 | Init +5 attuned to water (+2 will saves, first fail becomes pass)

Leannah does not know how to help, but she stands ready to heal anyone who is hurt significantly by the traps here.

Wayfinders

He/HIm | Male witchwyrd mechanic 2 | SP 10/10, HP 16/16, RP 3/4 | EAC 14, KAC 15 | F+2, R+6, W+0 | Force Absorbed: 0; Force Bolt: 1/1 | | Force Absorbed: 0; Force Bolt: 1/1 | Static Arc battery: 20/20; Azimuth Battery: 20/20; Spare Battery: 20/20; Spare Battery: 8/20; Skipshot pistol: 20/20; Spare Rounds: 30/30 | Conditions:

"Sure, I can try"

Engineering to Lock a dial, Ursula's aid: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24

Not clear to me if I should keep making checks or if we're in rounds here. I'll spoiler some more Eng checks just in case.

Engineering checks to lock dials in place:

Engineering to lock a dial: 1d20 + 9 ⇒ (14) + 9 = 23 plus any aids.
Engineering to lock a dial: 1d20 + 9 ⇒ (8) + 9 = 17 plus any aids.
Engineering to lock a dial: 1d20 + 9 ⇒ (5) + 9 = 14 plus any aids.
Engineering to lock a dial: 1d20 + 9 ⇒ (3) + 9 = 12 plus any aids.
Engineering to lock a dial: 1d20 + 9 ⇒ (17) + 9 = 26 plus any aids.
Engineering to lock a dial: 1d20 + 9 ⇒ (1) + 9 = 10 plus any aids.

Exo-Guardians

N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None

Ursula keeps trying to help.

more Engineering checks to aid:

Engineering: 1d20 + 8 ⇒ (17) + 8 = 25
Engineering: 1d20 + 8 ⇒ (14) + 8 = 22
Engineering: 1d20 + 8 ⇒ (10) + 8 = 18
Engineering: 1d20 + 8 ⇒ (15) + 8 = 23
Engineering: 1d20 + 8 ⇒ (10) + 8 = 18

Dataphiles

LN Medium Non-binary Android Ace Pilot Precog 3 | SP 15/15, HP 19/19, RP 5/5 | EAC 15, KAC 16, Fort +1, Ref +7, Will +1 | Init +4, Perc +6, Senses Darkvision (60 ft), Lowlight vision | Speed 30 ft | Active conditions Paradox 20, 17, 14 for S07-01

Felix joins the others to attempt the correct order of elements to open the locked door. "Why would they complicate such a thing just to open the door."

Turning the dial that is after Ursula's attempt.
Engineering: 1d20 + 5 ⇒ (6) + 5 = 11

More checks if needed:
Engineering: 1d20 + 5 ⇒ (17) + 5 = 22
Engineering: 1d20 + 5 ⇒ (10) + 5 = 15
Engineering: 1d20 + 5 ⇒ (20) + 5 = 25
Engineering: 1d20 + 5 ⇒ (10) + 5 = 15
Engineering: 1d20 + 5 ⇒ (17) + 5 = 22
Engineering: 1d20 + 5 ⇒ (11) + 5 = 16
Engineering: 1d20 + 5 ⇒ (8) + 5 = 13

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

To stop other people like us from doing it, presumably.


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

Inky disables three more locks, a third with Ursula's help.

The final lock, however, proves difficult. One of his hands is slammed inside the hole.
Damage (B): 1d6 ⇒ 6

Felix gives it a try and suffers the same fate.
Damage (B): 1d6 ⇒ 5

Inky fails a second time.
Damage (B): 1d6 ⇒ 3

Then, Felix succeeds.

With the doors unlocked, the party can readily enter the vault, which is a large hangar filled with shelves. Near the front of the room, weapon racks hold dozens of weapons stored here by Starfinders.

The vault contains two of all level 1 and level 2 weapons found in the Core Rulebook, plus basic batteries and ammunition. So, help yourselves!

The real prize, however, are two enormous mech units located near the back of the vault. Upon examination, it is evident that the mechs are currently without power andc in need of repair, but if fixed they could become powerful weapons.

