OutPost VII: GM S's "Unearthing Ulumbia"

Game Master Chris Marsh

HANDOUTS | Tactical Map

Quickposts:

INITIATIVE
[dice=Hostiles]d20[/dice]
[dice=Castana]d20+0[/dice]
[dice=Koob]d20+3[/dice]
[dice=Lapodie]d20+7[/dice]
[dice=Zark]d20+7[/dice]
GM Tracker


201 to 224 of 224 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Dataphiles

Lashunta technomancer 5 HP 29/29, SP 30/30 RP 6/6 |Initiative +6 Perception +5 |Fort + 2, Reflex + 3, Will + 5|

Tanila moves up behind Ears and Castana.


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

What's the official verdict on catching your breath?

Looking to the northwest rooms, the party concludes that there's nothing in those rooms. Both doors are open as the undead came from both. Map updated.

Advocates

Female Lashunta Icon Solarian 7 | SP 63/63 HP 53/53 | RP 8/8 | EAC 22, KAC 24 | Fort 7; Ref 4; Will 7 | Init: 0 | Perc: 9, SM: 0 | Speed 25 | Reroll: 1/1 (3 novas) | Active conditions: None.

Alright, let's just work clockwise in that case.

Castana will then ask the group before opening the door she is currently standing in front of (the token has been moved).


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

This workshop contains mechanical equipment and tools, and looks primarily used for maintaining the dig site equipment and for processing any archaeological discoveries brought in from active dig sites.

Wayfinders

Ysoki Operative 6 | SP 54/54 HP 38/38 RP 10/10 | EAC 15 KAC 15 KAC+8 23| F+5 R+10 W+5 | Init+7 | Perc+11,Stealth +19, Diplomacy +9| SM+9

I'm am absolutely fine with ten minute rests. Zark does not need to expend a resolve, but he is happy to wait.

After everybody has rested, Zark proposes going through the door to the north. He checks for traps and the such before going through.

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


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Concluding that the door is safe, Zark opens it. Two exploration buggies are parked in the middle of this garage. Racks on the west wall hold a variety of heavy digging equipment, tools for servicing the vehicles, and motorcycle helmets. Large garage doors exit north to Blanchet Street. A light above the steel door in the east wall flashes red.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

"What do you think. Zack? Does that flashing light mean go find some intruders, or does it mean, stay out of here?"

Acquisitives

Female CG ijtikri outlaw operative (stunt and strike, ghost) 5 | SP 40/40 HP 36/36 | RP 7/7 | EAC 20; KAC 21 | Fort +3; Ref +9; Will +6 | Init: +11 | Perc:+12, SM: +8 | Speed 25 ft, swim 30 ft | Active conditions: None

Lapodie takes the opportunity to rest.

"A light saying 'stay out' is really just a sign we should go in, yes?"

Advocates

Female Lashunta Icon Solarian 7 | SP 63/63 HP 53/53 | RP 8/8 | EAC 22, KAC 24 | Fort 7; Ref 4; Will 7 | Init: 0 | Perc: 9, SM: 0 | Speed 25 | Reroll: 1/1 (3 novas) | Active conditions: None.

I can go either way on this. A light saying stay out means the room is important but makes me wonder if we want to clear other areas first. I'm all ears for ideas.

Wayfinders

Male membrane ghibrani biohacker 5 (he/him) | SP35/35 HP34/34 RP8/9 | EAC18 KAC18, F+5 R+4 W+4, resist cold 5 fire 5 | Biohacks: 3/6 | Speed 30ft, Fly 20ft | Perception +13, darkvision | Conditions:

"I'm worried that whatever is going on in there might be time-sensitive. I think we should start there."

Advocates

Female Lashunta Icon Solarian 7 | SP 63/63 HP 53/53 | RP 8/8 | EAC 22, KAC 24 | Fort 7; Ref 4; Will 7 | Init: 0 | Perc: 9, SM: 0 | Speed 25 | Reroll: 1/1 (3 novas) | Active conditions: None.

Alright, fair, then red light room it is.

Dataphiles

Lashunta technomancer 5 HP 29/29, SP 30/30 RP 6/6 |Initiative +6 Perception +5 |Fort + 2, Reflex + 3, Will + 5|

Agreed."
Tanila checks the door with the red light for traps or other hazards.
perception: 1d20 + 5 ⇒ (2) + 5 = 7

Wayfinders

Ysoki Operative 6 | SP 54/54 HP 38/38 RP 10/10 | EAC 15 KAC 15 KAC+8 23| F+5 R+10 W+5 | Init+7 | Perc+11,Stealth +19, Diplomacy +9| SM+9

"I admit that that I do not like red flashing lights, but if things get too intense, these buggies may be our way out of here."

