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

Game Master BretI

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Exo-Guardians

Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 21 (+1) KAC 23 // Stamina 23/36 HP 32/32 Resolve 5/5 // Speed 20 Fly 30

Hey, I stepped out of the way! :-)

Acquisitives

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

Yeah, but I couldn't resist this obvious pun even when I looked at the map! .)

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: 16 16

Grognard moves closer and pulls out his cryo rifle. He lines up his sights and...
Attack v kac: 1d20 + 8 ⇒ (6) + 8 = 14
DMG P, C: 1d8 + 4 ⇒ (1) + 4 = 5


Dofon engulfs the creature in flames.

Burn feels ill from the fumes and decides to seal his suit as well.

Kuozar misses badly with his shot at the creature.

Grognard is much more accurate but still misses the creature. He is finding it easier to breathe now that he has his environmental protections enabled.

The creature decides this isn’t working and climbs up the wall to the ceiling. It then uses its acid cannon on Checkers but misses because of the concealment.
Concealment: 1d100 ⇒ 35
Acid Cannon: 1d20 + 12 ⇒ (9) + 12 = 21
Acid damage: 1d4 + 3 ⇒ (1) + 3 = 4
Crit corrode: 1d4 ⇒ 4

Checkers does get an Attack of Opportunity against the creature as it climbs.

Round 5

Bolded may go!

Blue Creature 38 damage
Dofon (sealed) +1 AC until round 8
Burn 13 damage (sealed) Sickened
Bonkers (sealed)
Chip (sealed)
. Checkers 13 damage Can make AoO against creature

Red Creature 56 damage
Kuozar (sealed)
Grognard (sealed)

Wayfinders

LN Embri precog 4 | SP 20/20 HP 26/26 RP 6/6 | EAC 21 KAC 22 | Fort +1 Ref +8 Will +3* | Perc +4/8 darkvision | Init +4 | Speed 20 feet | Paradoxes 1 4 - | L2 blessing of youth, invisibility L1 lesser remove condition, overheat, overheat | Conditions: -

Unable to communicate with other Starfinders, Dofon just rushes into the room to keep pressure on it. I will run out shortly. Every shot must count.

Flame rifle vs EAC: 1d20 + 7 ⇒ (15) + 7 = 22
Fire damage: 1d6 + 4 ⇒ (3) + 4 = 7

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: 16 16

Grognard takes a pair of shots at the creature on the ceiling. "Git down here ya overgrown cockroach!"

Cryo rifle vs KAC: 1d20 + 8 - 4 ⇒ (2) + 8 - 4 = 6
Damage (P, C): 1d8 + 4 ⇒ (1) + 4 = 5

Cryo rifle vs KAC: 1d20 + 8 - 4 ⇒ (20) + 8 - 4 = 24
Damage (P, C): 1d8 + 4 ⇒ (6) + 4 = 10

Crit Damage: 1d8 + 4 ⇒ (8) + 4 = 12


Concealment: 1d100 ⇒ 52

Dofon hits the creature and it comes tumbling down off the wall.

Combat over

Exploring the rest of the area, you find a squad machine gun with 120 heavy rounds and a thunderstrike screamer with two high-capacity batteries.


Status
Burn 13 damage
Chip full
. Checkers 13 damage
Everyone else is uninjured

You have time for a 10 minute rest


Palivhar and Saivessa are spending a few moments alone, in quiet contemplation, looking exhausted. At the sound of approaching Starfinders, Palivhar's antennae twitch. “Ah, there you are. Excellent work, excellent work. Truly. Time runs short, but we're getting closer. I can feel it.

Saivessa smirks, “You know, I might be starting to believe you. We've made progress. But…

The pair fall silent, drawing attention to the distant, muffled bang bang bang of the Swarm outside the bunker door.

Ah, yes, that…” Palivhar remarks. “Sounds like it's time to get back to work. We have routes to explore and a daring escape to plan. Plenty to do!

Saivessa turns her attention to those gathered. “Lucky for you, I've got a mission with your name on it. Be careful out there. Take care of each other.