After the party makes contacts with Radaszam, he sends team of Starfinders to the vault to salvage the weapons and begin repairing the mechs.

Reporting 1 Bulwark success!


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

In the Discussion thread, I saw one vote for Prison Break Rescue and another for Spire Inspection. As Chance expressed an interest in more skill focused missions, I will move us to Spire Inspection next. Not only does that choice seem to be favored by the players, but it can be done relatively quickly and storywise I think it makes the Prison Break Rescue mission more engaging.

Your party assembles in a field tent recently erected within the crater to meet Ixthia.

“Within just a short time, our forces have made significant headway,” says Ixthia. “Radaszam and his Obsidian Spiders started hammering the Bulwark’s main entrance when the shroud fell. Other Starfinder units press against the Bulwark’s weapon emplacements from the side, drive up through entrances below ground, and drop in from the air. No doubt you are as eager to rejoin the fight as we are.”

“Yet, whenever we gain ground, that dreaded shadow beam manages to place fresh foes behind our lines. To make our gains meaningful, we must shut down the beam. To do that, we need to understand what that black spire is and what its capabilities are. This task, we entrust to you.”

“Investigate the spire, its construction, its functionality, and its purpose. Use whatever expertise and techniques you think best suited for the task. There are three locations where we’ve discovered portions of the spire exposed. One is underground in a crystal mine. The second is in the Bulwark’s interior, not far from the entrance. The third is in the air, where the spire pierces the Bulwark’s roof.”

“I’m headed to the front. Notify me of anything you think would be helpful to our offensive or would otherwise necessitate our prompt attention.”

Ixthia departs, leaving the party to handle the planning and execution of this assignment.

This mission consists of three Phases. During each phase of this mission, each PC should attempt a skill check to represent their efforts, using a skill appropriate to their task. Examples will be given in each section, but players can are encouraged to be creative. Each PC who succeeds on their check earns 1 Analysis Point. If they succeed by 5 or more, they instead earn 2 Analysis Points. If they fail by 5 or more, other Starfinders have to assist them, detracting from their own work. In this case, the party loses 1 Analysis Point.

The number of Analysis Points earned by the PCs will be tracked across the three phases.

To begin their mission, the party has been provided full access to a field tent is equipped with basic computer equipment and logistics suitable for planning.

Preparations Phase: Each PC should attempt a check to represent formulating a sampling plan, assembling gear and equipment, or other preparations. Example skill checks include using Engineering to customize climbing gear, Mysticism to determine psychic energy concentrations, and Physical Science to locate existing microfractures in the tower’s crystalline structure.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance will test the climbing gear to make sure they work well, especially in high distances or when having to go around corners. athletics: 1d20 + 6 ⇒ (19) + 6 = 25

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

Jatri really isn't sure what's needed. So he makes sure they have it by loading everything he can.

Athletics: 1d20 + 7 ⇒ (3) + 7 = 10

Dataphiles

LN Medium Non-binary Android Ace Pilot Precog 3 | SP 15/15, HP 19/19, RP 5/5 | EAC 15, KAC 16, Fort +1, Ref +7, Will +1 | Init +4, Perc +6, Senses Darkvision (60 ft), Lowlight vision | Speed 30 ft | Active conditions Paradox 20, 17, 14 for S07-01

Felix fixes some gears they can use so that they will be suitable for the mission. "A fix to this will allow you to automatically adjust your vision magnification with these goggles, by just using your eyes." they explain while fixing a pair of goggles.
Engineering: 1d20 + 5 ⇒ (13) + 5 = 18

Exo-Guardians

N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None

'Ah, yes, I find that gear often needs a few tweaks to be usable by bears. Do you find the same, Jatri? I'll just start by adding some more straps here...'