Zark quickly looks over the room for anything of interest. He also checks to see if those vehicles look operational.

Perception: 1d20 + 11 ⇒ (2) + 11 = 13

Are keys needed to drive the vehicles?


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

As the party enters the room a pair of vicious looking beasts emerge from under the vehicles to attack!

INITIATIVE
Hostiles: 1d20 + 5 ⇒ (8) + 5 = 13
Castana: 1d20 + 0 ⇒ (9) + 0 = 9
Koob: 1d20 + 3 ⇒ (8) + 3 = 11
Lapodie: 1d20 + 7 ⇒ (3) + 7 = 10
Zark: 1d20 + 7 ⇒ (20) + 7 = 27
Tanila: 1d20 + 6 ⇒ (16) + 6 = 22

ROUND 1:
Zark: Go
Tanila: Go

Hostiles: TBD
dr. Koob: TBD
Lapodie: TBD
Castana: TBD

******************************************
TACTICAL MAP
Location: Business
GM’s Tracker
Party Conditions: Inspiring Boost:
Gravity:Normal
Atmosphere: Normal
Lighting: Bright
Battlefield terrain: water squares are difficult

DM:

Black: 28

Dataphiles

Lashunta technomancer 5 HP 29/29, SP 30/30 RP 6/6 |Initiative +6 Perception +5 |Fort + 2, Reflex + 3, Will + 5|

Tanila flicks a fistfull of caustic nanites at the red creature.
attack: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 4d4 ⇒ (2, 3, 2, 3) = 10
5 acid damage on its turn each round for 2 more rounds

Wayfinders

Ysoki Operative 6 | SP 54/54 HP 38/38 RP 10/10 | EAC 15 KAC 15 KAC+8 23| F+5 R+10 W+5 | Init+7 | Perc+11,Stealth +19, Diplomacy +9| SM+9

Zark quickly moves into position around the vehicle and fires a trick shot directly at red!

Stealth (Trick Attack) will hit up up to CR: 1d20 + 19 - 20 ⇒ (12) + 19 - 20 = 11
Corona Laser Pistol vs. Flat Footed EAC: 1d20 + 10 ⇒ (20) + 10 = 30
Fire Damge: 3d4 + 3 ⇒ (2, 3, 3) + 3 = 11
plus
Critical Burn: 1d4 ⇒ 2 plus
Trick Damage: 3d8 ⇒ (3, 6, 4) = 13

"Hup to, Everyone!" the ysoki cries out as he fires into the vicious beast!


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

Tanila is way off, but Zark has the thing dead to rights! Unfortunately, these creatures seem resistant to fire. It burns, but only a bit. The fact that it's on fire doesn't seem to bother it at all. the creature returns fire, literally! A beam of light erupts from its maw at Zark:
ATK: 1d20 + 15 ⇒ (6) + 15 = 21 for Fire: 1d6 + 5 ⇒ (6) + 5 = 11

The other one does an end around to the center of the garage and starts to glow with a painful light! Each creature within 60 feet must succeed at a DC 13 Fortitude save or be blinded for 1d4 rounds. Creatures that succeed at this save are instead dazzled for 1 round

ROUND 1:
Zark (SP: 43/54): CRIT REF
Tanila: Miss REF
Hostiles: ATK!
Dr. Koob: REF + Go
Lapodie: REF + Go
Castana: REF + Go

******************************************
TACTICAL MAP
Location: Business
GM’s Tracker
Party Conditions: Inspiring Boost:
Gravity:Normal
Atmosphere: Normal
Lighting: Bright
Battlefield terrain: water squares are difficult

DM:

red: 19

Acquisitives

Female CG ijtikri outlaw operative (stunt and strike, ghost) 5 | SP 40/40 HP 36/36 | RP 7/7 | EAC 20; KAC 21 | Fort +3; Ref +9; Will +6 | Init: +11 | Perc:+12, SM: +8 | Speed 25 ft, swim 30 ft | Active conditions: None

Reflex: 1d20 + 9 ⇒ (8) + 9 = 17

Lapodie quietly draws her weapon and aims at Black.

stunt, stealth: 1d20 + 18 ⇒ (9) + 18 = 27
attack, dazzled: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
series 4 plasma guide: 1d8 + 4 ⇒ (4) + 4 = 8

She curses the light in her eyes.