You can select from the following missions

Exploration Mission List:

  • Completed Bunker Labs, combat and exploration
  • Hibernation Chamber, exploration and stealth
  • Fungal Cave, combat and rescue
  • Completed Rescue Operation, physical labor and rescue

  • Flooded Cavern, combat and exploration
  • Wrecked Hope, social and skills
  • Ruined City, exploration, hazards, and combat
  • Abandoned Hangar, combat and skills

    Unlocked Mission List:

  • Checkpoint, data retrieval
  • All That Remains, linguistic and social

  • 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: 16 16

    I vote to check out the newly unlocked stuff. Checkpoint or All That Remains

    Manifold Host

    ”Chip” Male NG Halfling Spacefarer Mechanic 3 | SP 21/21 HP 20/20 | RP 4/4 | EAC 16; KAC 17 | 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/-

    Also vote for Checkpoint.

    Chip works quickly to patch Checker up as the team prepares for their next mission. "You got kinda banged up there..."

    Chip has the Repair Drone trick, so he can repair 25% of Checker's HP at a time. He can do it without spending Resolve once per day, which I'll do since he didn't take damage himself. That's +7 hp for Checker.

    Wayfinders

    LN Embri precog 4 | SP 20/20 HP 26/26 RP 6/6 | EAC 21 KAC 22 | Fort +1 Ref +8 Will +3* | Perc +4/8 darkvision | Init +4 | Speed 20 feet | Paradoxes 1 4 - | L2 blessing of youth, invisibility L1 lesser remove condition, overheat, overheat | Conditions: -

    Checkpoint good

    Exo-Guardians

    Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 21 (+1) KAC 23 // Stamina 23/36 HP 32/32 Resolve 5/5 // Speed 20 Fly 30

    Burn pulls himself together after the combat. I'll live with the SP damage. What about the sickened condition?

    Can't get to Archives of Nethys to see about the loot, but if no one else can use heavy weapons, I'll take the machine gun if it's damage is d8 or better. Can anyone tell me about the screamer? OH, and just how much can Donkey and Checker carry?

    "Palivhar" wrote:


    The pair fall silent, drawing attention to the distant, muffled bang bang bang of the Swarm outside the bunker door.

    “Ah, yes, that…” Palivhar remarks. “Sounds like it's time to get back to work. We have routes to explore and a daring escape to plan. Plenty to do!”

    "Surprised they didn't crack those doors years ago. Of course they must have found another way in...."

    "Saivessa" wrote:


    Saivessa turns her attention to those gathered. “Lucky for you, I've got a mission with your name on it. Be careful out there. Take care of each other.”

    He nods acceptance at their new mission assignment.

    Acquisitives

    Male CG Ysoki Biotechnician Biohacker 3 | SP 12/16 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.

    Checkpoint sounds good. If anyone needs the 10 minute rest, go for it!

    Acquisitives

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

    Burn:

    Machine Gun, Squad
    Level 4; Price 2,060
    Hands 2; Proficiency Heavy
    Damage 1d10 P; Range 60 ft.; Critical —
    Capacity 40 rounds; Usage 2
    Bulk 2; Special analog, automatic

    Screamer, Thunderstrike
    Level 5; Price 3,350
    Hands 2; Proficiency Heavy
    Damage 1d10 So; Range 30 ft.; Critical deafen
    Capacity 40 charges; Usage 4
    Bulk 2; Special blast, unwieldy

    I can use heavy weapons, but I can only calibrate my "invention", and this gives +4 static damage. For me, the only point in taking any of this is if we meet someone with great resistance or immunity to fire. Or with swarm (lol). But if no one else needs it, then you can take one gun and I'll take the other.


    Checkpoint it is then!

    Palivhar gives you directions to a checkpoint facility located mid-way through the mountain. Inside, you discover a functioning computer console from which your group can attempt to retrieve valuable data from.

    The wide tunnel, broad enough to drive two vehicles abreast, transitions to a gleaming tunnel, constructed from steel and brightly lit by spotlights. A red laser grid located at the tunnel's midpoint clearly bars passage through.

    Perception DC 14:
    You discover a secret door that allows access to the building interiors.

    Opening the secret door requires a Computers, Engineering, or Mysticism check, or a more difficult Athletics check.

    You could attempt to disable the grid with Computers or Engineering. You do risk injury as would any that aid you in the attempt.

    Exo-Guardians

    Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 21 (+1) KAC 23 // Stamina 23/36 HP 32/32 Resolve 5/5 // Speed 20 Fly 30

    Perception: 1d20 + 0 ⇒ (10) + 0 = 10

    Burn stops in front of the laser grid. "Not really my sort of thing. I can hand somebody tools if they can figure out how to turn this off."