Engineering: 1d20 + 8 ⇒ (20) + 8 = 28

Wayfinders

He/HIm | Male witchwyrd mechanic 2 | SP 10/10, HP 16/16, RP 3/4 | EAC 14, KAC 15 | F+2, R+6, W+0 | Force Absorbed: 0; Force Bolt: 1/1 | | Force Absorbed: 0; Force Bolt: 1/1 | Static Arc battery: 20/20; Azimuth Battery: 20/20; Spare Battery: 20/20; Spare Battery: 8/20; Skipshot pistol: 20/20; Spare Rounds: 30/30 | Conditions:

Seeing Felix and Ursula on top of adjusting the climbing gear, Inky fiddles with his AR rig for a moment, then drops it down over his eyes and focuses on the psychic emanations from the mysterious spire.

Mysticism: 1d20 + 9 ⇒ (1) + 9 = 10


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

Chance assembles the necessary climbing gear quite quickly. Ursuala readily modifies the equipment to accomodate herself and her companions as Felix successfully adjusts a set of goggles.

While moving supplies, Jatri accidentally knocks over a chemalyzer with enough force to break its outercasing. A replacement is requested, but the delay impacts the preparations.

Inky reports on psychic emanations submitting his findings for quick analysis, but the results have to be disgarded when a technician notices that the findings appear to match those of a virtual model of the spire that had been generated from prior readings.

BOTTING Leannah

The aasimar takes independent readings of the spire's psychic emanations.
Mysticism: 1d20 + 7 ⇒ (13) + 7 = 20

4 Analysis Points Total (6 gained, 2 lost)

Collection Phase

To collect a sample from the spire, each agent must first reach one of the three sample sites.

First, each PC must select only one sample site to visit from the following and attempt the corresponding skill check (DC 15 for all skills):

Aerial Site: PCs visiting the aerial site must succeed at a Piloting check or, if they have a personal method of flight, an Acrobatics check to fly.

Interior Bulwark Site: PCs visiting the Bulwark interior site must succeed at an Acrobatics or Stealth check.

Underground Site: PCs visiting the underground mine site must succeed at an Athletics or Survival check.

Note: A PC who fails the above check arrives at their destination after wasting time and energy. They take a –2 penalty on their next skill check.

Next: Upon arriving at their sample site, each PC should attempt a skill check to assess the site and collect samples. Example skill checks include using Athletics to haul equipment and samples, Perception to select the most promising samples, and Sleight of Hand to delicately remove crystalline shards.

If you or a sapient companion touches the black crystal composing the spire:

The crystal’s cloudy blue core pulses.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Will visit the interior bulwark site acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

Jatri helps did up the underground site and log equipment. He tries to avoid touching anything unnecessarily.
Athletics: 1d20 + 7 ⇒ (6) + 7 = 13
Athletics: 1d20 + 7 ⇒ (10) + 7 = 17


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)
Chance Davidson wrote:
Will visit the interior bulwark site

Chance easily manuevers through the cracks and debris left by the initial assault to enter the portion of the spire rising through the interior of the Bulwark.

For this Collection Phase, each PC needs to make two skills checks. One to get to a site of the PC's choice and a second skill check to assess the site and collect samples. Example skill checks include using Athletics to haul equipment and samples, Perception to select the most promising samples, and Sleight of Hand to delicately remove crystalline shards.

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

missed that
acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13

Dataphiles

Female aasimar solar disciple mystic (Sarenrae) 1 | SP 6/6, HP 10/10, RP 4/4 | EAC 12, KAC 13 | F+0, R+1, W+5 | Perc +10 | Init +5 attuned to water (+2 will saves, first fail becomes pass)

acrobatics: 1d20 + 1 ⇒ (11) + 1 = 12
perception, penalty: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26

Wayfinders

He/HIm | Male witchwyrd mechanic 2 | SP 10/10, HP 16/16, RP 3/4 | EAC 14, KAC 15 | F+2, R+6, W+0 | Force Absorbed: 0; Force Bolt: 1/1 | | Force Absorbed: 0; Force Bolt: 1/1 | Static Arc battery: 20/20; Azimuth Battery: 20/20; Spare Battery: 20/20; Spare Battery: 8/20; Skipshot pistol: 20/20; Spare Rounds: 30/30 | Conditions:

Seedy pilots a small craft up toward an aerial site....

