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

Game Master BretI

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Sorry, no the barriers don’t help with that. All they do is help you get the explosives into the correct locations.

The buzz gets to both Grognard and Burnham.

Grognard isn’t able to provide any guidance but Burnham manages to get some more stuff moved so the explosives can be set.

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 7 damage
Burnham 10 damage

4 successes towards planting the charges.

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

Okay. Cool. Will describe things that way in my next post.

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'

Will: 1d20 + 1 ⇒ (10) + 1 = 11 Will: 1d20 + 1 ⇒ (17) + 1 = 18 6 dmg

Engineering: 1d20 + 10 ⇒ (18) + 10 = 28

Despite the pain in his head from this noise, Kuozar smiles as he sets the explosives. Explosions are good.


Kuozar is distracted by the buzzing at first but the is able to ignore it as it gets more insistent.

He is able to get some explosives in place.

The buzzing continues.
Psychis Assault, Sonic damage: 2d4 ⇒ (4, 2) = 6

Round 2:

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.

You do have time to quaff a serum of healing while doing this. You could also run out so that you don’t take more damage next round instead of making your check.

Hazard
Kuozar 3 damage DC 15 Will or take 6 damage
Bonkers 7 damage DC 15 Will or take 6 damage

Round 3

Chip 3 damage DC 15 Will or take 6 damage
. Checker 10 damage DC 15 Will or take 6 damage
Dofon 7 damage DC 15 Will or take 6 damage
Grognard 7 damage DC 15 Will or take 6 damage
Burnham 10 damage DC 15 Will or take 6 damage

5 successes towards planting the charges.


M human architect/37

Saivessa holds aloft a detonator. “This device may look small, but it’s going to have a big impact! Now that you’ve armed the explosives, we’ll wait for the right moment to set them off! Well done, Starfinders!”

Table GMs, the Desperate Detonation unlockable mission is now complete.


You might as well finish it since you are more than halfway complete.

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'

Will: 1d20 + 1 ⇒ (6) + 1 = 7
Engineering: 1d20 + 10 ⇒ (2) + 10 = 12


This time Kuazar isn’t so successful at either ignoring the buzzing nor setting explosives.

Round 2:

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.

You do have time to quaff a serum of healing while doing this. You could also run out so that you don’t take more damage next round instead of making your check.

Hazard
Kuozar 9 damage
Bonkers 7 damage DC 15 Will or take 6 damage

Round 3

Chip 3 damage DC 15 Will or take 6 damage
. Checker 10 damage DC 15 Will or take 6 damage
Dofon 7 damage DC 15 Will or take 6 damage
Grognard 7 damage DC 15 Will or take 6 damage
Burnham 10 damage DC 15 Will or take 6 damage

5 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 + 3 ⇒ (20) + 3 = 23

"Tryin tae figure this oot is like tryin tae make coffee before you're had coffee..."

Mysticism: 1d20 + 9 ⇒ (5) + 9 = 14


Grognard continues to soldier on, ignoring the buzzing but not able to find a good path through the hive.

Round 2:

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.

You do have time to quaff a serum of healing while doing this. You could also run out so that you don’t take more damage next round instead of making your check.

Hazard
Kuozar 9 damage
Bonkers 7 damage DC 15 Will or take 6 damage

Round 3

Chip 3 damage DC 15 Will or take 6 damage
. Checker 10 damage DC 15 Will or take 6 damage
Dofon 7 damage DC 15 Will or take 6 damage

Grognard 7 damage
Burnham 10 damage DC 15 Will or take 6 damage

5 successes towards planting the charges.

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 vs sonic headache: 1d20 + 3 ⇒ (9) + 3 = 12
Engineering: 1d20 + 9 ⇒ (2) + 9 = 11
There has to be at least one spot I can shove this bomb in. But the psychic whine is getting overpowering and Dofon bonks its mask against rock in frustration.

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

"Just a few more seconds." Burn grabs an explosives package and move forward to set it.

