GM Jhaeman's SFS # 2-17: Cost of Living (Subtier 5-6)

Game Master Jhaeman

Maps & Handouts


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Dataphiles

Male N Android Technomancer 5 (Themeless)Buffs: Armor is active,Invisbile,Telepathic Message.
Bot Me:
Get invisible and stay invisible in combat. Use Summon Creature II and Holographic Image spells to contribute and remain invisible
SP 35/35 HP 29/29|Resist Fire, Cold 5|RP 5/7|EAC 16 KAC 17 AC 25|Fort +3* (Yeti Boon) Ref +4 Will +6 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +10 SM:+0 darkvision,low-light vision|Speed 40 feet|Endure Elements(-50 F to 170F)
Resources:
Jump Jets (uses) 9/10| Laser Pistol 20/20|Battery 40/80|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 0/1 |Energize Spell 0/1| Spells (Technomancer) 1st 6/6 2nd 0/3|

While Ashtif rests so does George 09-23.

1 RP spent to recover SP

"Alright that rest and all the magical tonics did the trick. I am ready to proceed."

Wayfinders

Male Skittermander Envoy-6 | sp:17/42 hp:38/38 rp:7/7 | E18 K18 | F4 R8 W6 | P9 I3 | WF | 124312-710

Scottermander had indeed tumbled out of the way.

Any of you need help? he asks.


After resting briefly to catch their breath from the harrowing icicle hazard, the Starfinders continue on.

Just moving us a bit forward. Past the icicles, you can see the passageway opens up to the north (with left and right branches) and continues on to the west. Where would you like to go?

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

If there's no indication that the paths are different, Ashtif motions to proceed along the right one.


Ashtif leads the group north and along the right branch of the mine. The passageway terminates in a small cavern with a frozen pond.

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Ashtif does a quick inspection with his broad-spectrum scanner.

Perception: 1d20 + 14 + 4 ⇒ (20) + 14 + 4 = 38

Assuming nothing is found, he then leads the group down the passage to the left.


As a thorough sweep by Ashtif's broad-spectrum scanner shows nothing of interest, the Starfinders continue down the passage.

Soon, they reach an immense subterranean chamber. Oddly uniform, circular bores pockmark the walls and floor, radiating away from the frozen lake at the center of the chamber. A refuse heap of broken-down mining equipment, rusted drill bits, and splintered crates rests atop the ridge to the southwest of the pool.

Wayfinders

Male Skittermander Envoy-6 | sp:17/42 hp:38/38 rp:7/7 | E18 K18 | F4 R8 W6 | P9 I3 | WF | 124312-710

Scottermander, launches his spy drone, Thunderbird One to scout ahead and have a look around.

Wayfinders

Male Ysoki envoy 6 SP 35/29 HP 30 RP 5 EAC 18; KAC 19 Fort +3; Ref +9; Will +5; Int +4; Perception +7 Fat. Envoy 5

"Your drone see anything Scottermander?"

Wayfinders

Male Skittermander Envoy-6 | sp:17/42 hp:38/38 rp:7/7 | E18 K18 | F4 R8 W6 | P9 I3 | WF | 124312-710

Scottermander is watching what the spy drone sees through it's camera, on the remote control viewer. Overlayed on the image is the results from the infra-red camera.

perception: 1d20 + 9 ⇒ (20) + 9 = 29


Thunderbird One surveys the chamber, but an aerial view (even with an infra-red scanner) doesn't turn up anything additional.

Wayfinders

Male Skittermander Envoy-6 | sp:17/42 hp:38/38 rp:7/7 | E18 K18 | F4 R8 W6 | P9 I3 | WF | 124312-710

Seems clear. Nothing lurking in there. Let's go

He recalls Thunderbird One

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Scottermander, your stat line is still showing Fatigued, and I'm pretty sure we were able to rest and get rid of that condition.

Ashtif motions toward the cavern off to the northeastern corner of this chamber. "Scottermander, can you send your drone to investigate that passage?"

He advances up near the entry to that passage, and brings his scanner up to see what he can detect.

Perception: 1d20 + 14 + 4 ⇒ (6) + 14 + 4 = 24

Wayfinders

Male Skittermander Envoy-6 | sp:17/42 hp:38/38 rp:7/7 | E18 K18 | F4 R8 W6 | P9 I3 | WF | 124312-710

Sure He re-lauches Thunderbird One and sends it off.

