[Gameday XII] GM Jhaeman's SFS # 2-14: "Data Purge" (Inactive)

Game Master Jhaeman

Maps & Handouts


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Second Seekers (Jadnura)

Elf Prophet 10 EAC23 - KAC24 | SP 19/50 HP34/54 RP08/11 | Init +7 | Perc +21 low-light vision, see invisibility, see ethereal creature SM +13| F +6, R +12, W +8 immune to confusion

Gil-Oloth makes sure her couch is ready to avoid the beams Acrobatics +14 while she disables another aperture.

Engineering: 1d20 + 21 ⇒ (16) + 21 = 37 +4 with tools

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher also works on disabling apertures.

Entropic Strike: 1d20 + 14 - 2 ⇒ (13) + 14 - 2 = 25 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (4, 2, 1) + 15 = 22 (force, magic, operative; critical knockdown)

Entropic Strike: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (1, 5, 2) + 15 = 23 (force, magic, operative; critical knockdown)


M Human

Phil contributes on the disabling the aperture effort.

Engineering to disable the aperture: 1d20 + 21 + 4 ⇒ (20) + 21 + 4 = 45

Second Seekers (Jadnura)

Male Android Technomancer 11: Speed:50, Init:8, SP:99/99, HP:59/59, RP:9/9, DR:3, 11 Fire Resistance, EAC:26, KAC:30, Fort:6, Ref:7, Will:7, Perc:10, Exceptional vision, electrolocation

Data will try to open the doors engineering: 1d20 + 17 ⇒ (10) + 17 = 27

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

meglos will continue to attune to the graviton

Will also try to use his own engineering skills to open the door

engineering: 1d20 + 17 ⇒ (7) + 17 = 24


Gil-Oloth and Phil definitely have the hang of disabling the laser emitters, and manage to deactivate two more! Kneepuncher keeps bashing away, but despite the mess of broken ceramic and wiring, his target is somehow still active.

Meanwhile, Z Data Z tries to pick the lock on the door, but can't figure it out.

Gil-Oloth deactivates an aperture. 7/10 left.

Kneepuncher hit once but with DR the aperture he's been attacking still has one hp left. Almost there!

Phil deactivates an aperture. 6/10 left.

Z Data Z fails to unlock the door.

Meglos is up.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

My action is just above your post here. My grand plan has to wait until Im fully attuned (so next turn) to the Graviton. I do have some rules questions though so will put them in the discussion area


Meglos tries the door, but the lock is too sophisticated!

Meglos failed the Engineering check on the door.


The laser wall starts up again, and although only six of the emitters are working, it's still dangerous!

Kneepuncher, Phil, Gil-Oloth, and Gil-Oloth's couch all make the check to avoid damage.

Z Data Z fails the check and gets hit, taking 40 F.

Meglos fails the check and gets hit, taking 29 F.

GM Dice:

Reflex Save (Kneepuncher): 1d20 + 10 ⇒ (10) + 10 = 20
Reflex save (Phil): 1d20 + 7 ⇒ (6) + 7 = 13
Reflex save (Gil-Oloth: 1d20 + 11 ⇒ (20) + 11 = 31
Acrobatics check (couch): 1d20 + 14 ⇒ (20) + 14 = 34
Reflex save (Z Data Z): 1d20 + 7 ⇒ (3) + 7 = 10
Reflex save (Meglos) (attuned): 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
attack vs Z Data Z EAC: 1d20 + 24 ⇒ (11) + 24 = 35
damage: 6d12 ⇒ (5, 6, 11, 6, 10, 2) = 40
attack vs Meglos EAC: 1d20 + 24 ⇒ (11) + 24 = 35
damage: 6d12 ⇒ (4, 6, 5, 3, 2, 9) = 29


Initiative (Round 3)

Laser Wall
Gil-Oloth
Phil
Meglos
Kneepuncher
Z Data Z

Bold should go!

This encounter is on Slide # 2. Essentially, you're in a ten-foot-wide corridor with a door on each end. The apertures the laser beams are coming from open on the eastern side of the corridor.

Some options on your turn include readying an action to avoid the laser beams when they move (which allows you to attempt an Acrobatics check instead of a Reflex save to avoid them), disabling or damaging an aperture, or trying to open one of the doors.

Dataphiles

Male Small humanoid (Ysoki) Technomancer 10 | SP 23/80 ; HP 52/52 ; RP 8/9 | EAC 25 ; KAC 26 | Ft +5 ; Rf +7 ; Wi +9 | Init. +4 ; Perc. +2 ; Darkvision 60 ft. | Speed 30ft | Active conditions: None.