Will save: 1d20 + 4 ⇒ (18) + 4 = 22
Engineering: 1d20 + 4 ⇒ (8) + 4 = 12


Dofon is feeling the pressure of the buzz. He rejects several different potential sites for the explosives.

Burnham does better against the buzz, but also fails to find a suitable place for the bomb.

Round 2:

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.

You do have time to quaff a serum of healing while doing this. You could also run out so that you don’t take more damage next round instead of making your check.

Hazard
Kuozar 9 damage
Bonkers 7 damage DC 15 Will or take 6 damage

Round 3

Chip 3 damage DC 15 Will or take 6 damage
. Checker 10 damage DC 15 Will or take 6 damage

Dofon 13 damage
Grognard 7 damage
Burnham 10 damage

5 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 ⇒ (18) + 3 = 21

He looks to make sure the explosives are in the perfect spots...
engineering: 1d20 + 12 ⇒ (13) + 12 = 25


Bonkers ignores the buzz and sets a few more charges.

Round 2:

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.

You do have time to quaff a serum of healing while doing this. You could also run out so that you don’t take more damage next round instead of making your check.

Hazard
Kuozar 9 damage
Bonkers 7 damage

Round 3

Chip 3 damage DC 15 Will or take 6 damage
. Checker 10 damage DC 15 Will or take 6 damage

Dofon 13 damage
Grognard 7 damage
Burnham 10 damage

6 successes towards planting the charges.

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 ⇒ (17) + 2 = 19
Checker Will: 1d20 + 1 ⇒ (3) + 1 = 4

"Almost... got it..."

Chip notices Checker's finish peeling. "Oh dang. Checker you aren't even really contributing anything here. Just move back into the other room."

Engineering: 1d20 + 11 ⇒ (18) + 11 = 29


Chip is doing well, resisting the buzz and planting a few more explosives.

Chip decides that it is time for Checker to retreat out of the danger area,

You are very close to having everything in place.

The buzzing continues.
Psychic Onslaught Sonic: 2d4 ⇒ (3, 1) = 4

Round 3:

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.

You do have time to quaff a serum of healing while doing this. You could also run out so that you don’t take more damage next round instead of making your check.

Hazard
Kuozar 9 damage DC 15 Will or 4 damage
Bonkers 7 damage DD 15 Will or 4 damage

Round 4

Chip 3 damage DC 15 Will or 4 damage
. Checker 16 damage (retreated)
Dofon 13 damage DC 15 Will or 4 damage
Grognard 7 damage DC 15 Will or 4 damage
Burnham 10 damage DC 15 Will or 4 damage

7 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 ⇒ (1) + 3 = 4
"Oh, that hurts..."
He continues to make sure all is well with the targeted areas.
engineering: 1d20 + 12 ⇒ (17) + 12 = 29

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 ⇒ (8) + 4 = 12

Burn grits his teeth and turns to leave. He glances back over his shoulder and notices that the little red light's not blinking on the explosives he set. He turns around and tries to reset the detonator.

Engineering: 1d20 + 4 ⇒ (15) + 4 = 19

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: -

The definition of insanity is to do the same thing repeatedly that has been seen not to work, but this abyssal whining is almost locking my mind.
Dofon staggers around the cave, looking almost drunk, searching for a place–almost any place–to unload the explosives.

Will to keep even some Stamina: 1d20 + 3 ⇒ (8) + 3 = 11
Engineering: 1d20 + 9 ⇒ (12) + 9 = 21


Although it is painful, your group manages to get all the explosives set without waking the hive.

Success.

You immediately retreat out of the area.

You go back to camp and report in. You are told to take a night resting and recovering.


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
  • No Longer Available All That Remains, linguistic and social
  • Completed Desperate Detonation, sabotage and skill
  • Elemental Arsenal, social and combat

  • 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

    I feel like we just demolished the hibernation chamber. I vote for wrecked hope or abandoned hangar.

