GM Bret’s PBP Gameday XIII SFS1 #6-99 The End Awakens Tier 3-4

Game Master BretI

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Manifold Host

”Chip” Male NG Halfling Spacefarer Mechanic 3 | SP 21/21 HP 20/20 | RP 4/4 | EAC 14; KAC 15 | Fort +5; Ref +6; Will +2; +2 saves vs fear | Init: +2 | Perc: +8, S | Speed 30ft | Active conditions: None | Checker Combat Drone 3 | HP 30/30 | EAC 15; KAC 18 | DR 1/-

Chip makes sure his helmet is secure and environmental protection is active before taking a look.

Medicine: 1d20 + 10 ⇒ (9) + 10 = 19

Acquisitives

m CN nuar Mechanic 4 [Mercenary] | sp 7/28 | hp 30/30 | rp 3/4 | EAC 19 KAC 20 | F+4 R+7 W+1 | Init +4 | Perc +6 | DV60'

Not a bad idea, Kaleb. Kuozar also activates the defense system and goes inside, allowing Burns to go first.

Medicine: 1d20 + 9 ⇒ (20) + 9 = 29

Hmmm, everything is clear...

I moved us inside on the map otherwise we couldn't have looked at it.

Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // KAC 20 EAC 22 // Stamina 36/36 HP 32/32 Resolve 5/5 // Speed 20 Fly 20

Burn steps into the room. "Big area. Need a science expert to have a look at that." the green gas in the air, two secure containment units occupy the room, door of the unit to the south is broken open. The unit is overrun by green, slimy growths, perhaps a type of mold or fungus.

"Lot's of places to hide in here. Everyone stay sharp."

Burn moves to the center of the room and keeps looking around for signs of an acid-spewing bug.

Perception: 1d20 + 0 ⇒ (16) + 0 = 16

ANd thanks for the offer Grognard. BUrn will leave his pack with Donkey.

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

"Green gas. Rarely good for one's health.."
medicine: 1d20 + 12 ⇒ (16) + 12 = 28


The green oval is the green gas.

Those who enabled environmental protections quickly realize that with them enabled there is no way to talk to the others because Comms are jammed.

Dofon doesn’t see anything that looks threatening other than the gas that Bonkers is already examining.

Chip moves up a little bit more so he can better see the fungus. It doesn’t appear he found anything immediately hazardous there.

Chip:
You realize the growths are a massive alien chrysalis from which a hibernating Swarm creature recently hatched. No sign of the hatched creature in the container unit. With the Comms down, you can’t talk to the others while your environmental protections are active.

The gas is thick enough that Bonkers and Burn are concealed from each other, anything farther away can not be seen. Burns is searching but doesn’t see any other threats.
Adjacent are concealed, further gives total concealment
Burns, since you were looking around I moved you just outside the gas but still adjacent to Bonkers so you could see more of the room.

Bonkers:
Yup, breathing this for more than a round could cause someone to become sickened. Oh, you also notice something crawling on the ceiling as you turn around from examining the ground. Shouting into your comm unit (as stated above) does no good.

As Bonkers finishes his initial examination of the gas, he turns around and suddenly seems to be gesturing to warn about something. Unfortunately he doesn’t know any of the sign languages. He does appear to be pointing up, above Kuozar.

Initiative:

Bonkers: 1d20 + 2 ⇒ (16) + 2 = 18
Burnham: 1d20 + 2 ⇒ (18) + 2 = 20
Dofon: 1d20 + 4 ⇒ (16) + 4 = 20
Grognard: 1d20 + 5 ⇒ (3) + 5 = 8
Chip: 1d20 + 2 ⇒ (11) + 2 = 13
Kuozar: 1d20 + 4 ⇒ (6) + 4 = 10

Red Swarm Creature: 1d20 + 4 ⇒ (6) + 4 = 10

Dofon perception since he said he was looking around but didn’t roll: 1d20 + 4 ⇒ (13) + 4 = 17 +4 more if using scanner, Darkvision
I had given everyone a passive perception check already.

Round 1:

Bolded may act.

Only Bonkers is currently aware of where the opponent is, but people could try a Perception check to find it before it jumps out at you. You are aware that there is something dangerous given that I’m assuming Bonkers would be trying to point it out.

Green oval is gas, which grants concealment.

Life Science to identify the creature.

Perception DC18:
You can now see the creature. It is crawling on the ceiling.

Dofon
Burn
Bonkers (sealed)
Chip (sealed)

Red Creature
Kuozar (sealed)
Grognard

Wayfinders

Male N Dwarf Precog 4 | SP 24/24 HP 26/26 | RP 7/7 | EAC 18; KAC 18 | Fort +2; Ref +6; Will +6 | Init: +5 | Perc: +9, SM: +9 | Speed 20ft | Paradoxes: 5 9 16

Moved myself to be with Burn

Acquisitives

Male CG Ysoki Biotechnician Biohacker 3 | SP 18/16 HP 20/20 | RP 5/5 | EAC 15; KAC 16| Fort +3; Ref +3; Will +3 | Init: +2 | Perc: +9, SM: +8 | Speed 30ft | Active conditions: None.

Bonkers attempts to get everyone's attention on the critter by.. shooting at it.
Burn! (laser rifle) : 1d20 + 3 ⇒ (3) + 3 = 6
Fire damage: 1d8 + 3 ⇒ (5) + 3 = 8

Sadly the rest of the group may still have no clue where it is...

At this point he realizes he didn't think to see if the gas was flammable...

Wayfinders

LN Embri precog 4 | SP 20/20 HP 26/26 RP 6/6 | EAC 18 KAC 19 | Fort +1 Ref +8 Will +3* | Perc +4/8 darkvision | Init +4 | Speed 30 feet | Paradoxes 4 7 8 | L2 blessing of youth, invisibility L1 comprehend languages, lesser remove condition, overheat | Conditions: comprehend languages

Something is wrong. But what?
Dofon takes another sweep of the area.
Perception: 1d20 + 4 ⇒ (2) + 4 = 6 no scanner, since flamer is a two-handed weapon
Perception: 1d20 + 4 ⇒ (15) + 4 = 19 using both move and standard action to search What is that...

For GM:
Out of actions this turn except ID roll.
Life Science: 1d20 + 3 ⇒ (3) + 3 = 6
If the Thing attacks someone targeting AC, Dofon uses the 4 paradox as a reaction to grant the target a +2 insight bonus to AC. (Chronomatic Defense precog ability).

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