Phil talks to himself, "You can do it." ans continues his contribution to the disabling the aperture.

Engineering to disable the aperture: 1d20 + 21 + 4 ⇒ (15) + 21 + 4 = 40

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Kneepuncher will get in the way of the laser targeting Z Data Z. Intervene to take 20 of the damage myself. The other 20 still hits Z.

The halfling knows what to do about things that have a single hit point.

Entropic Strike: 1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (3, 2, 3) + 15 = 23 (force, magic, operative; critical knockdown)

Entropic Strike: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (6, 2, 3) + 15 = 26 (force, magic, operative; critical knockdown)

Presuming the first hits, the second is potentially a crit against a different emitter.

Second Seekers (Jadnura)

Elf Prophet 10 EAC23 - KAC24 | SP 19/50 HP34/54 RP08/11 | Init +7 | Perc +21 low-light vision, see invisibility, see ethereal creature SM +13| F +6, R +12, W +8 immune to confusion

Gil-Oloth continues to be sure her couch avoid the beams +14 Acrobatics while she deactivates them.

Engineering: 1d20 + 21 ⇒ (20) + 21 = 41 +4 with tools

Second Seekers (Jadnura)

Male Android Technomancer 11: Speed:50, Init:8, SP:99/99, HP:59/59, RP:9/9, DR:3, 11 Fire Resistance, EAC:26, KAC:30, Fort:6, Ref:7, Will:7, Perc:10, Exceptional vision, electrolocation

engineering: 1d20 + 17 ⇒ (11) + 17 = 28 will try again to unlock the door after taking 40 fire damage.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Activating a charge on his X Ray Visor, Meglos attempts to stare through the door. If he is successful he is going to pick a distant point beyond the door and activate his wormholes zenith (a point next to him and a safer distant exit)

I have a way through! This should take us through the door and hopefully to somewhere safer!

I have put the details of the plan in discussions

If the X Ray Visor does not work, then Meglos will just continue to work on the door know that he might not be able to take another hit

engineering: 1d20 + 17 ⇒ (1) + 17 = 18


Phil and Gil-Oloth remember to pull the green wire on the laser emitters, and shut two more down! Meanwhile, Kneepuncher ramps ups his attacks, quickly destroying two emitters with a furious flurry of attacks! While Z Data Z fiddles with the stubborn lock, Meglos conjures wormholes as a potential escape route!

Phil's check to deactivate an aperture worked. 5/10 left.

Kneepuncher finishes off one and (with a crit) destroys a second. 3/10 left. (please see note below about Intervene attempt)

Gil-Oloth succeeded in deactivating an aperture. 2/10 left.

Z Data Z's attempt to unlock the door failed. (please see note below about Intervene attempt)

Meglos, you can go ahead and put a wormhole on an adjacent square. If folks get to it, they can "warp" to the far side of the door. (the key bit about the x-ray visor is the thickness of the material; the scenario doesn't tell me what the door is made of, but I'll assume it's steel and that means it's exactly thin enough (2") for the visor to work through).

@Meglos: It looks like that last hit (29 F) will have chewed up the reminder of your SP and take a chunk out of HP, just FYI.

@Kneepuncher & Z Data Z: Sorry, but the Intervene ability only helps against adjacent allies, and as the map shows, Kneepuncher has been doing full attacks while Z Data Z raced to the far end of the hall to try the door.


With only two laser emitters optional, the beams are easy to avoid!

At this point, you're only going to get hit if you roll a nat 1 on the Reflex save, and no one did.

GM Dice:

Reflex Save (Kneepuncher): 1d20 + 10 ⇒ (9) + 10 = 19
Reflex save (Phil): 1d20 + 7 ⇒ (10) + 7 = 17
Reflex save (Gil-Oloth: 1d20 + 11 ⇒ (7) + 11 = 18
Acrobatics check (couch): 1d20 + 14 ⇒ (4) + 14 = 18
Reflex save (Z Data Z): 1d20 + 7 ⇒ (4) + 7 = 11
Reflex save (Meglos+fully attuned): 1d20 + 6 + 3 ⇒ (9) + 6 + 3 = 18


Initiative (Round 4)

Laser Wall
Gil-Oloth
Phil
Meglos
Kneepuncher
Z Data Z

Bold should go!

This encounter is on Slide # 2. Essentially, you're in a ten-foot-wide corridor with a door on each end. The apertures the laser beams are coming from open on the eastern side of the corridor.