    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: -

    Wrecked hope or hangar sound good.

    Expend resolve to regain Stamina, overnight rest.
    Memorize spells: 1st-lesser remove condition, 2 x overheat; 2nd-blessing of youth, invisibility
    Paradox refreshment:
    Paradox 1: 1d20 ⇒ 1 Paradox 2: 1d20 ⇒ 20 Paradox 3: 1d20 ⇒ 4


    Going with Wrecked Hope

    Exploration of the tunnels to the east seems to be going nowhere for several hours, but the smell of fresh air eventually leads to the surface. The tunnel emerges onto the side of a mountain, where a few long-abandoned mining machines cling to the cliffs with spindly mechanical arms.

    Unfortunately, there is no clear path down the side of the desolate mountain, but the expedition may not have been in vain: the remains of a small, wrecked starship, clearly of modern Near Space origin, lies crumpled on the mountainside. A small team of Starfinders sit among the desolation, at a loss as to what they should do next.

    You recognize them as part of the Starfinder expedition, although you aren’t sure of their names.

    Two of them come forward and introduce themselves. A host shirren introduces themselves as squad leader Zizenzi and an agender barathu introduces themselves as Engineer Fillman.

    The other three look up, but make no move to greet you.

    Zizenzi points to a female ysoki that has her arm around the shoulder of a human soldier. You are told the ysoki is named Finnarisa Tanda and the human is Sylar Kade. Sylar has his head in his hands and is saying “We're done for, done for! We finally find a way out, and all we get is a stupid wrecked starship?!

    Another male human is cursing as he rummages through debris. You are told his name is Jonari Silwan.

    Zizenzi speaks to you. “Hello! Sorry, nothing much to be found here. Someone obviously crashed here a while back, but there's no sign of survivors. We tried to report back, but you know, no comms. I was just about to order my squad to head back to the bunker, but… they need a minute.

    Engineer Fillman chimes in. “I think we should stay. Hope is not lost! What if there is something useful in that starship? I've taken many notes, made some calculations, and I think it's safe. I know it! Well… I hope it is… I'm not sure.

    Zizenzi shakes their head. “Hope isn't enough. I don't think the team's in good shape, mentally, physically, or otherwise. Searching a wreck like that is dangerous. I wouldn't want them getting hurt, or worse.

    Zizenzi is concerned about his team’s morale.

    You can each make two checks. You want to encourage as many of the team as you can. For each person you attempt a check for, you can make a Sense Motive to gain a bonus to the main check.
    The difficulty is not the same for all skills and all people. Please indicate who you are talking to and which skill you are using.

    Talk to Zizenzi (timid squad leader) Diplomacy to calm their fears or Intimidate to convince them to step up and do their jobs.
    Talk to Engineer Fillman (uncertain mechanic) Engineering or Physical Science check to verify his calculations.
    Talk to Sylar Kade (despondent soldier) treat with Medicine skill or convince there is still hope with Diplomacy check.
    Talk to Finnarisa Tanda (soldier) Acrobatics or Athletics to talk them through best way to safely search the wrecked ship.
    Talk to Jonari Silwan (angry operative) Diplomacy for small talk or Computers or Piloting to distract him.

    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'

    Let's double-check your calculations, bro. Fly here.

    Engineering: 1d20 + 10 ⇒ (7) + 10 = 17 - Engineer Fillman

    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.

    Bonkers goes to talk to Skylar Kade, "Let's take a look at your injuries."
    sense motive: 1d20 + 8 ⇒ (19) + 8 = 27
    medicine: 1d20 + 12 ⇒ (8) + 12 = 20

    He then tries to help Engineer Fillman by verifying his calculations.
    SM: 1d20 + 8 ⇒ (7) + 8 = 15
    physical sciences: 1d20 + 11 ⇒ (12) + 11 = 23

    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'

    I'm sorry, I read it wrong .)

    Sense Motive: 1d20 + 2 ⇒ (15) + 2 = 17 - Engineer Fillman (what if it helps with roll above?)