    Aid, Engineering roll if needed:

    Engineering: 1d20 + 4 ⇒ (8) + 4 = 12

    Wayfinders

    LN Embri precog 4 | SP 20/20 HP 26/26 RP 6/6 | EAC 21 KAC 22 | Fort +1 Ref +8 Will +3* | Perc +4/8 darkvision | Init +4 | Speed 20 feet | Paradoxes 1 4 - | L2 blessing of youth, invisibility L1 lesser remove condition, overheat, overheat | Conditions: -

    Perception: 1d20 + 4 ⇒ (2) + 4 = 6
    Comprehend languages had duration of 40 minutes. Has it expired?
    "It is my turn to shoulder the risks." Of course the embri has no shoulders, but the mask makes it impossible to tell if this was an accident or something deliberate. In any case, Dofon examines the mechanisms and attempts to deactivate them.
    Engineering: 1d20 + 9 ⇒ (15) + 9 = 24 This does not include +4 for trapsmiths' tools or possible +2 for Aid.

    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: 16 16

    Grognard pats Donkey on the side. "Burns? Donkey here can carry any boom-stick ya can't carry. Keep by her if ye wanna switch oot for one quickly. I'll carry on by foot."

    Perception: 1d20 + 9 ⇒ (11) + 9 = 20

    "Hmm.... interestin... secret door over here. Lemme take a look."

    Mysticism: 1d20 + 9 ⇒ (15) + 9 = 24

    Acquisitives

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

    Engineering: 1d20 + 10 ⇒ (12) + 10 = 22

    Acquisitives

    Male CG Ysoki Biotechnician Biohacker 3 | SP 12/16 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.

    As the secret door is revealed and opened, "ooh. maybe the swarm creatures have not been here yet!"

    Exo-Guardians

    Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 21 (+1) KAC 23 // Stamina 23/36 HP 32/32 Resolve 5/5 // Speed 20 Fly 30
    Grognard Erraticus wrote:

    Grognard pats Donkey on the side. "Burns? Donkey here can carry any boom-stick ya can't carry. Keep by her if ye wanna switch oot for one quickly. I'll carry on by foot."

    ...

    "Hmm.... interestin... secret door over here. Lemme take a look."

    ...

    "Thanks, Grognard. That will be useful. "

    Burn leaves his reaction cannon and pack with Donkey. He eyes the machine gun hungrily, then takes the sonic death blaster.

    The screamer's shorter range shouldn't be an issue for Burn because he'll be up close and personal. The longer range on the machine gun will give Dofon more flexibility. If I need the reaction cannnon, it's got a called fusion so I only need to stay within 100' of Donkey.

    Bonkers123 wrote:
    As the secret door is revealed and opened, "ooh. maybe the swarm creatures have not been here yet!"

    "Maybe not."


    As Dofon and Burn are just finishing the disabling of the laser net, Grognard notices a secret door and opens it. Both give you access to the same area.

    The building beyond the tunnel walls is a modest security checkpoint, with magical view screens providing a view of both sides of the laser grid and the surrounding tunnels. The center of the room houses a hybrid computer module with a hexagonal keyboard.

    Computers, Culture, Engineering, or Mysticism check can turn it on.

    Acquisitives

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

    Well, well. Let's see what this baby can do! Kuozar lights a cigar and, puffing fiercely, starts working with the alien console.

    Computers: 1d20 + 10 ⇒ (4) + 10 = 14

    Unusual program code. It's kind of... archaic?

    Manifold Host

    ”Chip” Male NG Halfling Spacefarer Mechanic 3 | SP 21/21 HP 20/20 | RP 4/4 | EAC 16; KAC 17 | 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/-

    "I'd expect that. It's an abandoned, uh, entire planet. Maybe if we..."

    Engineering: 1d20 + 11 ⇒ (12) + 11 = 23


    While Kuozar is still trying to figure out the interface, Chip finds the power switch and activates the computer. A few moments later, you see what you suspect is the log in display.

    Culture to translate the alien text which would make operation easier.

    Computers or Mysticism to operate the computer.

    Acquisitives

    Male CG Ysoki Biotechnician Biohacker 3 | SP 12/16 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.