Some options on your turn include readying an action to avoid the laser beams when they move (which allows you to attempt an Acrobatics check instead of a Reflex save to avoid them), disabling or damaging an aperture, or trying to open one of the doors.

Second Seekers (Jadnura)

Male Android Technomancer 11: Speed:50, Init:8, SP:99/99, HP:59/59, RP:9/9, DR:3, 11 Fire Resistance, EAC:26, KAC:30, Fort:6, Ref:7, Will:7, Perc:10, Exceptional vision, electrolocation

Try the door again engineering: 1d20 + 17 ⇒ (4) + 17 = 21

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

have update sp down to 0 and done hp. My fire resistance 10 is really getting a workout.

I’m going through. Ipthere has to b a way to open the door on the other side!

Meglos steps through the portal and looks for some form of lever or button

Second Seekers (Jadnura)

Elf Prophet 10 EAC23 - KAC24 | SP 19/50 HP34/54 RP08/11 | Init +7 | Perc +21 low-light vision, see invisibility, see ethereal creature SM +13| F +6, R +12, W +8 immune to confusion

Engineering: 1d20 + 21 ⇒ (10) + 21 = 31 +4 with tools

Gil-Oloth finishes to deactivate the beams while making sure her couch avoid the last ones. +14 acrobatics

Good thinking Meglos! But I think that we will be able to deactivate completely this trap.


Z Data Z tries the door, but still can't get it open. Meglos thinks outside the box, and steps through a magical wormhole to the other side! Unfortunately, it seems to have a time-lock on and won't open from the other side either!

Meanwhile, Gil-Oloth disables yet another laser emitter, leaving just one left!

Z Data Z's check on the door failed.

Meglos has escaped the trap.

Gil-Oloth's check succeeds. 1/10 apertures left.

Kneepuncher and Phil are up.

Dataphiles

Male Small humanoid (Ysoki) Technomancer 10 | SP 23/80 ; HP 52/52 ; RP 8/9 | EAC 25 ; KAC 26 | Ft +5 ; Rf +7 ; Wi +9 | Init. +4 ; Perc. +2 ; Darkvision 60 ft. | Speed 30ft | Active conditions: None.

Phil gives a last effort to disable the aperture.

Engineering: 1d20 + 21 + 4 ⇒ (4) + 21 + 4 = 29

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

Entropic Strike: 1d20 + 14 - 2 ⇒ (15) + 14 - 2 = 27 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (3, 6, 4) + 15 = 28 (force, magic, operative; critical knockdown)

Entropic Strike: 1d20 + 14 - 2 ⇒ (6) + 14 - 2 = 18 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (6, 5, 1) + 15 = 27 (force, magic, operative; critical knockdown)


Phil manages to disable the last aperture!

The trap is completely disabled, and we are off Initiative.

Liberty's Edge

Now everyone can use the wormhole to get to the other side!... wow felt super ineffective there!

Dataphiles

Male Small humanoid (Ysoki) Technomancer 10 | SP 23/80 ; HP 52/52 ; RP 8/9 | EAC 25 ; KAC 26 | Ft +5 ; Rf +7 ; Wi +9 | Init. +4 ; Perc. +2 ; Darkvision 60 ft. | Speed 30ft | Active conditions: None.

Phil may wait until another member crosses the wormhole or open the door.


Before long, the Starfinders are together again on the far side of the door, having left the trapped corridor behind for good!

Okay, onward, following the map?

Dataphiles

Male Small humanoid (Ysoki) Technomancer 10 | SP 23/80 ; HP 52/52 ; RP 8/9 | EAC 25 ; KAC 26 | Ft +5 ; Rf +7 ; Wi +9 | Init. +4 ; Perc. +2 ; Darkvision 60 ft. | Speed 30ft | Active conditions: None.

Phil continues from the middle of the group, trying to stay silent to not attract attention.

I moved my token. But, I don't know if it will be a new map.

Second Seekers (Jadnura)

Elf Prophet 10 EAC23 - KAC24 | SP 19/50 HP34/54 RP08/11 | Init +7 | Perc +21 low-light vision, see invisibility, see ethereal creature SM +13| F +6, R +12, W +8 immune to confusion

Gil-Oloth looks at her couch and asks Did somebody need to take 10? I could use the time to repair some part of my couch.

If we have time, I could also look into the future and see if following the map is the best course of action.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

that would be great. The laser got me several times. If there is another trap down here then I’d prefer to face it with a little more vigor

I’m all for another 10 minute rest. I’m stripped for stamina again


After surviving the harrowing trap, the Starfinders take a rest.