    After talking with Filman, Kuozar switches to another agent, with whom he can also talk about technology.

    Sense Motive: 1d20 + 2 ⇒ (4) + 2 = 6 - Jonari Silwan
    Computers: 1d20 + 10 ⇒ (17) + 10 = 27 - Jonari Silwan

    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/-

    Seeing the others already working with the engineer, Chip focuses on the humans.

    Sense Motive Sylar: 1d20 + 0 ⇒ (18) + 0 = 18
    Medicine: 1d20 + 10 ⇒ (18) + 10 = 28

    "Injured, huh? No no, stay sitting down. You're, uh, taller than me. Don't worry, I know how to work on humans. You're built just like me, y'know. But bigger. That's easier!"

    Sense Motive Silwan: 1d20 + 0 ⇒ (4) + 0 = 4
    Computers: 1d20 + 11 ⇒ (15) + 11 = 26

    Chip has no read on the angry human at all, but uses his computer to scan. "Find anything yet?"


    Although Kuazar realizes that Engineer Fillman is just a bit uneasy about their calculations, they are unable to make sense of the calculations that Engineer Fillman has done.

    In talking with Sylar Kade, Bonkers realizes that the man is in a trauma-induced panic, and his doom-and-gloom thoughts are bringing everyone else to the edge. He gives the fellow some medications to calm him down. This is a relief to his whole team.

    In talking with Engineer Fillman, Bonkers realizes that they are a bit uncertain about the notes they're taking on the starship wreck. Reviewing those sections of the notes, Bonkers makes a single minor correction and they both agree that the plan is good. There is a safe way to explore the wreck. Even without the correction, the calculations had enough margin that things would have been fine and Bonkers points this out as well.

    Although he doesn’t get a good sense of exactly what set off Jonari Silwan, Kuozar is able to distract the man enough with comments on his hacking kit and comparing kits that he settles down.

    Chip finds that Bonkers and Kuazar have already taken care of the people he was going to talk to.

    Settled down: Engineer Fillman, Sylar Kade, Jonari Silwan.
    Still off-balance: Zizenzi, Finnarisa Tanda

    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/-

    "Um. Cheer up."
    Chip is not confident that he is suited to this task.

    Sense Motive Zizenzi: 1d20 + 0 ⇒ (20) + 0 = 20
    Diplomacy: 1d20 + 1 ⇒ (18) + 1 = 19

    "Well, uh, my thing would be staying to tighter spaces and moving quickly to avoid getting stuck. When I need a to be a little more forceful, well that's what this guy is for. Show her, Checker!"

    Sense Motive Tanda: 1d20 + 0 ⇒ (14) + 0 = 14
    Checker Athletics: 1d20 + 7 ⇒ (10) + 7 = 17

    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: -

    Dofon shuffles closer to Zizenzi. "It is hardly a sign of weakness to be uncertain of one's future when pushed into a sudden contact with the Swarm. We were prepared for survey and exploration, not an extinction-level threat. But our training covers more than unearthing and cataloguing relics. Your team is trained for unlikely events such as this." The embri gazes at the others. "When I joined the Society after my exile from Embroi, it took me some time to comprehend that Starfinders, and most other Pact Worlders, operate well in teams not because of hierarchy and duty, but because they have ties to their teammates. Understanding that gave me the purpose beyond surviving." Though I am still poor at articulating it. So I cheat. Dofon blinks behind its mask, discarding and selecting temporal states where Zizenzi either collapses in despair or rises to stand tall. There. "The embers of those ties are still in your teammates. You do not have to believe in yourself. Believe in your teammates who believe in you. Together you will conquer."

    Paradox is for using, so Dofon burns 20 paradox for result of Diplomacy 28.

    The embri leaves Zizenzi to gather themselves and shuffles to Tanda. "I understand you seek to study the hulk. Do you believe someone wearing armor like this could make it?" Dofon then tries.