    "Very intersting indeed."
    He pops his fingers and take a look at the console.

    culture: 1d20 + 8 ⇒ (17) + 8 = 25
    "My, my. What is that language doing here..."

    computer: 1d20 + 10 ⇒ (12) + 10 = 22

    Exo-Guardians

    Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 21 (+1) KAC 23 // Stamina 23/36 HP 32/32 Resolve 5/5 // Speed 20 Fly 30

    Burn knows he won't be any help with the computer. He stands watch at the door, listening to the conversation between the technical experts and watching the corridor.

    Perception: 1d20 + 0 ⇒ (17) + 0 = 17

    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: 16 16

    Mysticism: 1d20 + 9 ⇒ (11) + 9 = 20

    "Whaddya mean archaic? Still the cuttin' edge fer incandations!"


    Bonkers was able to figure out the basics of the text.

    Bonkers and Grognard both discover there is a fake shell on the computer system. Fortunately they do not set off the security measures.

    After a little work, they manage to get past the fake shell and into the real system. They discover they can:

  • Access and download a detailed map of the underground passageways within the mountain.
  • Activate or deactivate the laser grid.
  • Turn the tunnel lights on or off.
  • Unlock armory shown on the map

    The map grants your group a +2 circumstance bonus to all Perception and Survival checks during Part 2 and Part 3 of this event.

    Using the map, you are able to find and open the armory. The emergency armory contains defensive gear meant to protect agents stationed at the checkpoint. This includes two enforcer armor I, two peacekeeper's aegis I, a targeting computer, a longstrider module, a purple force field, a jetpack and a phase shield.

    Area complete. Pick your next mission.


  • Exploration Mission List:

  • Completed Bunker Labs, combat and exploration
  • Hibernation Chamber, exploration and stealth
  • Fungal Cave, combat and rescue
  • Completed Rescue Operation, physical labor and rescue

  • Flooded Cavern, combat and exploration
  • Wrecked Hope, social and skills
  • Ruined City, exploration, hazards, and combat
  • Abandoned Hangar, combat and skills

    Unlocked Mission List:

  • Completed Checkpoint, data retrieval
  • All That Remains, linguistic and social
  • Desperate Detonation, sabotage and skill

  • Acquisitives

    Male CG Ysoki Biotechnician Biohacker 3 | SP 12/16 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.

    "Well, nice find. Who can best use this?

    Next mission? I'm good for another skill type one but am happy to narrowly miss you all in a combat mission!

    Wayfinders

    LN Embri precog 4 | SP 20/20 HP 26/26 RP 6/6 | EAC 21 KAC 22 | Fort +1 Ref +8 Will +3* | Perc +4/8 darkvision | Init +4 | Speed 20 feet | Paradoxes 1 4 - | L2 blessing of youth, invisibility L1 lesser remove condition, overheat, overheat | Conditions: -

    We are a bit light on social characters, so I understand if others wish to avoid social missions. Unlocked missions sound interesting.
    Desperate Detonation gets my vote, but Dofon will follow you anywhere.

    "Take your pick of the equipment. I will choose among the following remnants: force field, targeting computer, longstrider module, and enforcer armor. I will not install the force field it the enforcer suit, and it would make me very slow, so if you believe mobility is of paramount importance, please reject my cowardly desire to hide my soft body under solid carapace."

    ooc condensed loot musings:

    Enforcer armor: Heavy armor EAC+9 KAC+10 Dex+2, ACP-4, Speed-10 upgrade 2, bulk 2 Still thinking if AC is worth the penalties.
    Peacekeeper's aegis: Light armor KAC+4, KAC+5, Dex+4, ACP-1, upgrade 1, bulk 1
    Targeting computer: armor upgrade, ignore concealment
    Longstrider module: light armor upgrade, speed +10 enhancement
    Purple forcefield: 2-slot armor upgrade, standard action to activate, 10 rounds, 5 temp hp with fast heal 2
    Jetpack: armor upgrade, 30 fly speed for 20 rounds/40 minutes
    Phase shield: heavy armor upgrade, move action to activate, +1 enhancement AC for 20 rounds, one hand cannot be used for attacks

    Dofon has two open slots and could use any of the upgrades except the phase shield, but also recognizes that the jetpack is not a priority for someone who mostly sits still with long-range weapons.