Piloting: 1d20 + 8 ⇒ (14) + 8 = 22

Arriving safely at his destination, he takes a little time to study the physical structure of the crystalline material, trying to determine the best way to harvest samples without losing information.

Physical Science: 1d20 + 7 ⇒ (3) + 7 = 10

Exo-Guardians

N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None

Ursula heads underground and tries to bring samples back up.

She probably can't avoid touching them while doing so.

Athletics: 1d20 + 6 ⇒ (11) + 6 = 17 to get there

Athletics: 1d20 + 6 ⇒ (9) + 6 = 15 to bring back samples


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

The party has varied success, with Leannah spying a very active sample and Jatri and Ursula also gathering samples with some promise.

Chance, however, obtains only the shards from a dropped sample and Inky accidentally gathering a piece of masonry from the Bulwark.

7 Analysis Points Total (10 gained, 3 lost)

Felix may still make checks in the Collections Phase.

Dataphiles

LN Medium Non-binary Android Ace Pilot Precog 3 | SP 15/15, HP 19/19, RP 5/5 | EAC 15, KAC 16, Fort +1, Ref +7, Will +1 | Init +4, Perc +6, Senses Darkvision (60 ft), Lowlight vision | Speed 30 ft | Active conditions Paradox 20, 17, 14 for S07-01

Felix heads for the aerial site, using any available vehicle with flying capability near them.
Piloting: 1d20 + 10 ⇒ (13) + 10 = 23

They then find a nice sample they can get and keep.
Sleight of Hand: 1d20 + 6 ⇒ (19) + 6 = 25

"Weird," they mutter when they carefully remove the crystalline shards and the crystal’s cloudy blue core pulses.


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

9 Analysis Points Total (12 gained, 3 lost)

With a variety of samples collected, the party can return to the field tent or to the fleet to analyze their samples and compile their findings.

Investigation Phase: This final phase involves calibrating scanning equipment, conducting field analysis, and monitoring psychic vibretics. Each PC may choose one skill check, describing how it applies to the analyzing process. Example skill checks include using Computers to broaden scanning parameters, Engineering to improve measurement accuracy, and Mysticism to minimize ambient psychic interference.

Exo-Guardians

N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None

'I think I can improve the way the equipment is set up.'

Engineering: 1d20 + 8 ⇒ (3) + 8 = 11


VC Australia - WA

House GM post

"Starfinder teams have overrun crucial grioth checkpoints, shattered grioth defense forces, and seized several of their precious voidglass mines. Entire sections of the Bulwark are once again within Starfinder control." The voice of lxthia the Unbreakable broadcasts over multiple channels.

"The strength of our resolve was never in doubt," Radaszam responds in kind. "As the atoll rises over the waves of the sea, my friend. As the atoll rises over the waves."

Table GMs, the Unbreakable Resolve condition is now in effect.

Dataphiles

LN Medium Non-binary Android Ace Pilot Precog 3 | SP 15/15, HP 19/19, RP 5/5 | EAC 15, KAC 16, Fort +1, Ref +7, Will +1 | Init +4, Perc +6, Senses Darkvision (60 ft), Lowlight vision | Speed 30 ft | Active conditions Paradox 20, 17, 14 for S07-01

"I can adjust some parameters after you calibrate that." Felix offers some help in improving their equipment's sensitivity to some parameters they might need.

Engineering: 1d20 + 5 ⇒ (3) + 5 = 8

Or not.

Dataphiles

Female aasimar solar disciple mystic (Sarenrae) 1 | SP 6/6, HP 10/10, RP 4/4 | EAC 12, KAC 13 | F+0, R+1, W+5 | Perc +10 | Init +5 attuned to water (+2 will saves, first fail becomes pass)

"Let's see what magic might be involved here..."

mysticism: 1d20 + 7 ⇒ (2) + 7 = 9

Wayfinders

He/HIm | Male witchwyrd mechanic 2 | SP 10/10, HP 16/16, RP 3/4 | EAC 14, KAC 15 | F+2, R+6, W+0 | Force Absorbed: 0; Force Bolt: 1/1 | | Force Absorbed: 0; Force Bolt: 1/1 | Static Arc battery: 20/20; Azimuth Battery: 20/20; Spare Battery: 20/20; Spare Battery: 8/20; Skipshot pistol: 20/20; Spare Rounds: 30/30 | Conditions:

"Shh! Everyone calm your thoughts for a moment" Inky says, fiddling with his AR rig. "We need to disrupt the backgroup psychic noise to get an accurate reading."