    Acrobatics: 1d20 + 5 ⇒ (11) + 5 = 16 including enforcer armor penalties


    Chip gets the feeling that Zizenzi is genuinely concerned for their team's safety and has probably already lost a few friends on this ill-fated mission. He manages to calm Zizenzi down and gets him to start organizing his team.

    Although they are not able to get a good read on Tanda, Checkers demonstrates some ways to safely brace when moving around in the debris.

    Dofon, you can keep that nat 20.

    Success.

    Zizenzi organizes a search of the starship.

    Less than an hour later, Finnarisa emerges from the wreck, waving her hands excitedly. “We can't tell where this ship came from. Looks like it might've been smugglers or a salvage vessel. But we found something on the bridge! The starship has an intact comms array! It isn't working with all this weird interference, but maybe if we get it back to Palivhar we can find a way to use it.

    You help the squad disassemble the comms array and return it to the bunker. While doing this you also have time to rummage for supplies in the wreck. You find a mk 1 null-space chamber containing four mk 1 serums of healing.


    You return with Zizenzi’s squad and Saivessa is pleased by the find. After assigning a tech team to analyze it, they come back to you with another mission.

    Given the advanced tech we've seen around here, it's possible some of the vehicles are still functional. And if there's one thing I know about the Swarm, it's that they can't drive! We need any advantage we can get. Go see if some of those vehicles can be put to use.

    Oh—there's a reason I'm sending all of you before I send in the repair teams. The hangar is on the other side of an abandoned mine. Make sure it's safe, then check out the hangar and see if you can identify anything useful! Remember, we're looking for vehicles to help us escape. The faster the better.

    You are sent into some mining tunnels which have dim light and 15’ high ceilings.

    Slide 8, you enter from the north.

    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: -

    While Dofon can hardly be called ecstatic or moved by the awakening of Zinzenzi and their team, the embri seems transfixed by the events that follow. A null-space chamber. The drudgery is over. Dofon politely volunteers to carry the device, and even if someone else ends up having it, the embri pours a lot of superfluous equipment into it. No need for nonlethal weapons for a while... But I should politely ask if Chip can have Checker still hold the agitator. The call function doesn't work from the null-space chamber.

    From the front the embri now looks like an armored mushroom with various barrels projecting here and there, including the machine gun, flamer, and a shotgun. One limb holding the scanner and the other one keeping the MG close, Dofon is ready to advance.

    "I am superbly armored and armed, and can take any position." For the first time, the odd aberration sounds energetic. If still not enthusiastic.
    Dofon proceeds to turn right and investigate the side passage.
    Perception +8 with scanner, though can't attack without dropping or stowing it. Moving token to intended area.

    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.

    Bonkers mood is quite positive after his initial reaction with the group and stays that way for some time. He mumbles something about being able to test some new drugs....

    As they start to head out Bonkers nods at Dofon. "Sounds good."
    He then stands behind him, ready to be covered in the unlikely event someone starts shooting at the group.

    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

    "Ach, mining tunnels! Like... returning to an ancestral home."

    A single tear appears in the corner of his eye as he smiles and begins to look about. "Donkey, keep an eye oot fer an ambush.."

    Perception: 1d20 + 9 ⇒ (7) + 9 = 16 Stonecunning might be useful here. Unsure.

    Donkey stays near Grognard, keeping an eye out for foes as the dwarf rummages for useful equipment.

    Donkey's Perception: 1d20 + 7 ⇒ (4) + 7 = 11

    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/-

    "Well... stay at the front Checker," says Chip as he readies his rifle. "Uh, maybe we should stick together and explore one tunnel at a time?"


    As you go further into the mines, you notice there were some creatures here. Three of them come out from different areas in the mine. They look hungry and seem to think you are food.