    Manifold Host

    ”Chip” Male NG Halfling Spacefarer Mechanic 3 | SP 21/21 HP 20/20 | RP 4/4 | EAC 16; KAC 17 | 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/-

    Desperate Detonation sounds good to me.

    "This armor is heavier than what I have... I guess that's mostly a good thing, since it's armor. I only have basic armor right now--no upgrade slots, so I can't use any of those anyway."

    The Peacekeeper's Aegis is the only thing Chip can use, and it would give him +2 to both ACs. Well, he could use that and one of the one-slot upgrades I suppose.


    Saivessa meets with you in the bunker and informs you that the Starfinder Society's scouts have made a disturbing finding.

    All right, Starfinders, here's the situation. There's a hive of Swarm components in a cave near the surface. Strangely, they seem to be hibernating inside a cluster of massive szandite crystals. Our scouts managed not to disturb them and, at first, I thought we should leave them be while we find a way out. But then I had a better idea! You're gonna blow ‘em sky high. Not yet though.

    Your mission is to enter the cave, set the explosive charges, and get out.

    While we're making our escape, we'll detonate the charges—I've rigged a basic detonator signal that should be able to get through all the weird interference. We can use the explosion to create a distraction at just the right moment.

    Get a move on, Starfinders!

    You can take a 10 minute rest, recharge batteries, buy ammo before leaving.

    Your group makes their way through the tunnels to the indicated szandite crystal cave.

    An eerie sound, a mix of high-pitched static and a deep hum, emanates from a cave up ahead. Scintillating multi-hued crystals line the walls and ceiling of the large cavern. Disturbing insectile forms are visible inside the crystals. Their shapes are difficult to discern, but most seem to have strange growths—some have enormous heads or bodies, others have extra limbs, and a few have what look like enormous claws lined with extra mouths.

    Thankfully, none of them are moving. Yet.


    This is done as a hazard where you only have a limited amount of time to disable it.

    As you enter the area, the hide gives off a psychic scream.
    Sonic damage: 2d4 ⇒ (1, 2) = 3 DC 15 Will save negates

    Initiative:

    Bonkers: 1d20 + 2 ⇒ (6) + 2 = 8
    Burnham: 1d20 + 2 ⇒ (13) + 2 = 15
    Dofon: 1d20 + 4 ⇒ (15) + 4 = 19
    Grognard: 1d20 + 5 ⇒ (10) + 5 = 15
    Chip: 1d20 + 2 ⇒ (18) + 2 = 20
    Kuozar: 1d20 + 4 ⇒ (4) + 4 = 8

    Hive hazard: 1d20 + 10 ⇒ (1) + 10 = 11

    Round 1:

    Bolded may act. Everyone may make their saving throw vs the psychic scream.

    Disable with Athletics to erect barriers that block psychic energy, engineering to set explosives efficiently, Life Science or Mysticism to understand which areas are safe to approach.

    Chip DC 15 Will, fail take 3 damage
    Dofon DC 15 Will, fail take 3 damage
    Grognard DC 15 Will, fail take 3 damage
    Burnham DC 15 Will, fail take 3 damage

    Hazard
    Kuozar DC 15 Will, fail take 3 damage
    Bonkers DC 15 Will, fail take 3 damage

    Wayfinders

    LN Embri precog 4 | SP 20/20 HP 26/26 RP 6/6 | EAC 21 KAC 22 | Fort +1 Ref +8 Will +3* | Perc +4/8 darkvision | Init +4 | Speed 20 feet | Paradoxes 1 4 - | L2 blessing of youth, invisibility L1 lesser remove condition, overheat, overheat | Conditions: -

    Will: 1d20 + 3 ⇒ (15) + 3 = 18 Extra +2 vs enchantment (though this feels more like brute force)
    Dofon staggers under the mental shock, but regains their posture. It almost feels like being back on Embroi. How did I ever manage to live there, much less gain rank? The mask bobs up and down as Dofon shakes itself and hurries to complete the mission before mental overload.
    Engineering: 1d20 + 9 ⇒ (5) + 9 = 14 Alas, no demolitionist's kit
    But the mollusk is distracted.


    Although Dofon is able to avoid the psychic scream, they haven’t found a good place to plant the explosives yet.

    Round 1:

    Bolded may act. Everyone may make their saving throw vs the psychic scream.