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Gonna assume I go with everyone else.

ref save: 1d20 + 4 ⇒ (13) + 4 = 17

Dazzled: You are unable to see well because of overstimulation of your eyes. You take a –1 penalty to attack rolls and sight-based Perception checks.

" Fire doesn't seem to be an option. Let's see what will work. " Ears draws his semi-auto and fires at black.

Attack, semi-auto v black, KAC, dazzled: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18 ... dmage: 1d6 + 2 ⇒ (5) + 2 = 7 critical -; Analog)

Wayfinders

Male membrane ghibrani biohacker 5 (he/him) | SP35/35 HP34/34 RP8/9 | EAC18 KAC18, F+5 R+4 W+4, resist cold 5 fire 5 | Biohacks: 3/6 | Speed 30ft, Fly 20ft | Perception +13, darkvision | Conditions:

The text says fort save, the init block says reflex save...

Save: 1d20 ⇒ 7 +4 Reflex or +5 Fort

Koob cries out and covers his eyes, the intensity too much for him! Fail either way.

Blinded rounds: 1d4 ⇒ 4

After a moment's panic, Koob reaches out a hand to steady himself against Ears. Drawing a syringe, he holds it against his wrist pad for a moment then reaches out again toward Ears, injecting him with an invigorating serum.

Basic Biohack for Ears: +1 AC


| Unearthing Ulumbia | Fly Free or Die | | Ship Roles |

My bad. IT's FORT, not REF. Not sure how Ear's init was dropped.

Lapodie's aim is off, but Ear's connects despite the stars in his eyes. Unfortunately, Dr. Koob's vision is completely shorted! Thinking of his partymates, he boosts Ears a bit.

ROUND 2:
Castana: FORT + Go

ROUND 2:
Zark (SP: 43/54): FORT + Go
Tanila: FORT + Go

Hostiles: TBD
Ears: TBD
Dr. Koob (Blind through R5): TBD
Lapodie: TBD
Castana: TBD

******************************************
TACTICAL MAP
Location: Business
GM’s Tracker
Party Conditions: Inspiring Boost:
Gravity:Normal
Atmosphere: Normal
Lighting: Bright
Battlefield terrain: water squares are difficult

DM:

red: 19
Black: 7

Dataphiles

Lashunta technomancer 5 HP 29/29, SP 30/30 RP 6/6 |Initiative +6 Perception +5 |Fort + 2, Reflex + 3, Will + 5|

Fort: 1d20 + 2 ⇒ (14) + 2 = 16
"OW, damn it!"
Tanila casts Magic missle at red.
damage: 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10

Acquisitives

Male Ysoki Xenoseeker Technomancer 5
bot me:
1. Supercharge a good shooting ally's weapon. 2. Shoot pistols. 3. Appropriate grenade. 4. Melee with survival knife.
// Init +7 Percept +0 SenseMotive +0 dark vision 60' // SP 40/40 HP 27/27 RP 6/6 EAC 17 KAC 17 // F +4 R +4 W +4 // Move 30 BAB 3 Spells: 1st 5/5 2nd 3/3

Fortunately all Ears' saving throws are at +4. So maybe I can keep the roll? No worries about dropping him out of the order. I do it all the time when running games.
Probably just a cut and paste error.

That worked!

"Lapodie, try your slug thrower. I'll get there to boost you!"

Next round unless, Tanila gets there first! As ever feel free to ignore imperatives from Ears.

Wayfinders

Ysoki Operative 6 | SP 54/54 HP 38/38 RP 10/10 | EAC 15 KAC 15 KAC+8 23| F+5 R+10 W+5 | Init+7 | Perc+11,Stealth +19, Diplomacy +9| SM+9

Fortitude Save: 1d20 + 5 ⇒ (2) + 5 = 7

Despite being blinded, Zark attempts to finish off the red hound with a trick attack.

Stealth (Trick Attack) will hit up up to CR: 1d20 + 19 - 20 - 4 ⇒ (18) + 19 - 20 - 4 = 13
Corona Laser Pistol vs. Flat Footed EAC: 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15
Fire Damge: 3d4 + 3 ⇒ (4, 4, 1) + 3 = 12
plus
Trick Damage: 3d8 ⇒ (7, 8, 6) = 21

Miss Chance (50 or less is a miss): 1d100 ⇒ 23

201 to 224 of 224 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / OutPost VII: GM S's "Unearthing Ulumbia" All Messageboards

Want to post a reply? Sign in.