    Picture on slide 9

    Initiative:

    Bonkers: 1d20 + 2 ⇒ (11) + 2 = 13
    Burnham: 1d20 + 2 ⇒ (10) + 2 = 12
    Dofon: 1d20 + 4 ⇒ (11) + 4 = 15
    Grognard: 1d20 + 5 ⇒ (1) + 5 = 6
    Chip: 1d20 + 2 ⇒ (15) + 2 = 17
    Kuozar: 1d20 + 4 ⇒ (14) + 4 = 18

    Red: 1d20 + 2 ⇒ (12) + 2 = 14
    Purple: 1d20 + 2 ⇒ (7) + 2 = 9
    Green: 1d20 + 2 ⇒ (6) + 2 = 8

    Round 1:

    Bolded may act.

    Life science to identify, they are all three the same sort of creature. These things don’t have carapaces.

    Kuozar
    Chip
    Dofon

    Red
    Bonkers
    Burnham
    Purple
    Green
    Grognard

    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/-

    "Ugh, what is that? Is that Swarm?" Chip takes a shot, though he can only just see the creature past the wall.

    He directs Checker to move forward.

    Attack Green (Cover): Azimuth Laser Rifle: 1d20 + 4 ⇒ (19) + 4 = 23 for fire damage: 1d8 + 3 ⇒ (3) + 3 = 6
    Master Control: Checker moves twice


    Chip is able to hit Green and Checker runs up next to it.

    The creature takes full damage and something else happens when it is hit. It isn’t obvious what happened, but the creature reacts strangely to the damage.

    Round 1:

    Bolded may act.

    Life science to identify, they are all three the same sort of creature. These things don’t have carapaces.

    Kuozar
    Chip
    Dofon
    Red
    Bonkers
    Burnham
    Purple
    Green 6 damage Demagnetized
    Grognard

    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: -

    Action in the main path. Better move to a more advantageous position. Dofon drops the scanner and moves to the bridge. "There is a third here. Engaging."

    Life Science: 1d20 + 3 ⇒ (2) + 3 = 5
    machine gun vs KAC: 1d20 + 7 ⇒ (8) + 7 = 15 (targeting the one north of Dofon)
    piercing damage: 1d10 + 4 ⇒ (9) + 4 = 13

    A short burst of heavy rounds rakes towards the thing.


    Dofon doesn’t know what the thing is, but bullets seem less effective against them. It is sort of tough to hit though.

    Round 1:

    Bolded may act.

    Life science to identify, they are all three the same sort of creature. These things don’t have carapaces.

    Kuozar
    Chip
    Dofon
    Red
    Bonkers
    Burnham
    Purple 8 damage
    Green 6 damage Demagnetized
    Grognard


    M human architect/37

    Palivhar’s voice echoes across the Starfinder’s comms. “We’ve found a way out! Well done, Starfinders! Regroup at the bunker and rest up before your next briefing.”

    Table GMs, this is your 1-day warning.


    M human architect/37

    Palivhar Chooser of Hues addresses the Starfinders gathered in the bunker.

    “All right, Starfinders, we have a plan. Thanks to your hard work, we’ve spotted the base of a space elevator. It looks intact, and we found a tunnel to the surface! The good news is the elevator is only a few miles away from the tunnel exit. The bad news is those few miles are crawling with Swarm.

    “We’ve got a big fight ahead of us! We’ve got heart on our side, though—and that’s not all. Our teams found a hangar filled with old mining vehicles. We’ll load everyone up, and our strongest will defend the convoy as we drive to the elevator. We’ll fight off the Swarm long enough to get everyone into space, and from there we’ll rig up the comm array you recovered and send for help.

    “If we’re strong enough, and lucky enough, and use every last advantage we’ve got, we just might make it out of here alive. I don’t know about you, but I could use a nice, long vacation after this. Someplace with no Swarm to speak of! All right, Starfinders. Gear up and move out! It’s time to go home.”

    Table GMs, Part 4 has begun.


    You get the order to retreat and return to the base. You are given a short time to recover before Palivhar Chooser of Hues addresses the group.