    Disable with Athletics to erect barriers that block psychic energy, engineering to set explosives efficiently, Life Science or Mysticism to understand which areas are safe to approach.

    Chip DC 15 Will, fail take 3 damage
    Dofon
    Grognard DC 15 Will, fail take 3 damage
    Burnham DC 15 Will, fail take 3 damage

    Hazard
    Kuozar DC 15 Will, fail take 3 damage
    Bonkers DC 15 Will, fail take 3 damage

    0 successes towards planting the charges.

    Acquisitives

    Male CG Ysoki Biotechnician Biohacker 3 | SP 12/16 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.

    will: 1d20 + 3 ⇒ (13) + 3 = 16

    Will be heading ot to do some shopping and eat in an hour or two. Going to go ahead and psot my actions so I don't slow the group down if everyone else posts. :)
    Grog shakes his head and works to make sure the explosives are set correctly.
    engineering: 1d20 + 12 ⇒ (4) + 12 = 16

    Manifold Host

    ”Chip” Male NG Halfling Spacefarer Mechanic 3 | SP 21/21 HP 20/20 | RP 4/4 | EAC 16; KAC 17 | 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/-

    Will: 1d20 + 2 ⇒ (6) + 2 = 8 +2 if it's a fear effect, though looks like that won't matter.
    Checker Will: 1d20 + 1 ⇒ (7) + 1 = 8 Unless it's immune as a mindless construct?

    "Ouch. Oh. Uh oh."
    Chip begins working to prepare and set the explosives as quickly as he can, so thy can get out of there.

    Engineering: 1d20 + 11 ⇒ (3) + 11 = 14

    Exo-Guardians

    Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 21 (+1) KAC 23 // Stamina 23/36 HP 32/32 Resolve 5/5 // Speed 20 Fly 30
    Dofon wrote:
    "Take your pick of the equipment. I will choose among the following remnants: force field, targeting computer, longstrider module, and enforcer armor. I will not install the force field it the enforcer suit, and it would make me very slow, so if you believe mobility is of paramount importance, please reject my cowardly desire to hide my soft body under solid carapace."

    "Don't confuse a smart, solid defense with cowardice, Dofon. I think we're going to see some heavy combat before this is over. I'd advise you all to make what use you can of this gear we've found."

    Burn will grab a suit of the enforcer armor, and what ever else is unclaimed except the Peacekeeper's Aegis. Light armor users, consider the Aegis. Stats are in the armor comparison spoiler in discussion thread.

    In the bug hibernation lair
    Will save: 1d20 + 4 ⇒ (8) + 4 = 12
    Athletics, enforcer armor: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20
    "Oh, that's sharp in the ears. " Burn raises his hands to his ears and finds that it seems to lessen the pain somewhat. He notices a pile construction materials along the edge of the cave and is able to rig a kind of shield with a few light beams and wall plates.


    Bonkers is able to resist the buzz.

    Chip, Checkers and Burn are not so fortunate. Although it is called psychic onslaught, it does sonic damage. I don’t think Checkers is immune to it.

    Chip isn’t able to get things in place yet, but Burn gets some barriers up.

    Bonkers, I will apply your disable roll after the hazard.

    Round 1:

    Bolded may act. Everyone may make their saving throw vs the psychic scream.

    Disable with Athletics to erect barriers that block psychic energy, Engineering to set explosives efficiently, Life Science or Mysticism to understand which areas are safe to approach.

    Chip 3 damage
    . Checker 3 damage
    Dofon
    Grognard DC 15 Will, fail take 3 damage
    Burnham 3 damage
    Hazard
    Kuozar DC 15 Will, fail take 3 damage
    Bonkers

    1 successes towards planting the charges.

    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: 16 16

    Will: 1d20 + 6 ⇒ (16) + 6 = 22 +2 if its a spell or SLA

    Grognard motions for Donkey to stay back as he moves slowly through the room and lets the psychic onslaught play at the corners of his mind. As he moves he motions towards areas where the strain is worse, signaling for his compatriots to avoid them.

    Mysticism: 1d20 + 9 ⇒ (2) + 9 = 11

    It seems as though a bit of haste may have advised as he's quickly overcome by the outbursts and fails to make any meaningful warnings.


    Grognard evades the psychic burst, but hasn’t figured out a good path through the haze yet.

    More psychic buzzing, Sonic damage: 2d4 ⇒ (3, 4) = 7 DC 15 Will negates

    Round 1:

    Bolded may act.