Mysticism: 1d20 + 9 ⇒ (11) + 9 = 20

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Chance has none of those skills, so he can't get above a 10.

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

Jatri lets the others draw conclusions, but he knows enough about scientific sampling and measurements generally to be helpful. Even if this isn't an area within his expertise.

Don't suppose I can argue for Life Sciences: 1d20 + 8 ⇒ (3) + 8 = 11, perhaps with a penalty for being not-quite-right?
Although it probably doesn't matter with that roll...


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

The siege must be taking its toll as the analysis of the spire proves challenging.

11 Analysis Points Total (16 gained [including 2 for obtaining a sample from each of the three sites], 5 lost)
For every 2 Analysis Points earned, the PCs learn one fact about the spire.

Based upon the investigation, the Starfinder agents make the following findings:

• The spire is made of voidglass, a material composed of solidified psychic anguish. Voidglass resonates with the minds of those who wield it, intensifying their aggression, bolstering their mental defenses, and focusing their thoughts.

• The shape and design of the Voidglass Spire suggest it functions as a transducer and broadcasting device capable of converting and transmitting telepathic messages, psychic projections, and intense bursts of concentrated paranoia.

• Some psychic energy is lost during the transmission process and the effects of the Voidglass Spire diminish as the distance of the transmission increases. Thus, telepathic strikes and psychocorporeal projections broadcast within close proximity to the device are stronger than those transmitted further away.

• An individual exposed to intense concentrations of voidglass and subjected to controlled mental conditioning could, over time, become attuned to the transmissions of the Voidglass Spire and more open to receiving its signals.

• In this manner, the Voidglass Spire could be effectively utilized to subtly control the minds of those who have been attuned to it. Such minds would not be aware of such mental manipulation and would, therefore, be very effective “sleeper agents.”

Ixthia is pleased to learn the information that you impart, and thanks you for your efforts and insights. They take the news of the Voidglass Spire’s capabilities seriously, noting that it is a powerful weapon that must be destroyed. The copaxi encourages you to hold onto one of the voidglass samples as it may contain more secrets.

Having earned at least as many Analysis Points as the number of PCs, you have earned 1 Bulwark success!


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Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

At a meeting place within Sangoro's Bulwark, Ixthia the Unbreakable strides forward to speak , “Now that we’ve secured a foothold within Sangoro’s Bulwark, we’re beginning to uncover the foul deeds carried out here during our long absence. I’ve received reports from several teams that the barracks have been converted into a prison and are filled with captured Starfinders who were stationed here when the Bulwark fell. Who knows what horrible tribulations they’ve endured since that dark day. They’ve languished long enough. I’m dispatching you to a nearby cellblock. Free any Starfinders you find there.”

Although maps show multiple cellblocks scattered throughout Sangoro’s Bulwark, Ixthia points to a small holding facility near your current position. "You are being dispatched there."

Upon arrival, you find the cellblock is dimly lit with red emergency lighting. The ceilings are 15 feet high in all halls, and 20 feet high in all rooms.

The walls in this makeshift cellblock are a sullen black and engraved with faded red runes and pictographs. Near the cellblock’s entrance is a large, vaulted chamber connected to multiple hallways. An ominous voidglass device is bolted to the floor in the center of the room, ticking and whirring busily. Shackles are set into the outer walls of the room, each binding a ragged prisoner to the wall.
Map now revealed on Slides.

Two grioth guards are accompanied by a construct composed of voidglass.