    Ten minutes to rest and resupply..
    Palivhar speech above

    Your group is loaded into one of the mining vehicles in the convoy. Your destination is the base of the space elevator several miles away.

    The vehicle is a large, fast moving hovering mining vehicle with a grabbing arm, laser drill and plenty of room for people. You have some of the non-combatant Starfinders with you in the vehicle.

    Almost immediately after the convoy exits the tunnel, masses of Swarm components rush across the planet's landscape to attack. Thankfully, the sturdy mining vehicles offer plenty of protection against the Swarm's attacks, but the Starfinders have a long ride ahead of them, they'll need to successfully navigate the landscape, avoid hazards, and fight off the Swarm to reach the elevator safely.

    Earned boons:

    Checkpoint::
    The Starfinders have acquired useful maps of the nearby area. Your table may select any one obstacle during the chase encounter (Step 1) and bypass that obstacle automatically. They must choose to bypass the obstacle after learning what checks they must attempt and before rolling the checks.

    All That Remains::
    The Starfinders have the lingering blessing of the Krethiskarian scholar Kirellun. At any point during Act 4, Your table can draw upon this blessing (as a party, not individually) to fully restore their Hit Points and Stamina Points.

    Desperate Detonation::
    The Starfinders have set explosives inside a Swarm nest. Your table can order these explosives be set off to create a distraction at any point during Act 4. If they activate it during Step 1, each PC gains a +2 circumstance bonus to their next two checks against the obstacles in Step 1. If they activate it during Step 2 or Step 3, the Swarm enemies they're currently fighting become off-target for the remainder of the battle.

    Escape Step 1

    Modified chase scene.

    To defeat an obstacle, the group must accrue three successful checks. Each character can attempt either a skill check or a check to aid another character each round. Once the group has enough successes you move on to the next obstacle. Any character that has not done a check yet can begin working on the next obstacle.

    The less rounds you take, the better you are doing.

    Obstacle 1—Weird Controls:
    One character each round may attempt a DC 14 Piloting or Profession (miner) check to quickly learn the vehicle's strange controls.

    Other characters can attempt a DC 17 Computers, Perception, or Survival check to help the pilot find level terrain so they can get used to the strange controls before things get too rough.

    Round 1

    Bolded have not done a check yet.

    Bonkers
    Burnham
    Dofon
    Grognard
    Chip or Checker
    Kuozar

    0 successes on this obstacle.

    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 looks about, hoping to get a lay of the land as they head out. "Burn... take the controls, and bring us... that away."

    I'm assuming we'll have Ace Pilot Burnham take the Piloting check for the round.

    Survival: 1d20 + 9 ⇒ (16) + 9 = 25


    Botting for Burns in hopes that I wake up to a successful round.

    Burns grabs the controls and floors it.

    Piloting: 1d20 + 9 ⇒ (9) + 9 = 18

    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/-

    "Okay. Yeah. And let's see if I can make any sense of these computers and sensors."

    Chip tries to connect his custom computer to the vehicle.

    Computers to Aid: 1d20 + 11 ⇒ (13) + 11 = 24


    Burns takes the controls while Grognard handles navigation and Chip gets the computer controls in order. You are making progress towards the space elevator.

    You still have the boons available.

    Escape Step 1

    Modified chase scene.

    To defeat an obstacle, the group must accrue three successful checks. Each character can attempt either a skill check or a check to aid another character each round. Once the group has enough successes you move on to the next obstacle. Any character that has not done a check yet can begin working on the next obstacle.

    The less rounds you take, the better you are doing.

    Obstacle 2— Fend off the Swarm: Characters who succeed at a ranged attack roll against AC 20 can fend off Swarm components with their own weapons. Characters who succeed at a DC 17 Acrobatics or Athletics check can tussle with the few small Swarm components that manage to land on top of the vehicle.

    Round 1

    Bolded have not done a check yet.

    Bonkers
    Burnham
    Dofon
    Grognard
    Chip or Checker
    Kuozar

    0 successes on this obstacle.

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