Ok, everyone who would like to deduct 1 RP to gain back SP can do so. Gil-Oloth, if you would like to see into the future, now's the time.

Second Seekers (Jadnura)

Elf Prophet 10 EAC23 - KAC24 | SP 19/50 HP34/54 RP08/11 | Init +7 | Perc +21 low-light vision, see invisibility, see ethereal creature SM +13| F +6, R +12, W +8 immune to confusion

Gil-Oloth repairs her drone +9HP and starts looking for the stars through her dreams... and the fumes of some herbs she keeps in her couch.

Augury: is following the path marked on the map will get us safely to the server room (84% of success)

Second Seekers (Jadnura)

Male Android Technomancer 11: Speed:50, Init:8, SP:99/99, HP:59/59, RP:9/9, DR:3, 11 Fire Resistance, EAC:26, KAC:30, Fort:6, Ref:7, Will:7, Perc:10, Exceptional vision, electrolocation

Data will short rest. deducted 1 rp to regain sp.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos is spending a resolve point to get his SP back to 60

So does anyone want to make a comment on Datch? Until now I had no firm idea of who was behind this virus thing. Datch though. Part of seeing them made my blood boil for a second or two. How the heck did she manage to sneak all the way down here and leave all these traps?


Gil-Oloth inhales the fumes of the burning herbs. Meanwhile, the others review the detailed maps and instructions they were given.

There's a maintenance closet nearby that I neglected to mention, and inside is a technician's pouch containing 7,000 credits and a tier 6 software imp. Please assume you stumble across it.

Gil-Oloth:
Weal and Woe

GM Dice:

augury: 1d100 ⇒ 83

Dataphiles

Male Small humanoid (Ysoki) Technomancer 10 | SP 23/80 ; HP 52/52 ; RP 8/9 | EAC 25 ; KAC 26 | Ft +5 ; Rf +7 ; Wi +9 | Init. +4 ; Perc. +2 ; Darkvision 60 ft. | Speed 30ft | Active conditions: None.

Phil looks around and see that the closet was not closed.

"Well! What do we have here?" as he holds the pouch.

Second Seekers (Jadnura)

Elf Prophet 10 EAC23 - KAC24 | SP 19/50 HP34/54 RP08/11 | Init +7 | Perc +21 low-light vision, see invisibility, see ethereal creature SM +13| F +6, R +12, W +8 immune to confusion

After exhaling the fumes, Gil-Oloth opens her eyes and says If we continue our path, we will have many dangers ahead but if we overcome them, our mission will be a success. Lets continue.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

" That is probably property of the Starfinder Society. I have no clue why they hid that item and 7000 credits in a supply closet. I guess we should return it" Meglos is oddly not surprised that the society forgot it put so many credits in a closet.

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

"That rat has been a nuisance, but I have faith in all of us to handle whatever she has in store for us."

Kneepuncher has the Acquainted with Datch boon, but I assume that doesn't matter since you didn't mention it at the start of the scenario. He also has a chronicle for Last Bite, which definitely can't affect this scenario since it's in the future.


Continuing on, you find an exit from the maintenance tunnels and emerge from a self-sealing aperture into something completely unexpected: an old-looking, one-room log cabin with no furniture and only one door on the southern wall. Two windows, one on the eastern wall and one on the western, show a river to one side and some trees to the other.

A maintenance drone, shaped like a metal sphere with a dozen dangling arms, hovers in the center of the cabin; the drone is labelled D-588 and says, enthusiastically, "Welcome! I am D-588. You are right on time, if in an unexpected location. Stay calm, be brave, and remember: Starfinders must cooperate under pressure. Good luck!"

@Meglos: Yes, I often find the loot drops in organised play scenarios really awkward--I've played more than one where helping an NPC out with a mundane task (like organising shelves or something) results in the "thank you gift" of an item worth thousands of credits).

@Kneepuncher: Nope, that boon isn't mentioned by the scenario.

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff
GM Jhaeman wrote:
@Meglos: Yes, I often find the loot drops in organised play scenarios really awkward--I've played more than one where helping an NPC out with a mundane task (like organising shelves or something) results in the "thank you gift" of an item worth thousands of credits).

As a way to get consumables into the hands of characters for use during the scenario, it's probably okay. For post-game credits, it should really just be "the Starfinder Society pays your salary".