And yes, there is a Thunderbird Two drone

Dataphiles

Male N Android Technomancer 5 (Themeless)Buffs: Armor is active,Invisbile,Telepathic Message.
Bot Me:
Get invisible and stay invisible in combat. Use Summon Creature II and Holographic Image spells to contribute and remain invisible
SP 35/35 HP 29/29|Resist Fire, Cold 5|RP 5/7|EAC 16 KAC 17 AC 25|Fort +3* (Yeti Boon) Ref +4 Will +6 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +10 SM:+0 darkvision,low-light vision|Speed 40 feet|Endure Elements(-50 F to 170F)
Resources:
Jump Jets (uses) 9/10| Laser Pistol 20/20|Battery 40/80|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 0/1 |Energize Spell 0/1| Spells (Technomancer) 1st 6/6 2nd 0/3|

George 09-23 nods at the use of the drones. He approves of relatively simple technology properly used.


Scottermander sends his drone towards the northeast in order to map out two unremarkable passages leading from the main cavern.

Nothing particularly interesting stands out, but more of the map is revealed. I'll assume each of these drone surveys takes a couple of minutes.

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Ashtif motions for the drones to explore the northwestern cavern passages, as he takes a position near the entrance, with his sniper rifle pulled and his broad-spectrum scanner mounted on the uniclamp, so he can operate it.

Perception: 1d20 + 14 + 4 ⇒ (6) + 14 + 4 = 24

Wayfinders

Male Ysoki envoy 6 SP 35/29 HP 30 RP 5 EAC 18; KAC 19 Fort +3; Ref +9; Will +5; Int +4; Perception +7 Fat. Envoy 5

Rattus follows Ashtif and looks around.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14


Beyond the frozen lake to the northwest, a narrow tunnel leads to a large cavern with a steep downgrade. This large ice cave is unremarkable except for the ruins of equipment that must have once been used by miners, but that has now fallen into disrepair after decades of neglect. An alcove to the southwest contains a disused terminal covered in a layer of ice.

The blue box is the terminal.

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Ashtif advances to the terminal location and secures the location, making sure there are no traps (or triggering them) and then motioning the others, specifically George, into the area to do ... whatever they are here to do.

Engineering check?

Wayfinders

Male Skittermander Envoy-6 | sp:17/42 hp:38/38 rp:7/7 | E18 K18 | F4 R8 W6 | P9 I3 | WF | 124312-710

Scottermander follows Ashtif


Ashtif moves towards the terminal, noticing that the tunnel to the west ends abruptly in a railed shaft protected by a transparent tube on three sides. A dilapidated tram large enough to carry a dozen Medium-sized passengers rests atop the rails just outside the downward-sloping tube.

Yep, Engineering check could repair the terminal.

Wayfinders

Male Skittermander Envoy-6 | sp:17/42 hp:38/38 rp:7/7 | E18 K18 | F4 R8 W6 | P9 I3 | WF | 124312-710

Scottermander gets to work on it.

engineering: 1d20 + 11 + 1d6 + 1 ⇒ (17) + 11 + (3) + 1 = 32

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Ashtif assists in the repairs.

Engineering Aid: 1d20 + 10 ⇒ (8) + 10 = 18

Dataphiles

Male N Android Technomancer 5 (Themeless)Buffs: Armor is active,Invisbile,Telepathic Message.
Bot Me:
Get invisible and stay invisible in combat. Use Summon Creature II and Holographic Image spells to contribute and remain invisible
SP 35/35 HP 29/29|Resist Fire, Cold 5|RP 5/7|EAC 16 KAC 17 AC 25|Fort +3* (Yeti Boon) Ref +4 Will +6 (+2 vs Mind-Affecting,Disease,Poison,Sleep)|Init: +7 |Perc: +10 SM:+0 darkvision,low-light vision|Speed 40 feet|Endure Elements(-50 F to 170F)
Resources:
Jump Jets (uses) 9/10| Laser Pistol 20/20|Battery 40/80|Aeon Stone 1/1|Breath Weapon 1/1|Spell Cache (Tatoo) 0/1 |Energize Spell 0/1| Spells (Technomancer) 1st 6/6 2nd 0/3|

George 09-23 lends a hand with the repairs as well.

Aid to Engineering, DC 10: 1d20 + 13 ⇒ (8) + 13 = 21


Scottermander has no trouble repairing the terminal! It activates with blinking lights. The screen makes it clear that it can be used to control the automatic tram with two programmable destinations: Glimmershield and equatorial mines further south.