    Disable with Athletics to erect barriers that block psychic energy, Engineering to set explosives efficiently, Life Science or Mysticism to understand which areas are safe to approach.

    Hazard
    Kuozar DC 15 Will, fail take 3 damage DC 15 Will or take 7 damage
    Bonkers DC 15 Will or take 7 damage

    Round 2

    Chip 3 damage DC 15 Will or take 7 damage
    . Checker 3 damage DC 15 Will or take 7 damage
    Dofon DC 15 Will or take 7 damage
    Grognard DC 15 Will or take 7 damage
    Burnham 3 damage DC 15 Will or take 7 damage

    1 successes towards planting the charges.

    Acquisitives

    Male CG Ysoki Biotechnician Biohacker 3 | SP 12/16 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.

    will: 1d20 + 3 ⇒ (2) + 3 = 5
    "oh, that hurts.."

    He then checks around for possible less noisy areas..

    life sciences: 1d20 + 11 ⇒ (9) + 11 = 20

    Manifold Host

    ”Chip” Male NG Halfling Spacefarer Mechanic 3 | SP 21/21 HP 20/20 | RP 4/4 | EAC 16; KAC 17 | 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 Will: 1d20 + 2 ⇒ (19) + 2 = 21
    Checker Will: 1d20 + 1 ⇒ (9) + 1 = 10

    "Starting to think time is a factor here..."

    Engineering: 1d20 + 11 ⇒ (16) + 11 = 27

    "Oh hey, I think I got it! How's that look?"

    Wayfinders

    LN Embri precog 4 | SP 20/20 HP 26/26 RP 6/6 | EAC 21 KAC 22 | Fort +1 Ref +8 Will +3* | Perc +4/8 darkvision | Init +4 | Speed 20 feet | Paradoxes 1 4 - | L2 blessing of youth, invisibility L1 lesser remove condition, overheat, overheat | Conditions: -

    "This armor feels more comfortable than I expected. It has a peculiar aroma. Perhaps what some Starfinders call new armor smell?"

    Will: 1d20 + 3 ⇒ (5) + 3 = 8
    Dofon starts to wilt under the omnipresent psychic whine. There needs to be a route. I will look for it. The embri twitches, opening itself to potentials and weeding out futures where it doesn't find a location for the bombs.

    Expending 7 paradox for engineering +9 for a result of Engineering 16 to plant charges.


    Bonkers is hurt by the buzz, but manages to find a path that should work for the group.

    Chip is able to avoid the sound, but Checkers is damaged. He is able to get some barriers in place.

    Dofon has no luck. The sounds reverberate through him and he finds his calculations are not enough for the task.

    Round 1:

    Bolded may act.

    Disable with Athletics to erect barriers that block psychic energy, Engineering to set explosives efficiently, Life Science or Mysticism to understand which areas are safe to approach.

    Hazard
    Kuozar DC 15 Will, fail take 3 damage DC 15 Will or take 7 damage
    Bonkers 7 damage

    Round 2

    Chip 3 damage
    . Checker 10 damage DC
    Dofon 7 damage
    Grognard DC 15 Will or take 7 damage
    Burnham 3 damage DC 15 Will or take 7 damage

    3 successes towards planting the charges.

    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: 16 16

    Will: 1d20 + 6 ⇒ (7) + 6 = 13

    Grognard grumbles a slew of curses as the humming begins to vibrate his skull. After a moment he takes a moment to rewind...

    "Ach... sorry... those spots are nae safe to stand in... That was fer another table... Give me just a few minutes to check."

    Apparently to Grognard a few minutes is significantly shorter than what the rest of you would consider a few minutes... or he just spent them out of order.

    Mysticism (Paradox): 9 + 9 = 18

    Exo-Guardians

    Ace Pilot Human Soldier 4// Init +2 Percept +0 SenseMotive +0 // F 5 (*check toughness) R 3 W 4 // EAC 21 (+1) KAC 23 // Stamina 23/36 HP 32/32 Resolve 5/5 // Speed 20 Fly 30

    Will save: 1d20 + 4 ⇒ (6) + 4 = 10
    Athletics, enforcer armor: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22

    Burnham continues to erect his shield.

    Did we get no advantage from the 'barriers that block psychic energy' last turn?

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