Nine prisoners are shackled to the walls in this room. As you enter, several of them shout and gesture as best as they can in warning. "One of the grioth demolitionists ust triggered a bomb! You must disable it swiftly or we are all dead!"

The bomb is bolted to the floor in the center of the room and is too large to move.

To disable the bomb, an adjacent PC must succeed at 1 Engineering check and 1 Mysticism check. Each attempt is a standard action.

The shackles holding the prisoners are locked.
Engineering to unlock.

Initiative:

Initiative, Ursula: 1d20 + 0 ⇒ (19) + 0 = 19
Initiative,Leannah : 1d20 + 5 ⇒ (2) + 5 = 7
Initiative, Jatri: 1d20 ⇒ 19
Initiative, Felix: 1d20 + 4 ⇒ (18) + 4 = 22
Initiative, Chance: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative, Inky: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative, Grioth (blue): 1d20 + 4 ⇒ (19) + 4 = 23
Initiative, Grioth (yellow): 1d20 + 4 ⇒ (16) + 4 = 20
Initiative, Construct (red): 1d20 + 2 ⇒ (3) + 2 = 5

One of the grioth (blue) flies forward and tries to enchant Ursuala.
Move; cast
Ursuala Will save (DC 12): 1d20 - 1 ⇒ (9) - 1 = 8

WHAT?! ANOTHER BOOM-BLOCK GAMBIT? - Round One Begins!

PCs in bold may act

Grioth (blue)
Felix
Grioth (yellow)
Ursula (confused 1 round)
Jatri
Inky
Chance
Leannah
Construct (red)

Dataphiles

LN Medium Non-binary Android Ace Pilot Precog 3 | SP 15/15, HP 19/19, RP 5/5 | EAC 15, KAC 16, Fort +1, Ref +7, Will +1 | Init +4, Perc +6, Senses Darkvision (60 ft), Lowlight vision | Speed 30 ft | Active conditions Paradox 20, 17, 14 for S07-01

"I will distract and slow them while somebody disables the bomb." Felix suggests what they will do. They advance and transposes the limb of the Blue grioth.

Move, then Stumble vs Blue's DC 13 Reflex save or it be off-target and move half speed for 1 round.


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

Grioth (blue), Reflex: 1d20 + 3 ⇒ (11) + 3 = 14

As one Grioth shakes it off, another approaches and targets the other large Starfinder.
Fly to square adjacent to and just northwest of red so to be 25 feet from Jatri; map not updated as I am hosting by phone
Cast
Jatri, Will save (DC 12): 1d20 - 1 ⇒ (9) - 1 = 8

CELLBLOCK BATTLE -Round One Cont'd

PCs in bold may act

Grioth (blue)
Felix
Grioth (yellow)
Ursula (confused 1 round)
Jatri (confused 1 round)
Inky
Chance
Leannah

Construct (red)

Wayfinders

He/HIm | Male witchwyrd mechanic 2 | SP 10/10, HP 16/16, RP 3/4 | EAC 14, KAC 15 | F+2, R+6, W+0 | Force Absorbed: 0; Force Bolt: 1/1 | | Force Absorbed: 0; Force Bolt: 1/1 | Static Arc battery: 20/20; Azimuth Battery: 20/20; Spare Battery: 20/20; Spare Battery: 8/20; Skipshot pistol: 20/20; Spare Rounds: 30/30 | Conditions:

"On it!" Inky replies to Felix, then dashes forward. He stops along the way, however, to unlock a nearby Starfinder as he goes. Move, Engineering trying to unlock the nearest Starfinder.

Engineering: 1d20 + 9 ⇒ (5) + 9 = 14

Exo-Guardians

N female uplifted bear vanguard | SP 8/20 HP 20/20 | RP 4/4 | EAC 15; KAC 18 | Fort +5; Ref +2; Will -1 | Init: +0 | Perc:-1, SM: -1 | Speed 30ft (20ft Climb) | Entropy Points: 2| Active conditions: None

Confusion: 1d100 ⇒ 33

"RrrrRRROoooar? Rrrrrr...OOAr! ROOOOOarrrrr..."