I might ask folks to please update your position on the map, just so I know where everyone is.

Second Seekers (Luwazi Elsebo)

Male Stout Halfing Hunter Soldier 6: Spd:30, Init:4, EAC:20, KAC:25, SP:66/66, HP:44/44, RP:7/7, Fort:12, Ref:7, Will:5 (7 vs Fear) Perc:10

Bodo is waiting for others to move, if they ain't moving, I ain't moving. He will stay within 10 feet of a party member. I see one person separated from the rest and he'll stay with the majority.

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

That one person is me next to the blue thing that George, Scottermander, and I just repaired. Would.you be in the room with us or out keeping watch?

Wayfinders

Male Ysoki envoy 6 SP 35/29 HP 30 RP 5 EAC 18; KAC 19 Fort +3; Ref +9; Will +5; Int +4; Perception +7 Fat. Envoy 5

Rattus follows the party.

I can't wait to get to somewhere warm..."


As part of the expedition work on repairing the tram terminal, those back in the massive chamber with the frozen pool witness a frightening sight: four six-limbed animals with translucent flesh and iridescent carapaces emerge from the bores pockmarking the walls and floors! It's clear you've trespassed on their territory . . .

For Round 1, I'm going to roll Initiative for the three of you still in this chamber. Depending on what happens, those of you in the terminal room may be able to act in Round 2.


Initiative (Round 1)

George 09-23
Creatures
Bodo
Istilnar

Bold should go!

GM Dice:

Initiative (creatures): 1d20 + 2 ⇒ (9) + 2 = 11
Initiative (Scottermander): 1d20 + 3 ⇒ (17) + 3 = 20
Initiative (Istilnar): 1d20 + 3 ⇒ (1) + 3 = 4
Initiative (Rattus): 1d20 + 4 ⇒ (19) + 4 = 23
Initiative (George): 1d20 + 7 ⇒ (9) + 7 = 16
Initiative (Bodo): 1d20 + 4 ⇒ (1) + 4 = 5
Initiative (Ashtif): 1d20 + 6 ⇒ (18) + 6 = 24


George 09-23 suddenly turns invisible as the creatures, seeing intruders in their territory, rush to attack! Fortunately, Istilnar sees them coming and manages to duck their snapping jaws!

Botting George as per instructions.

Yellow and Blue do double moves to get into combat range. Red and White each do one move and then attack Istilnar, but both miss.

GM Dice:

Red Bite vs Istilnar KAC: 1d20 + 11 ⇒ (6) + 11 = 17
damage: 1d6 + 7 ⇒ (5) + 7 = 12
White Bite vs Istilnar KAC: 1d20 + 11 ⇒ (5) + 11 = 16
damage: 1d6 + 7 ⇒ (1) + 7 = 8


Initiative (Round 1)

George 09-23 (invisible)
Creatures
Bodo
Istilnar

Bold should go!

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Wasn't George assisting with the repairs?


Ha, you're right! He must not have moved his token. Well, I'm just going to assume he wandered back so we can keep moving with the confusion of ret-cons.

Second Seekers (Luwazi Elsebo)

Male Stout Halfing Hunter Soldier 6: Spd:30, Init:4, EAC:20, KAC:25, SP:66/66, HP:44/44, RP:7/7, Fort:12, Ref:7, Will:5 (7 vs Fear) Perc:10

Pull out Tactical Baton and swing at yellow.
hit: 1d20 + 11 ⇒ (12) + 11 = 23 VS KAC
dmg: 1d4 + 9 ⇒ (2) + 9 = 11 blunt


Bodo's baton smashes into the burrowing animal, putting a deep crack in its iridescent carapace! Meanwhile, Istilnar moves to get his back against a wall and, in one fluid motion, draws a serrated blade to slash out! The blade knocks free a fist-sized chunk of the creature's carapace, revealing it to be made out of frozen blood! The brakim then gets on the comms to the rest of the group: "Contact!"

Bodo's attack hit. There's some DR at work, but some damage went through.

Botting Istilnar as doing a guarded step back, drawing a weapon, attacking Yellow (the attack hits) and then alerting the rest of the group that there's danger.

GM Dice:

Istilnar survival knife vs Yellow KAC: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d4 + 4 ⇒ (1) + 4 = 5


Initiative (Round 2)

Ashtif
Rattus
Scottermander
George 09-23 (invisible)

Creatures
Bodo
Istilnar

Bold should go!