Surprised by the rustic surroundings, Kneepuncher blurts out, "Under pressure? Here?" He then starts looking for holoemitters or psychic aliens or anything else to establish why there is an ancient building inside Absalom Station.

Perception: 1d20 + 15 ⇒ (7) + 15 = 22


Just as Kneepuncher starts looking for holo-emitters, the sounds of combat erupt just outside the cabin! Looking outside, you see a mortar round crash a mere foot away from the cabin wall, generating a vast booming sound! And where a moment before there was sedate forest, now there's a raging wildfire!

A score of humanoids dressed in the motley gear commonly associated with raiders or pirates are in in a defensive position to cover one approach to the cabin. With screeches and bellows, the raiders fire their weapons at unseen foes somewhere in the burning forest to the southeast. Mortar fire continues to rain down around the cabin, and a burst of bullets emerges from the forest, striking a raider directly in the head. With a shower of sparks, the raider falls to the ground and its outward appearance suddenly fades to reveal a damaged combat drone beneath the holographic shell!

This scene is on Slide # 2. The big blue arcs represent the defensive lines of the "raiders". On the cabin, the yellow line represents the only door and the two sideways "V"s represent windows. You can't quite see who the "raiders" are shooting at yet. Squares depicted as being on fire are, indeed, on fire.

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

"Well we must be in the lorespire by this point, perhaps this is a training room. I never got to try one myself but this must be some form of testing ground. We arnt supposed to let the other starfinders know we are here, so perhaps we can use the fire to our advantage and hide over there in the water... well its probably not real water. THen when they run out of drones to shoot at we get out of here. If we stay still and the illusion is good enough, they might not even notice us.. and if it IS real water I suggest we go underwater.. our suit seals should keep the water out and the air in. Whatever this is, Im not going to shoot at our own people"

Meglos is going to move for the water to test his theory as quickly as he can.

(am going to just my flight to get into the water ASAP to test to see if it IS water and to see how deep it is to hide in)

Second Seekers (Jadnura)

Elf Prophet 10 EAC23 - KAC24 | SP 19/50 HP34/54 RP08/11 | Init +7 | Perc +21 low-light vision, see invisibility, see ethereal creature SM +13| F +6, R +12, W +8 immune to confusion

Before moving, where did we need to go? Where are we on the map?

Dataphiles

Male Small humanoid (Ysoki) Technomancer 10 | SP 23/80 ; HP 52/52 ; RP 8/9 | EAC 25 ; KAC 26 | Ft +5 ; Rf +7 ; Wi +9 | Init. +4 ; Perc. +2 ; Darkvision 60 ft. | Speed 30ft | Active conditions: None.

Phil tries to stay discreet as he will starting moving when Meglos may share the results of his hypothesis.


Meglos rushes out the cabin and heads for the river! Bullets and laser beams from the forest whiz overhead, but he manages to dive safely into the water!

Meanwhile, Gil-Oloth checks the map. There should be an exit from the this training simulation chamber to the southeast.

The water is about 10-15' deep (aka, deep enough you would be entitled to a Stealth check to hide in it).

GM Dice:

Risk?: 1d6 ⇒ 5

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Meglos Motions to everyone with a thumbs up and proceeds to sink or dive under the deeper water, with seals on. If this is a pressure situation he would also like to start attuning to the graviton and if actions allow activate the x ray visor and see if the wall directly to the west can be viewed through.. well the under the water wall that is ]

Exo-Guardians

Male Witchwyrd Solarian 12 ;Speed:50, Init:3, SP:72/72, HP:66/88, RP:5/11, DR: 5/, EAC:32, KAC:34, Fort:10, Ref:7, Will:10, Percpetion:+17 Fire ER: 12 Elec ER: 15 E-Field: 3d6 Electricity on melee hit

Am not great at stealth but hopefully the water itself will help the effort

stealth: 1d20 + 5 ⇒ (11) + 5 = 16

Exo-Guardians

Male CG halfling vanguard (power armor jockey) 9 | SP 30/117 HP 83/83 | RP 10/10 | EAC 26; KAC 31 | Fort +13; Ref +10; Will +7 | Init: +3 +1 | Perc: +15 +13, SM: +0 | Speed 30 ft., fly 30 ft. (average) | Entropy 1/6 | Reactive 1/1 | Size: Large | 0 Reroll | Active conditions: Shaken 24 hours, Weird Stuff, Other Weird Stuff

This suit is rated for space. Water should be no problem, right?

Stealth: 1d20 + 6 ⇒ (2) + 6 = 8

Please pay no attention to the fact that the blade antenna is clearly still above the surface.

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