Ursula makes strange growling sounds.

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

Confusion: 1d100 ⇒ 77
Leannah/Ursula: 1d2 ⇒ 1

Suddenly realizing that an enemy has snuck up behind him, Jatri does the only thing someone in his position could reasonably do. He whirls around and punches Leannah.

Attack Leannah, Entropic Strike against EAC: 1d20 + 5 ⇒ (12) + 5 = 17 for Bludgeoning damage: 1d3 + 3 ⇒ (3) + 3 = 6

Acquisitives

M Skittermander BattleFlower Hunter Soldier 4: Spd:30, SP:36/36, HP:30/30, RP:5/5, Init:3, KAC:17, EAC:15, Fort:6, Ref:6, Will:4, Perc:9

Move forward and fire at red hit: 1d20 + 6 ⇒ (13) + 6 = 19 vs eac dmg: 1d10 ⇒ 10 fire.


Burden of Envy: Table 1 | Table 2 | Guardian's Covenant (Table 2)

Inky has no luck disabling the captive Starfinder's lock.

Ursula growls and Jatri smacks Leannah.

Chance burns off a chunk of the construct red), which then lumbers forward.
Guarded Step

The creature releases a wave of psychic torment that flows over the nearest Starfinders.
Ursuala, Felix, and Chance need to make a successful DC 10 Will save of become shaken. This is a mind-affecting effect.
Once shaken, it lasts for this many rounds: 1d4 ⇒ 3

One of the grioth (blue) flies forward and unleashes a wave of violent pyshic energy of his own!
All PCs must make a Will save

Each non-grioth creature within 30 feet takes 2d6 damage and is shaken for 1d4 rounds. A creature that succeeds at a DC 12 Will save takes half damage and negates the shaken condition. This is a mind-affecting effect.
Once shaken, it lasts for this many rounds: 1d4 ⇒ 3
Damage: 2d6 ⇒ (5, 3) = 8

CELLBLOCK BATTLE -Round One Cont'd/Round Two Begins!

PCs in bold may act

Grioth (blue)
Felix (Required Will save DC 10 and Will save DC 12)
Grioth (yellow)
Ursula (Required Will save DC 10 and Will save DC 12)
Jatri (Required Will save DC 12)
Inky (Required Will save DC 10 and Will save DC 12)
Chance (Required Will save DC 10 and Will save DC 12)
Leannah -6 SP (Delay; required Will save DC 12)
Construct (red) -10 HP

Life Sciences (DC 12) v grioths:
These grioths are typical of their kind. Their sensitive eyes and ears pose a weakness.
Weaknesses light blindness, vulnerable to sonic

Mysticism (DC 17) v construct:
This is a voidglass guardian, a mindless golem filled with psychic torment that it can release and amplify

Amplify Torment (Ex) As a standard action, a voidglass golem can target a creature with the shaken condition within 30 feet and amplify its torment, dealing 3d6 damage to it (DC 10 Will for half). This is a mind-affecting effect.

Wayfinders

Male Male Uplifted Bear Athlete Vanguard 2 SP 18/20, HP 20/20, RP 3/4 | EAC 14, KAC 17 | F+6, R+4, W-1 | Perc +4 | Init +0 | 2 entropy points | Condition: None

Will: 1d20 - 1 ⇒ (13) - 1 = 12
Mitigate reduces it to 2 damage

Dataphiles

Female aasimar solar disciple mystic (Sarenrae) 1 | SP 6/6, HP 10/10, RP 4/4 | EAC 12, KAC 13 | F+0, R+1, W+5 | Perc +10 | Init +5 attuned to water (+2 will saves, first fail becomes pass)

will save: 1d20 + 5 ⇒ (10) + 5 = 15
mysticism to ID: 1d20 + 7 ⇒ (12) + 7 = 19

Leannah moves forward and tries to help deal with the bomb
mysticism to disable: 1d20 + 7 ⇒ (12) + 7 = 19

I'm sorry, I'm not even sure which map we're on, so I'm not able to move my token. If I'm not able to get close enough, I'll just double move.

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