Wayfinders

Male Skittermander Envoy-6 | sp:17/42 hp:38/38 rp:7/7 | E18 K18 | F4 R8 W6 | P9 I3 | WF | 124312-710

Scottermander runs back to see how the others are getting on.


Scrambling skittermander legs scoot Scottermander far!

Ashtif, Rattus, and George 09-23 are up.

Wayfinders

Male Ysoki envoy 6 SP 35/29 HP 30 RP 5 EAC 18; KAC 19 Fort +3; Ref +9; Will +5; Int +4; Perception +7 Fat. Envoy 5

Hearing the sound of fighting Rattus heads to his friends.

"Coming!"

double move

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

Ashtif hustles out, pulling his tactical pistol as he moves. When he gets in view of the creatures, he tries to identify them.

Life Science w/ Alien Archive operative's edge bonus: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22


As Rattus and Ashtif round the corner, the still-invisible George 09-23 begins conjuring additional allies from pure magic!

Botting George 09-23 as instructed, beginning to cast the 1 round spell summon creature II. Would someone like to volunteer to run the creatures when they appear next round?

Ashtif:
You realise these must be the creatures--estris--that they were talking about back in Glimmershield! A species unique to Zeyther-3, they are clearly burrowing animals with a carapace made of their own frozen blood! The carapaces provide them with some limited protection, but will be worn away quickly in prolonged combat. The carapaces provide them with DR, but can only "absorb" a certain amount of damage before they no longer provide any protection.


Seeing more intruders in their territory, the pack of six-legged beasts instinctively tries to chase them away! Both Ashtif and Rattus feel the pain of sharp teeth tearing their flesh!

Yellow attacks Istilnar with a full attack. Result: Both miss.

White does a step to get next to Bodo and attacks. Result: Miss.

Blue does a move action to get next to Ashtif and attacks. Result: Hit. Ashtif, you take 10 A&P and need to attempt a Fortitude saving throw.

Red does a charge attack on Rattus. Result: Hit. Rattus, you take 12 A&P and need to attempt a Fortitude saving throw.

GM Dice:

Yellow Bite (full) #1 vs Istilnar KAC: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15
damage: 1d6 + 7 ⇒ (4) + 7 = 11
Yellow Bite (full) #2 vs Istilnar KAC: 1d20 + 11 - 4 ⇒ (10) + 11 - 4 = 17
damage: 1d6 + 7 ⇒ (6) + 7 = 13
White Bite vs Bodo KAC: 1d20 + 11 ⇒ (6) + 11 = 17
damage: 1d6 + 7 ⇒ (2) + 7 = 9
Blue Bite vs Ashtif KAC: 1d20 + 11 ⇒ (9) + 11 = 20
damage: 1d6 + 7 ⇒ (3) + 7 = 10
Red Bite (charge) vs Rattus KAC: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
damage: 1d6 + 7 ⇒ (5) + 7 = 12


Initiative (Round 2)

Ashtif (Need Fort save)
Rattus (Need Fort save)
Scottermander
George 09-23 (invisible, casting 1 round spell)
Creatures
Bodo
Istilnar

Bold should go!

Ambient visibility is: Darkness.

Second Seekers (Luwazi Elsebo)

Male Stout Halfing Hunter Soldier 6: Spd:30, Init:4, EAC:20, KAC:25, SP:66/66, HP:44/44, RP:7/7, Fort:12, Ref:7, Will:5 (7 vs Fear) Perc:10

attack white: 1d20 + 11 ⇒ (20) + 11 = 31 vs kac
dmg: 1d4 + 9 ⇒ (1) + 9 = 10 blunt


Bodo's baton slams into the threatening animal with a resounding CRACK!

Bodo didn't just hit, he got a crit; I've rolled the extra damage below.

Extra Crit damage: 1d4 + 9 ⇒ (1) + 9 = 10

Istilnar is up.

Wayfinders

Male CG halfling ace pilot operative (explorer) 5 | SP 0/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: Staggered

I must not understand the map ... aren't I standing next to a giant pit in the ground? I chose this position specifically because I thought they'd have to go around to get to me. Is it a frozen lake or something instead, that the thing is standing on?

Fortitude save: 1d20 + 3 ⇒ (1) + 3 = 4
Blah ...

Wayfinders

Male Ysoki envoy 6 SP 35/29 HP 30 RP 5 EAC 18; KAC 19 Fort +3; Ref +9; Will +5; Int +4; Perception +7 Fat. Envoy 5

Fort: 1d20 + 3 ⇒ (7) + 3 = 10

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